babylon.module.d.ts 5.5 MB

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  1. declare module "babylonjs/types" {
  2. /** Alias type for value that can be null */
  3. export type Nullable<T> = T | null;
  4. /**
  5. * Alias type for number that are floats
  6. * @ignorenaming
  7. */
  8. export type float = number;
  9. /**
  10. * Alias type for number that are doubles.
  11. * @ignorenaming
  12. */
  13. export type double = number;
  14. /**
  15. * Alias type for number that are integer
  16. * @ignorenaming
  17. */
  18. export type int = number;
  19. /** Alias type for number array or Float32Array */
  20. export type FloatArray = number[] | Float32Array;
  21. /** Alias type for number array or Float32Array or Int32Array or Uint32Array or Uint16Array */
  22. export type IndicesArray = number[] | Int32Array | Uint32Array | Uint16Array;
  23. /**
  24. * Alias for types that can be used by a Buffer or VertexBuffer.
  25. */
  26. export type DataArray = number[] | ArrayBuffer | ArrayBufferView;
  27. /**
  28. * Alias type for primitive types
  29. * @ignorenaming
  30. */
  31. type Primitive = undefined | null | boolean | string | number | Function;
  32. /**
  33. * Type modifier to make all the properties of an object Readonly
  34. */
  35. export type Immutable<T> = T extends Primitive ? T : T extends Array<infer U> ? ReadonlyArray<U> : DeepImmutable<T>;
  36. /**
  37. * Type modifier to make all the properties of an object Readonly recursively
  38. */
  39. export type DeepImmutable<T> = T extends Primitive ? T : T extends Array<infer U> ? DeepImmutableArray<U> : DeepImmutableObject<T>;
  40. /** @hidden */
  41. interface DeepImmutableArray<T> extends ReadonlyArray<DeepImmutable<T>> {
  42. }
  43. /** @hidden */
  44. /** @hidden */
  45. type DeepImmutableObject<T> = {
  46. readonly [K in keyof T]: DeepImmutable<T[K]>;
  47. };
  48. }
  49. declare module "babylonjs/Misc/observable" {
  50. import { Nullable } from "babylonjs/types";
  51. /**
  52. * A class serves as a medium between the observable and its observers
  53. */
  54. export class EventState {
  55. /**
  56. * Create a new EventState
  57. * @param mask defines the mask associated with this state
  58. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  59. * @param target defines the original target of the state
  60. * @param currentTarget defines the current target of the state
  61. */
  62. constructor(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any);
  63. /**
  64. * Initialize the current event state
  65. * @param mask defines the mask associated with this state
  66. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  67. * @param target defines the original target of the state
  68. * @param currentTarget defines the current target of the state
  69. * @returns the current event state
  70. */
  71. initalize(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any): EventState;
  72. /**
  73. * An Observer can set this property to true to prevent subsequent observers of being notified
  74. */
  75. skipNextObservers: boolean;
  76. /**
  77. * Get the mask value that were used to trigger the event corresponding to this EventState object
  78. */
  79. mask: number;
  80. /**
  81. * The object that originally notified the event
  82. */
  83. target?: any;
  84. /**
  85. * The current object in the bubbling phase
  86. */
  87. currentTarget?: any;
  88. /**
  89. * This will be populated with the return value of the last function that was executed.
  90. * If it is the first function in the callback chain it will be the event data.
  91. */
  92. lastReturnValue?: any;
  93. }
  94. /**
  95. * Represent an Observer registered to a given Observable object.
  96. */
  97. export class Observer<T> {
  98. /**
  99. * Defines the callback to call when the observer is notified
  100. */
  101. callback: (eventData: T, eventState: EventState) => void;
  102. /**
  103. * Defines the mask of the observer (used to filter notifications)
  104. */
  105. mask: number;
  106. /**
  107. * Defines the current scope used to restore the JS context
  108. */
  109. scope: any;
  110. /** @hidden */
  111. _willBeUnregistered: boolean;
  112. /**
  113. * Gets or sets a property defining that the observer as to be unregistered after the next notification
  114. */
  115. unregisterOnNextCall: boolean;
  116. /**
  117. * Creates a new observer
  118. * @param callback defines the callback to call when the observer is notified
  119. * @param mask defines the mask of the observer (used to filter notifications)
  120. * @param scope defines the current scope used to restore the JS context
  121. */
  122. constructor(
  123. /**
  124. * Defines the callback to call when the observer is notified
  125. */
  126. callback: (eventData: T, eventState: EventState) => void,
  127. /**
  128. * Defines the mask of the observer (used to filter notifications)
  129. */
  130. mask: number,
  131. /**
  132. * Defines the current scope used to restore the JS context
  133. */
  134. scope?: any);
  135. }
  136. /**
  137. * Represent a list of observers registered to multiple Observables object.
  138. */
  139. export class MultiObserver<T> {
  140. private _observers;
  141. private _observables;
  142. /**
  143. * Release associated resources
  144. */
  145. dispose(): void;
  146. /**
  147. * Raise a callback when one of the observable will notify
  148. * @param observables defines a list of observables to watch
  149. * @param callback defines the callback to call on notification
  150. * @param mask defines the mask used to filter notifications
  151. * @param scope defines the current scope used to restore the JS context
  152. * @returns the new MultiObserver
  153. */
  154. static Watch<T>(observables: Observable<T>[], callback: (eventData: T, eventState: EventState) => void, mask?: number, scope?: any): MultiObserver<T>;
  155. }
  156. /**
  157. * The Observable class is a simple implementation of the Observable pattern.
  158. *
  159. * There's one slight particularity though: a given Observable can notify its observer using a particular mask value, only the Observers registered with this mask value will be notified.
  160. * This enable a more fine grained execution without having to rely on multiple different Observable objects.
  161. * For instance you may have a given Observable that have four different types of notifications: Move (mask = 0x01), Stop (mask = 0x02), Turn Right (mask = 0X04), Turn Left (mask = 0X08).
  162. * A given observer can register itself with only Move and Stop (mask = 0x03), then it will only be notified when one of these two occurs and will never be for Turn Left/Right.
  163. */
  164. export class Observable<T> {
  165. private _observers;
  166. private _eventState;
  167. private _onObserverAdded;
  168. /**
  169. * Gets the list of observers
  170. */
  171. readonly observers: Array<Observer<T>>;
  172. /**
  173. * Creates a new observable
  174. * @param onObserverAdded defines a callback to call when a new observer is added
  175. */
  176. constructor(onObserverAdded?: (observer: Observer<T>) => void);
  177. /**
  178. * Create a new Observer with the specified callback
  179. * @param callback the callback that will be executed for that Observer
  180. * @param mask the mask used to filter observers
  181. * @param insertFirst if true the callback will be inserted at the first position, hence executed before the others ones. If false (default behavior) the callback will be inserted at the last position, executed after all the others already present.
  182. * @param scope optional scope for the callback to be called from
  183. * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
  184. * @returns the new observer created for the callback
  185. */
  186. add(callback: (eventData: T, eventState: EventState) => void, mask?: number, insertFirst?: boolean, scope?: any, unregisterOnFirstCall?: boolean): Nullable<Observer<T>>;
  187. /**
  188. * Create a new Observer with the specified callback and unregisters after the next notification
  189. * @param callback the callback that will be executed for that Observer
  190. * @returns the new observer created for the callback
  191. */
  192. addOnce(callback: (eventData: T, eventState: EventState) => void): Nullable<Observer<T>>;
  193. /**
  194. * Remove an Observer from the Observable object
  195. * @param observer the instance of the Observer to remove
  196. * @returns false if it doesn't belong to this Observable
  197. */
  198. remove(observer: Nullable<Observer<T>>): boolean;
  199. /**
  200. * Remove a callback from the Observable object
  201. * @param callback the callback to remove
  202. * @param scope optional scope. If used only the callbacks with this scope will be removed
  203. * @returns false if it doesn't belong to this Observable
  204. */
  205. removeCallback(callback: (eventData: T, eventState: EventState) => void, scope?: any): boolean;
  206. private _deferUnregister;
  207. private _remove;
  208. /**
  209. * Moves the observable to the top of the observer list making it get called first when notified
  210. * @param observer the observer to move
  211. */
  212. makeObserverTopPriority(observer: Observer<T>): void;
  213. /**
  214. * Moves the observable to the bottom of the observer list making it get called last when notified
  215. * @param observer the observer to move
  216. */
  217. makeObserverBottomPriority(observer: Observer<T>): void;
  218. /**
  219. * Notify all Observers by calling their respective callback with the given data
  220. * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
  221. * @param eventData defines the data to send to all observers
  222. * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
  223. * @param target defines the original target of the state
  224. * @param currentTarget defines the current target of the state
  225. * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
  226. */
  227. notifyObservers(eventData: T, mask?: number, target?: any, currentTarget?: any): boolean;
  228. /**
  229. * Calling this will execute each callback, expecting it to be a promise or return a value.
  230. * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
  231. * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
  232. * and it is crucial that all callbacks will be executed.
  233. * The order of the callbacks is kept, callbacks are not executed parallel.
  234. *
  235. * @param eventData The data to be sent to each callback
  236. * @param mask is used to filter observers defaults to -1
  237. * @param target defines the callback target (see EventState)
  238. * @param currentTarget defines he current object in the bubbling phase
  239. * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
  240. */
  241. notifyObserversWithPromise(eventData: T, mask?: number, target?: any, currentTarget?: any): Promise<T>;
  242. /**
  243. * Notify a specific observer
  244. * @param observer defines the observer to notify
  245. * @param eventData defines the data to be sent to each callback
  246. * @param mask is used to filter observers defaults to -1
  247. */
  248. notifyObserver(observer: Observer<T>, eventData: T, mask?: number): void;
  249. /**
  250. * Gets a boolean indicating if the observable has at least one observer
  251. * @returns true is the Observable has at least one Observer registered
  252. */
  253. hasObservers(): boolean;
  254. /**
  255. * Clear the list of observers
  256. */
  257. clear(): void;
  258. /**
  259. * Clone the current observable
  260. * @returns a new observable
  261. */
  262. clone(): Observable<T>;
  263. /**
  264. * Does this observable handles observer registered with a given mask
  265. * @param mask defines the mask to be tested
  266. * @return whether or not one observer registered with the given mask is handeled
  267. **/
  268. hasSpecificMask(mask?: number): boolean;
  269. }
  270. }
  271. declare module "babylonjs/Misc/domManagement" {
  272. /**
  273. * Sets of helpers dealing with the DOM and some of the recurrent functions needed in
  274. * Babylon.js
  275. */
  276. export class DomManagement {
  277. /**
  278. * Checks if the window object exists
  279. * @returns true if the window object exists
  280. */
  281. static IsWindowObjectExist(): boolean;
  282. /**
  283. * Checks if the navigator object exists
  284. * @returns true if the navigator object exists
  285. */
  286. static IsNavigatorAvailable(): boolean;
  287. /**
  288. * Extracts text content from a DOM element hierarchy
  289. * @param element defines the root element
  290. * @returns a string
  291. */
  292. static GetDOMTextContent(element: HTMLElement): string;
  293. }
  294. }
  295. declare module "babylonjs/Misc/logger" {
  296. /**
  297. * Logger used througouht the application to allow configuration of
  298. * the log level required for the messages.
  299. */
  300. export class Logger {
  301. /**
  302. * No log
  303. */
  304. static readonly NoneLogLevel: number;
  305. /**
  306. * Only message logs
  307. */
  308. static readonly MessageLogLevel: number;
  309. /**
  310. * Only warning logs
  311. */
  312. static readonly WarningLogLevel: number;
  313. /**
  314. * Only error logs
  315. */
  316. static readonly ErrorLogLevel: number;
  317. /**
  318. * All logs
  319. */
  320. static readonly AllLogLevel: number;
  321. private static _LogCache;
  322. /**
  323. * Gets a value indicating the number of loading errors
  324. * @ignorenaming
  325. */
  326. static errorsCount: number;
  327. /**
  328. * Callback called when a new log is added
  329. */
  330. static OnNewCacheEntry: (entry: string) => void;
  331. private static _AddLogEntry;
  332. private static _FormatMessage;
  333. private static _LogDisabled;
  334. private static _LogEnabled;
  335. private static _WarnDisabled;
  336. private static _WarnEnabled;
  337. private static _ErrorDisabled;
  338. private static _ErrorEnabled;
  339. /**
  340. * Log a message to the console
  341. */
  342. static Log: (message: string) => void;
  343. /**
  344. * Write a warning message to the console
  345. */
  346. static Warn: (message: string) => void;
  347. /**
  348. * Write an error message to the console
  349. */
  350. static Error: (message: string) => void;
  351. /**
  352. * Gets current log cache (list of logs)
  353. */
  354. static readonly LogCache: string;
  355. /**
  356. * Clears the log cache
  357. */
  358. static ClearLogCache(): void;
  359. /**
  360. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  361. */
  362. static LogLevels: number;
  363. }
  364. }
  365. declare module "babylonjs/Misc/typeStore" {
  366. /** @hidden */
  367. export class _TypeStore {
  368. /** @hidden */
  369. static RegisteredTypes: {
  370. [key: string]: Object;
  371. };
  372. /** @hidden */
  373. static GetClass(fqdn: string): any;
  374. }
  375. }
  376. declare module "babylonjs/Misc/deepCopier" {
  377. /**
  378. * Class containing a set of static utilities functions for deep copy.
  379. */
  380. export class DeepCopier {
  381. /**
  382. * Tries to copy an object by duplicating every property
  383. * @param source defines the source object
  384. * @param destination defines the target object
  385. * @param doNotCopyList defines a list of properties to avoid
  386. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  387. */
  388. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  389. }
  390. }
  391. declare module "babylonjs/Misc/precisionDate" {
  392. /**
  393. * Class containing a set of static utilities functions for precision date
  394. */
  395. export class PrecisionDate {
  396. /**
  397. * Gets either window.performance.now() if supported or Date.now() else
  398. */
  399. static readonly Now: number;
  400. }
  401. }
  402. declare module "babylonjs/Misc/devTools" {
  403. /** @hidden */
  404. export class _DevTools {
  405. static WarnImport(name: string): string;
  406. }
  407. }
  408. declare module "babylonjs/Misc/webRequest" {
  409. /**
  410. * Extended version of XMLHttpRequest with support for customizations (headers, ...)
  411. */
  412. export class WebRequest {
  413. private _xhr;
  414. /**
  415. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  416. * i.e. when loading files, where the server/service expects an Authorization header
  417. */
  418. static CustomRequestHeaders: {
  419. [key: string]: string;
  420. };
  421. /**
  422. * Add callback functions in this array to update all the requests before they get sent to the network
  423. */
  424. static CustomRequestModifiers: ((request: XMLHttpRequest, url: string) => void)[];
  425. private _injectCustomRequestHeaders;
  426. /**
  427. * Gets or sets a function to be called when loading progress changes
  428. */
  429. onprogress: ((this: XMLHttpRequest, ev: ProgressEvent) => any) | null;
  430. /**
  431. * Returns client's state
  432. */
  433. readonly readyState: number;
  434. /**
  435. * Returns client's status
  436. */
  437. readonly status: number;
  438. /**
  439. * Returns client's status as a text
  440. */
  441. readonly statusText: string;
  442. /**
  443. * Returns client's response
  444. */
  445. readonly response: any;
  446. /**
  447. * Returns client's response url
  448. */
  449. readonly responseURL: string;
  450. /**
  451. * Returns client's response as text
  452. */
  453. readonly responseText: string;
  454. /**
  455. * Gets or sets the expected response type
  456. */
  457. responseType: XMLHttpRequestResponseType;
  458. /** @hidden */
  459. addEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | AddEventListenerOptions): void;
  460. /** @hidden */
  461. removeEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | EventListenerOptions): void;
  462. /**
  463. * Cancels any network activity
  464. */
  465. abort(): void;
  466. /**
  467. * Initiates the request. The optional argument provides the request body. The argument is ignored if request method is GET or HEAD
  468. * @param body defines an optional request body
  469. */
  470. send(body?: Document | BodyInit | null): void;
  471. /**
  472. * Sets the request method, request URL
  473. * @param method defines the method to use (GET, POST, etc..)
  474. * @param url defines the url to connect with
  475. */
  476. open(method: string, url: string): void;
  477. }
  478. }
  479. declare module "babylonjs/Misc/fileRequest" {
  480. import { Observable } from "babylonjs/Misc/observable";
  481. /**
  482. * File request interface
  483. */
  484. export interface IFileRequest {
  485. /**
  486. * Raised when the request is complete (success or error).
  487. */
  488. onCompleteObservable: Observable<IFileRequest>;
  489. /**
  490. * Aborts the request for a file.
  491. */
  492. abort: () => void;
  493. }
  494. }
  495. declare module "babylonjs/Misc/performanceMonitor" {
  496. /**
  497. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  498. */
  499. export class PerformanceMonitor {
  500. private _enabled;
  501. private _rollingFrameTime;
  502. private _lastFrameTimeMs;
  503. /**
  504. * constructor
  505. * @param frameSampleSize The number of samples required to saturate the sliding window
  506. */
  507. constructor(frameSampleSize?: number);
  508. /**
  509. * Samples current frame
  510. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  511. */
  512. sampleFrame(timeMs?: number): void;
  513. /**
  514. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  515. */
  516. readonly averageFrameTime: number;
  517. /**
  518. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  519. */
  520. readonly averageFrameTimeVariance: number;
  521. /**
  522. * Returns the frame time of the most recent frame
  523. */
  524. readonly instantaneousFrameTime: number;
  525. /**
  526. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  527. */
  528. readonly averageFPS: number;
  529. /**
  530. * Returns the average framerate in frames per second using the most recent frame time
  531. */
  532. readonly instantaneousFPS: number;
  533. /**
  534. * Returns true if enough samples have been taken to completely fill the sliding window
  535. */
  536. readonly isSaturated: boolean;
  537. /**
  538. * Enables contributions to the sliding window sample set
  539. */
  540. enable(): void;
  541. /**
  542. * Disables contributions to the sliding window sample set
  543. * Samples will not be interpolated over the disabled period
  544. */
  545. disable(): void;
  546. /**
  547. * Returns true if sampling is enabled
  548. */
  549. readonly isEnabled: boolean;
  550. /**
  551. * Resets performance monitor
  552. */
  553. reset(): void;
  554. }
  555. /**
  556. * RollingAverage
  557. *
  558. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  559. */
  560. export class RollingAverage {
  561. /**
  562. * Current average
  563. */
  564. average: number;
  565. /**
  566. * Current variance
  567. */
  568. variance: number;
  569. protected _samples: Array<number>;
  570. protected _sampleCount: number;
  571. protected _pos: number;
  572. protected _m2: number;
  573. /**
  574. * constructor
  575. * @param length The number of samples required to saturate the sliding window
  576. */
  577. constructor(length: number);
  578. /**
  579. * Adds a sample to the sample set
  580. * @param v The sample value
  581. */
  582. add(v: number): void;
  583. /**
  584. * Returns previously added values or null if outside of history or outside the sliding window domain
  585. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  586. * @return Value previously recorded with add() or null if outside of range
  587. */
  588. history(i: number): number;
  589. /**
  590. * Returns true if enough samples have been taken to completely fill the sliding window
  591. * @return true if sample-set saturated
  592. */
  593. isSaturated(): boolean;
  594. /**
  595. * Resets the rolling average (equivalent to 0 samples taken so far)
  596. */
  597. reset(): void;
  598. /**
  599. * Wraps a value around the sample range boundaries
  600. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  601. * @return Wrapped position in sample range
  602. */
  603. protected _wrapPosition(i: number): number;
  604. }
  605. }
  606. declare module "babylonjs/Misc/stringDictionary" {
  607. import { Nullable } from "babylonjs/types";
  608. /**
  609. * This class implement a typical dictionary using a string as key and the generic type T as value.
  610. * The underlying implementation relies on an associative array to ensure the best performances.
  611. * The value can be anything including 'null' but except 'undefined'
  612. */
  613. export class StringDictionary<T> {
  614. /**
  615. * This will clear this dictionary and copy the content from the 'source' one.
  616. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  617. * @param source the dictionary to take the content from and copy to this dictionary
  618. */
  619. copyFrom(source: StringDictionary<T>): void;
  620. /**
  621. * Get a value based from its key
  622. * @param key the given key to get the matching value from
  623. * @return the value if found, otherwise undefined is returned
  624. */
  625. get(key: string): T | undefined;
  626. /**
  627. * Get a value from its key or add it if it doesn't exist.
  628. * This method will ensure you that a given key/data will be present in the dictionary.
  629. * @param key the given key to get the matching value from
  630. * @param factory the factory that will create the value if the key is not present in the dictionary.
  631. * The factory will only be invoked if there's no data for the given key.
  632. * @return the value corresponding to the key.
  633. */
  634. getOrAddWithFactory(key: string, factory: (key: string) => T): T;
  635. /**
  636. * Get a value from its key if present in the dictionary otherwise add it
  637. * @param key the key to get the value from
  638. * @param val if there's no such key/value pair in the dictionary add it with this value
  639. * @return the value corresponding to the key
  640. */
  641. getOrAdd(key: string, val: T): T;
  642. /**
  643. * Check if there's a given key in the dictionary
  644. * @param key the key to check for
  645. * @return true if the key is present, false otherwise
  646. */
  647. contains(key: string): boolean;
  648. /**
  649. * Add a new key and its corresponding value
  650. * @param key the key to add
  651. * @param value the value corresponding to the key
  652. * @return true if the operation completed successfully, false if we couldn't insert the key/value because there was already this key in the dictionary
  653. */
  654. add(key: string, value: T): boolean;
  655. /**
  656. * Update a specific value associated to a key
  657. * @param key defines the key to use
  658. * @param value defines the value to store
  659. * @returns true if the value was updated (or false if the key was not found)
  660. */
  661. set(key: string, value: T): boolean;
  662. /**
  663. * Get the element of the given key and remove it from the dictionary
  664. * @param key defines the key to search
  665. * @returns the value associated with the key or null if not found
  666. */
  667. getAndRemove(key: string): Nullable<T>;
  668. /**
  669. * Remove a key/value from the dictionary.
  670. * @param key the key to remove
  671. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  672. */
  673. remove(key: string): boolean;
  674. /**
  675. * Clear the whole content of the dictionary
  676. */
  677. clear(): void;
  678. /**
  679. * Gets the current count
  680. */
  681. readonly count: number;
  682. /**
  683. * Execute a callback on each key/val of the dictionary.
  684. * Note that you can remove any element in this dictionary in the callback implementation
  685. * @param callback the callback to execute on a given key/value pair
  686. */
  687. forEach(callback: (key: string, val: T) => void): void;
  688. /**
  689. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  690. * If the callback returns null or undefined the method will iterate to the next key/value pair
  691. * Note that you can remove any element in this dictionary in the callback implementation
  692. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  693. * @returns the first item
  694. */
  695. first<TRes>(callback: (key: string, val: T) => TRes): TRes | null;
  696. private _count;
  697. private _data;
  698. }
  699. }
  700. declare module "babylonjs/Meshes/dataBuffer" {
  701. /**
  702. * Class used to store gfx data (like WebGLBuffer)
  703. */
  704. export class DataBuffer {
  705. /**
  706. * Gets or sets the number of objects referencing this buffer
  707. */
  708. references: number;
  709. /** Gets or sets the size of the underlying buffer */
  710. capacity: number;
  711. /**
  712. * Gets or sets a boolean indicating if the buffer contains 32bits indices
  713. */
  714. is32Bits: boolean;
  715. /**
  716. * Gets the underlying buffer
  717. */
  718. readonly underlyingResource: any;
  719. }
  720. }
  721. declare module "babylonjs/Meshes/buffer" {
  722. import { Nullable, DataArray } from "babylonjs/types";
  723. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  724. /**
  725. * Class used to store data that will be store in GPU memory
  726. */
  727. export class Buffer {
  728. private _engine;
  729. private _buffer;
  730. /** @hidden */
  731. _data: Nullable<DataArray>;
  732. private _updatable;
  733. private _instanced;
  734. /**
  735. * Gets the byte stride.
  736. */
  737. readonly byteStride: number;
  738. /**
  739. * Constructor
  740. * @param engine the engine
  741. * @param data the data to use for this buffer
  742. * @param updatable whether the data is updatable
  743. * @param stride the stride (optional)
  744. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  745. * @param instanced whether the buffer is instanced (optional)
  746. * @param useBytes set to true if the stride in in bytes (optional)
  747. */
  748. constructor(engine: any, data: DataArray, updatable: boolean, stride?: number, postponeInternalCreation?: boolean, instanced?: boolean, useBytes?: boolean);
  749. /**
  750. * Create a new VertexBuffer based on the current buffer
  751. * @param kind defines the vertex buffer kind (position, normal, etc.)
  752. * @param offset defines offset in the buffer (0 by default)
  753. * @param size defines the size in floats of attributes (position is 3 for instance)
  754. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  755. * @param instanced defines if the vertex buffer contains indexed data
  756. * @param useBytes defines if the offset and stride are in bytes
  757. * @returns the new vertex buffer
  758. */
  759. createVertexBuffer(kind: string, offset: number, size: number, stride?: number, instanced?: boolean, useBytes?: boolean): VertexBuffer;
  760. /**
  761. * Gets a boolean indicating if the Buffer is updatable?
  762. * @returns true if the buffer is updatable
  763. */
  764. isUpdatable(): boolean;
  765. /**
  766. * Gets current buffer's data
  767. * @returns a DataArray or null
  768. */
  769. getData(): Nullable<DataArray>;
  770. /**
  771. * Gets underlying native buffer
  772. * @returns underlying native buffer
  773. */
  774. getBuffer(): Nullable<DataBuffer>;
  775. /**
  776. * Gets the stride in float32 units (i.e. byte stride / 4).
  777. * May not be an integer if the byte stride is not divisible by 4.
  778. * DEPRECATED. Use byteStride instead.
  779. * @returns the stride in float32 units
  780. */
  781. getStrideSize(): number;
  782. /**
  783. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  784. * @param data defines the data to store
  785. */
  786. create(data?: Nullable<DataArray>): void;
  787. /** @hidden */
  788. _rebuild(): void;
  789. /**
  790. * Update current buffer data
  791. * @param data defines the data to store
  792. */
  793. update(data: DataArray): void;
  794. /**
  795. * Updates the data directly.
  796. * @param data the new data
  797. * @param offset the new offset
  798. * @param vertexCount the vertex count (optional)
  799. * @param useBytes set to true if the offset is in bytes
  800. */
  801. updateDirectly(data: DataArray, offset: number, vertexCount?: number, useBytes?: boolean): void;
  802. /**
  803. * Release all resources
  804. */
  805. dispose(): void;
  806. }
  807. /**
  808. * Specialized buffer used to store vertex data
  809. */
  810. export class VertexBuffer {
  811. /** @hidden */
  812. _buffer: Buffer;
  813. private _kind;
  814. private _size;
  815. private _ownsBuffer;
  816. private _instanced;
  817. private _instanceDivisor;
  818. /**
  819. * The byte type.
  820. */
  821. static readonly BYTE: number;
  822. /**
  823. * The unsigned byte type.
  824. */
  825. static readonly UNSIGNED_BYTE: number;
  826. /**
  827. * The short type.
  828. */
  829. static readonly SHORT: number;
  830. /**
  831. * The unsigned short type.
  832. */
  833. static readonly UNSIGNED_SHORT: number;
  834. /**
  835. * The integer type.
  836. */
  837. static readonly INT: number;
  838. /**
  839. * The unsigned integer type.
  840. */
  841. static readonly UNSIGNED_INT: number;
  842. /**
  843. * The float type.
  844. */
  845. static readonly FLOAT: number;
  846. /**
  847. * Gets or sets the instance divisor when in instanced mode
  848. */
  849. instanceDivisor: number;
  850. /**
  851. * Gets the byte stride.
  852. */
  853. readonly byteStride: number;
  854. /**
  855. * Gets the byte offset.
  856. */
  857. readonly byteOffset: number;
  858. /**
  859. * Gets whether integer data values should be normalized into a certain range when being casted to a float.
  860. */
  861. readonly normalized: boolean;
  862. /**
  863. * Gets the data type of each component in the array.
  864. */
  865. readonly type: number;
  866. /**
  867. * Constructor
  868. * @param engine the engine
  869. * @param data the data to use for this vertex buffer
  870. * @param kind the vertex buffer kind
  871. * @param updatable whether the data is updatable
  872. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  873. * @param stride the stride (optional)
  874. * @param instanced whether the buffer is instanced (optional)
  875. * @param offset the offset of the data (optional)
  876. * @param size the number of components (optional)
  877. * @param type the type of the component (optional)
  878. * @param normalized whether the data contains normalized data (optional)
  879. * @param useBytes set to true if stride and offset are in bytes (optional)
  880. */
  881. constructor(engine: any, data: DataArray | Buffer, kind: string, updatable: boolean, postponeInternalCreation?: boolean, stride?: number, instanced?: boolean, offset?: number, size?: number, type?: number, normalized?: boolean, useBytes?: boolean);
  882. /** @hidden */
  883. _rebuild(): void;
  884. /**
  885. * Returns the kind of the VertexBuffer (string)
  886. * @returns a string
  887. */
  888. getKind(): string;
  889. /**
  890. * Gets a boolean indicating if the VertexBuffer is updatable?
  891. * @returns true if the buffer is updatable
  892. */
  893. isUpdatable(): boolean;
  894. /**
  895. * Gets current buffer's data
  896. * @returns a DataArray or null
  897. */
  898. getData(): Nullable<DataArray>;
  899. /**
  900. * Gets underlying native buffer
  901. * @returns underlying native buffer
  902. */
  903. getBuffer(): Nullable<DataBuffer>;
  904. /**
  905. * Gets the stride in float32 units (i.e. byte stride / 4).
  906. * May not be an integer if the byte stride is not divisible by 4.
  907. * DEPRECATED. Use byteStride instead.
  908. * @returns the stride in float32 units
  909. */
  910. getStrideSize(): number;
  911. /**
  912. * Returns the offset as a multiple of the type byte length.
  913. * DEPRECATED. Use byteOffset instead.
  914. * @returns the offset in bytes
  915. */
  916. getOffset(): number;
  917. /**
  918. * Returns the number of components per vertex attribute (integer)
  919. * @returns the size in float
  920. */
  921. getSize(): number;
  922. /**
  923. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  924. * @returns true if this buffer is instanced
  925. */
  926. getIsInstanced(): boolean;
  927. /**
  928. * Returns the instancing divisor, zero for non-instanced (integer).
  929. * @returns a number
  930. */
  931. getInstanceDivisor(): number;
  932. /**
  933. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  934. * @param data defines the data to store
  935. */
  936. create(data?: DataArray): void;
  937. /**
  938. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  939. * This function will create a new buffer if the current one is not updatable
  940. * @param data defines the data to store
  941. */
  942. update(data: DataArray): void;
  943. /**
  944. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  945. * Returns the directly updated WebGLBuffer.
  946. * @param data the new data
  947. * @param offset the new offset
  948. * @param useBytes set to true if the offset is in bytes
  949. */
  950. updateDirectly(data: DataArray, offset: number, useBytes?: boolean): void;
  951. /**
  952. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  953. */
  954. dispose(): void;
  955. /**
  956. * Enumerates each value of this vertex buffer as numbers.
  957. * @param count the number of values to enumerate
  958. * @param callback the callback function called for each value
  959. */
  960. forEach(count: number, callback: (value: number, index: number) => void): void;
  961. /**
  962. * Positions
  963. */
  964. static readonly PositionKind: string;
  965. /**
  966. * Normals
  967. */
  968. static readonly NormalKind: string;
  969. /**
  970. * Tangents
  971. */
  972. static readonly TangentKind: string;
  973. /**
  974. * Texture coordinates
  975. */
  976. static readonly UVKind: string;
  977. /**
  978. * Texture coordinates 2
  979. */
  980. static readonly UV2Kind: string;
  981. /**
  982. * Texture coordinates 3
  983. */
  984. static readonly UV3Kind: string;
  985. /**
  986. * Texture coordinates 4
  987. */
  988. static readonly UV4Kind: string;
  989. /**
  990. * Texture coordinates 5
  991. */
  992. static readonly UV5Kind: string;
  993. /**
  994. * Texture coordinates 6
  995. */
  996. static readonly UV6Kind: string;
  997. /**
  998. * Colors
  999. */
  1000. static readonly ColorKind: string;
  1001. /**
  1002. * Matrix indices (for bones)
  1003. */
  1004. static readonly MatricesIndicesKind: string;
  1005. /**
  1006. * Matrix weights (for bones)
  1007. */
  1008. static readonly MatricesWeightsKind: string;
  1009. /**
  1010. * Additional matrix indices (for bones)
  1011. */
  1012. static readonly MatricesIndicesExtraKind: string;
  1013. /**
  1014. * Additional matrix weights (for bones)
  1015. */
  1016. static readonly MatricesWeightsExtraKind: string;
  1017. /**
  1018. * Deduces the stride given a kind.
  1019. * @param kind The kind string to deduce
  1020. * @returns The deduced stride
  1021. */
  1022. static DeduceStride(kind: string): number;
  1023. /**
  1024. * Gets the byte length of the given type.
  1025. * @param type the type
  1026. * @returns the number of bytes
  1027. */
  1028. static GetTypeByteLength(type: number): number;
  1029. /**
  1030. * Enumerates each value of the given parameters as numbers.
  1031. * @param data the data to enumerate
  1032. * @param byteOffset the byte offset of the data
  1033. * @param byteStride the byte stride of the data
  1034. * @param componentCount the number of components per element
  1035. * @param componentType the type of the component
  1036. * @param count the number of values to enumerate
  1037. * @param normalized whether the data is normalized
  1038. * @param callback the callback function called for each value
  1039. */
  1040. static ForEach(data: DataArray, byteOffset: number, byteStride: number, componentCount: number, componentType: number, count: number, normalized: boolean, callback: (value: number, index: number) => void): void;
  1041. private static _GetFloatValue;
  1042. }
  1043. }
  1044. declare module "babylonjs/Maths/math.scalar" {
  1045. /**
  1046. * Scalar computation library
  1047. */
  1048. export class Scalar {
  1049. /**
  1050. * Two pi constants convenient for computation.
  1051. */
  1052. static TwoPi: number;
  1053. /**
  1054. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  1055. * @param a number
  1056. * @param b number
  1057. * @param epsilon (default = 1.401298E-45)
  1058. * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  1059. */
  1060. static WithinEpsilon(a: number, b: number, epsilon?: number): boolean;
  1061. /**
  1062. * Returns a string : the upper case translation of the number i to hexadecimal.
  1063. * @param i number
  1064. * @returns the upper case translation of the number i to hexadecimal.
  1065. */
  1066. static ToHex(i: number): string;
  1067. /**
  1068. * Returns -1 if value is negative and +1 is value is positive.
  1069. * @param value the value
  1070. * @returns the value itself if it's equal to zero.
  1071. */
  1072. static Sign(value: number): number;
  1073. /**
  1074. * Returns the value itself if it's between min and max.
  1075. * Returns min if the value is lower than min.
  1076. * Returns max if the value is greater than max.
  1077. * @param value the value to clmap
  1078. * @param min the min value to clamp to (default: 0)
  1079. * @param max the max value to clamp to (default: 1)
  1080. * @returns the clamped value
  1081. */
  1082. static Clamp(value: number, min?: number, max?: number): number;
  1083. /**
  1084. * the log2 of value.
  1085. * @param value the value to compute log2 of
  1086. * @returns the log2 of value.
  1087. */
  1088. static Log2(value: number): number;
  1089. /**
  1090. * Loops the value, so that it is never larger than length and never smaller than 0.
  1091. *
  1092. * This is similar to the modulo operator but it works with floating point numbers.
  1093. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  1094. * With t = 5 and length = 2.5, the result would be 0.0.
  1095. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  1096. * @param value the value
  1097. * @param length the length
  1098. * @returns the looped value
  1099. */
  1100. static Repeat(value: number, length: number): number;
  1101. /**
  1102. * Normalize the value between 0.0 and 1.0 using min and max values
  1103. * @param value value to normalize
  1104. * @param min max to normalize between
  1105. * @param max min to normalize between
  1106. * @returns the normalized value
  1107. */
  1108. static Normalize(value: number, min: number, max: number): number;
  1109. /**
  1110. * Denormalize the value from 0.0 and 1.0 using min and max values
  1111. * @param normalized value to denormalize
  1112. * @param min max to denormalize between
  1113. * @param max min to denormalize between
  1114. * @returns the denormalized value
  1115. */
  1116. static Denormalize(normalized: number, min: number, max: number): number;
  1117. /**
  1118. * Calculates the shortest difference between two given angles given in degrees.
  1119. * @param current current angle in degrees
  1120. * @param target target angle in degrees
  1121. * @returns the delta
  1122. */
  1123. static DeltaAngle(current: number, target: number): number;
  1124. /**
  1125. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  1126. * @param tx value
  1127. * @param length length
  1128. * @returns The returned value will move back and forth between 0 and length
  1129. */
  1130. static PingPong(tx: number, length: number): number;
  1131. /**
  1132. * Interpolates between min and max with smoothing at the limits.
  1133. *
  1134. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  1135. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  1136. * @param from from
  1137. * @param to to
  1138. * @param tx value
  1139. * @returns the smooth stepped value
  1140. */
  1141. static SmoothStep(from: number, to: number, tx: number): number;
  1142. /**
  1143. * Moves a value current towards target.
  1144. *
  1145. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  1146. * Negative values of maxDelta pushes the value away from target.
  1147. * @param current current value
  1148. * @param target target value
  1149. * @param maxDelta max distance to move
  1150. * @returns resulting value
  1151. */
  1152. static MoveTowards(current: number, target: number, maxDelta: number): number;
  1153. /**
  1154. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  1155. *
  1156. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  1157. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  1158. * @param current current value
  1159. * @param target target value
  1160. * @param maxDelta max distance to move
  1161. * @returns resulting angle
  1162. */
  1163. static MoveTowardsAngle(current: number, target: number, maxDelta: number): number;
  1164. /**
  1165. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  1166. * @param start start value
  1167. * @param end target value
  1168. * @param amount amount to lerp between
  1169. * @returns the lerped value
  1170. */
  1171. static Lerp(start: number, end: number, amount: number): number;
  1172. /**
  1173. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  1174. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  1175. * @param start start value
  1176. * @param end target value
  1177. * @param amount amount to lerp between
  1178. * @returns the lerped value
  1179. */
  1180. static LerpAngle(start: number, end: number, amount: number): number;
  1181. /**
  1182. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  1183. * @param a start value
  1184. * @param b target value
  1185. * @param value value between a and b
  1186. * @returns the inverseLerp value
  1187. */
  1188. static InverseLerp(a: number, b: number, value: number): number;
  1189. /**
  1190. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  1191. * @see http://mathworld.wolfram.com/HermitePolynomial.html
  1192. * @param value1 spline value
  1193. * @param tangent1 spline value
  1194. * @param value2 spline value
  1195. * @param tangent2 spline value
  1196. * @param amount input value
  1197. * @returns hermite result
  1198. */
  1199. static Hermite(value1: number, tangent1: number, value2: number, tangent2: number, amount: number): number;
  1200. /**
  1201. * Returns a random float number between and min and max values
  1202. * @param min min value of random
  1203. * @param max max value of random
  1204. * @returns random value
  1205. */
  1206. static RandomRange(min: number, max: number): number;
  1207. /**
  1208. * This function returns percentage of a number in a given range.
  1209. *
  1210. * RangeToPercent(40,20,60) will return 0.5 (50%)
  1211. * RangeToPercent(34,0,100) will return 0.34 (34%)
  1212. * @param number to convert to percentage
  1213. * @param min min range
  1214. * @param max max range
  1215. * @returns the percentage
  1216. */
  1217. static RangeToPercent(number: number, min: number, max: number): number;
  1218. /**
  1219. * This function returns number that corresponds to the percentage in a given range.
  1220. *
  1221. * PercentToRange(0.34,0,100) will return 34.
  1222. * @param percent to convert to number
  1223. * @param min min range
  1224. * @param max max range
  1225. * @returns the number
  1226. */
  1227. static PercentToRange(percent: number, min: number, max: number): number;
  1228. /**
  1229. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  1230. * @param angle The angle to normalize in radian.
  1231. * @return The converted angle.
  1232. */
  1233. static NormalizeRadians(angle: number): number;
  1234. }
  1235. }
  1236. declare module "babylonjs/Maths/math.constants" {
  1237. /**
  1238. * Constant used to convert a value to gamma space
  1239. * @ignorenaming
  1240. */
  1241. export const ToGammaSpace: number;
  1242. /**
  1243. * Constant used to convert a value to linear space
  1244. * @ignorenaming
  1245. */
  1246. export const ToLinearSpace = 2.2;
  1247. /**
  1248. * Constant used to define the minimal number value in Babylon.js
  1249. * @ignorenaming
  1250. */
  1251. let Epsilon: number;
  1252. export { Epsilon };
  1253. }
  1254. declare module "babylonjs/Maths/math.viewport" {
  1255. /**
  1256. * Class used to represent a viewport on screen
  1257. */
  1258. export class Viewport {
  1259. /** viewport left coordinate */
  1260. x: number;
  1261. /** viewport top coordinate */
  1262. y: number;
  1263. /**viewport width */
  1264. width: number;
  1265. /** viewport height */
  1266. height: number;
  1267. /**
  1268. * Creates a Viewport object located at (x, y) and sized (width, height)
  1269. * @param x defines viewport left coordinate
  1270. * @param y defines viewport top coordinate
  1271. * @param width defines the viewport width
  1272. * @param height defines the viewport height
  1273. */
  1274. constructor(
  1275. /** viewport left coordinate */
  1276. x: number,
  1277. /** viewport top coordinate */
  1278. y: number,
  1279. /**viewport width */
  1280. width: number,
  1281. /** viewport height */
  1282. height: number);
  1283. /**
  1284. * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
  1285. * @param renderWidth defines the rendering width
  1286. * @param renderHeight defines the rendering height
  1287. * @returns a new Viewport
  1288. */
  1289. toGlobal(renderWidth: number, renderHeight: number): Viewport;
  1290. /**
  1291. * Stores absolute viewport value into a target viewport (from 0-> width, 0-> height instead of 0->1)
  1292. * @param renderWidth defines the rendering width
  1293. * @param renderHeight defines the rendering height
  1294. * @param ref defines the target viewport
  1295. * @returns the current viewport
  1296. */
  1297. toGlobalToRef(renderWidth: number, renderHeight: number, ref: Viewport): Viewport;
  1298. /**
  1299. * Returns a new Viewport copied from the current one
  1300. * @returns a new Viewport
  1301. */
  1302. clone(): Viewport;
  1303. }
  1304. }
  1305. declare module "babylonjs/Misc/arrayTools" {
  1306. /**
  1307. * Class containing a set of static utilities functions for arrays.
  1308. */
  1309. export class ArrayTools {
  1310. /**
  1311. * Returns an array of the given size filled with element built from the given constructor and the paramters
  1312. * @param size the number of element to construct and put in the array
  1313. * @param itemBuilder a callback responsible for creating new instance of item. Called once per array entry.
  1314. * @returns a new array filled with new objects
  1315. */
  1316. static BuildArray<T>(size: number, itemBuilder: () => T): Array<T>;
  1317. }
  1318. }
  1319. declare module "babylonjs/Maths/math.like" {
  1320. import { float, int, DeepImmutable } from "babylonjs/types";
  1321. /**
  1322. * @hidden
  1323. */
  1324. export interface IColor4Like {
  1325. r: float;
  1326. g: float;
  1327. b: float;
  1328. a: float;
  1329. }
  1330. /**
  1331. * @hidden
  1332. */
  1333. export interface IColor3Like {
  1334. r: float;
  1335. g: float;
  1336. b: float;
  1337. }
  1338. /**
  1339. * @hidden
  1340. */
  1341. export interface IVector4Like {
  1342. x: float;
  1343. y: float;
  1344. z: float;
  1345. w: float;
  1346. }
  1347. /**
  1348. * @hidden
  1349. */
  1350. export interface IVector3Like {
  1351. x: float;
  1352. y: float;
  1353. z: float;
  1354. }
  1355. /**
  1356. * @hidden
  1357. */
  1358. export interface IVector2Like {
  1359. x: float;
  1360. y: float;
  1361. }
  1362. /**
  1363. * @hidden
  1364. */
  1365. export interface IMatrixLike {
  1366. toArray(): DeepImmutable<Float32Array>;
  1367. updateFlag: int;
  1368. }
  1369. /**
  1370. * @hidden
  1371. */
  1372. export interface IViewportLike {
  1373. x: float;
  1374. y: float;
  1375. width: float;
  1376. height: float;
  1377. }
  1378. /**
  1379. * @hidden
  1380. */
  1381. export interface IPlaneLike {
  1382. normal: IVector3Like;
  1383. d: float;
  1384. normalize(): void;
  1385. }
  1386. }
  1387. declare module "babylonjs/Maths/math.vector" {
  1388. import { Viewport } from "babylonjs/Maths/math.viewport";
  1389. import { DeepImmutable, Nullable, FloatArray, float } from "babylonjs/types";
  1390. import { IPlaneLike } from "babylonjs/Maths/math.like";
  1391. /**
  1392. * Class representing a vector containing 2 coordinates
  1393. */
  1394. export class Vector2 {
  1395. /** defines the first coordinate */
  1396. x: number;
  1397. /** defines the second coordinate */
  1398. y: number;
  1399. /**
  1400. * Creates a new Vector2 from the given x and y coordinates
  1401. * @param x defines the first coordinate
  1402. * @param y defines the second coordinate
  1403. */
  1404. constructor(
  1405. /** defines the first coordinate */
  1406. x?: number,
  1407. /** defines the second coordinate */
  1408. y?: number);
  1409. /**
  1410. * Gets a string with the Vector2 coordinates
  1411. * @returns a string with the Vector2 coordinates
  1412. */
  1413. toString(): string;
  1414. /**
  1415. * Gets class name
  1416. * @returns the string "Vector2"
  1417. */
  1418. getClassName(): string;
  1419. /**
  1420. * Gets current vector hash code
  1421. * @returns the Vector2 hash code as a number
  1422. */
  1423. getHashCode(): number;
  1424. /**
  1425. * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
  1426. * @param array defines the source array
  1427. * @param index defines the offset in source array
  1428. * @returns the current Vector2
  1429. */
  1430. toArray(array: FloatArray, index?: number): Vector2;
  1431. /**
  1432. * Copy the current vector to an array
  1433. * @returns a new array with 2 elements: the Vector2 coordinates.
  1434. */
  1435. asArray(): number[];
  1436. /**
  1437. * Sets the Vector2 coordinates with the given Vector2 coordinates
  1438. * @param source defines the source Vector2
  1439. * @returns the current updated Vector2
  1440. */
  1441. copyFrom(source: DeepImmutable<Vector2>): Vector2;
  1442. /**
  1443. * Sets the Vector2 coordinates with the given floats
  1444. * @param x defines the first coordinate
  1445. * @param y defines the second coordinate
  1446. * @returns the current updated Vector2
  1447. */
  1448. copyFromFloats(x: number, y: number): Vector2;
  1449. /**
  1450. * Sets the Vector2 coordinates with the given floats
  1451. * @param x defines the first coordinate
  1452. * @param y defines the second coordinate
  1453. * @returns the current updated Vector2
  1454. */
  1455. set(x: number, y: number): Vector2;
  1456. /**
  1457. * Add another vector with the current one
  1458. * @param otherVector defines the other vector
  1459. * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
  1460. */
  1461. add(otherVector: DeepImmutable<Vector2>): Vector2;
  1462. /**
  1463. * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
  1464. * @param otherVector defines the other vector
  1465. * @param result defines the target vector
  1466. * @returns the unmodified current Vector2
  1467. */
  1468. addToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  1469. /**
  1470. * Set the Vector2 coordinates by adding the given Vector2 coordinates
  1471. * @param otherVector defines the other vector
  1472. * @returns the current updated Vector2
  1473. */
  1474. addInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  1475. /**
  1476. * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
  1477. * @param otherVector defines the other vector
  1478. * @returns a new Vector2
  1479. */
  1480. addVector3(otherVector: Vector3): Vector2;
  1481. /**
  1482. * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
  1483. * @param otherVector defines the other vector
  1484. * @returns a new Vector2
  1485. */
  1486. subtract(otherVector: Vector2): Vector2;
  1487. /**
  1488. * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
  1489. * @param otherVector defines the other vector
  1490. * @param result defines the target vector
  1491. * @returns the unmodified current Vector2
  1492. */
  1493. subtractToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  1494. /**
  1495. * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
  1496. * @param otherVector defines the other vector
  1497. * @returns the current updated Vector2
  1498. */
  1499. subtractInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  1500. /**
  1501. * Multiplies in place the current Vector2 coordinates by the given ones
  1502. * @param otherVector defines the other vector
  1503. * @returns the current updated Vector2
  1504. */
  1505. multiplyInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  1506. /**
  1507. * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
  1508. * @param otherVector defines the other vector
  1509. * @returns a new Vector2
  1510. */
  1511. multiply(otherVector: DeepImmutable<Vector2>): Vector2;
  1512. /**
  1513. * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
  1514. * @param otherVector defines the other vector
  1515. * @param result defines the target vector
  1516. * @returns the unmodified current Vector2
  1517. */
  1518. multiplyToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  1519. /**
  1520. * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
  1521. * @param x defines the first coordinate
  1522. * @param y defines the second coordinate
  1523. * @returns a new Vector2
  1524. */
  1525. multiplyByFloats(x: number, y: number): Vector2;
  1526. /**
  1527. * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
  1528. * @param otherVector defines the other vector
  1529. * @returns a new Vector2
  1530. */
  1531. divide(otherVector: Vector2): Vector2;
  1532. /**
  1533. * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
  1534. * @param otherVector defines the other vector
  1535. * @param result defines the target vector
  1536. * @returns the unmodified current Vector2
  1537. */
  1538. divideToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  1539. /**
  1540. * Divides the current Vector2 coordinates by the given ones
  1541. * @param otherVector defines the other vector
  1542. * @returns the current updated Vector2
  1543. */
  1544. divideInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  1545. /**
  1546. * Gets a new Vector2 with current Vector2 negated coordinates
  1547. * @returns a new Vector2
  1548. */
  1549. negate(): Vector2;
  1550. /**
  1551. * Multiply the Vector2 coordinates by scale
  1552. * @param scale defines the scaling factor
  1553. * @returns the current updated Vector2
  1554. */
  1555. scaleInPlace(scale: number): Vector2;
  1556. /**
  1557. * Returns a new Vector2 scaled by "scale" from the current Vector2
  1558. * @param scale defines the scaling factor
  1559. * @returns a new Vector2
  1560. */
  1561. scale(scale: number): Vector2;
  1562. /**
  1563. * Scale the current Vector2 values by a factor to a given Vector2
  1564. * @param scale defines the scale factor
  1565. * @param result defines the Vector2 object where to store the result
  1566. * @returns the unmodified current Vector2
  1567. */
  1568. scaleToRef(scale: number, result: Vector2): Vector2;
  1569. /**
  1570. * Scale the current Vector2 values by a factor and add the result to a given Vector2
  1571. * @param scale defines the scale factor
  1572. * @param result defines the Vector2 object where to store the result
  1573. * @returns the unmodified current Vector2
  1574. */
  1575. scaleAndAddToRef(scale: number, result: Vector2): Vector2;
  1576. /**
  1577. * Gets a boolean if two vectors are equals
  1578. * @param otherVector defines the other vector
  1579. * @returns true if the given vector coordinates strictly equal the current Vector2 ones
  1580. */
  1581. equals(otherVector: DeepImmutable<Vector2>): boolean;
  1582. /**
  1583. * Gets a boolean if two vectors are equals (using an epsilon value)
  1584. * @param otherVector defines the other vector
  1585. * @param epsilon defines the minimal distance to consider equality
  1586. * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
  1587. */
  1588. equalsWithEpsilon(otherVector: DeepImmutable<Vector2>, epsilon?: number): boolean;
  1589. /**
  1590. * Gets a new Vector2 from current Vector2 floored values
  1591. * @returns a new Vector2
  1592. */
  1593. floor(): Vector2;
  1594. /**
  1595. * Gets a new Vector2 from current Vector2 floored values
  1596. * @returns a new Vector2
  1597. */
  1598. fract(): Vector2;
  1599. /**
  1600. * Gets the length of the vector
  1601. * @returns the vector length (float)
  1602. */
  1603. length(): number;
  1604. /**
  1605. * Gets the vector squared length
  1606. * @returns the vector squared length (float)
  1607. */
  1608. lengthSquared(): number;
  1609. /**
  1610. * Normalize the vector
  1611. * @returns the current updated Vector2
  1612. */
  1613. normalize(): Vector2;
  1614. /**
  1615. * Gets a new Vector2 copied from the Vector2
  1616. * @returns a new Vector2
  1617. */
  1618. clone(): Vector2;
  1619. /**
  1620. * Gets a new Vector2(0, 0)
  1621. * @returns a new Vector2
  1622. */
  1623. static Zero(): Vector2;
  1624. /**
  1625. * Gets a new Vector2(1, 1)
  1626. * @returns a new Vector2
  1627. */
  1628. static One(): Vector2;
  1629. /**
  1630. * Gets a new Vector2 set from the given index element of the given array
  1631. * @param array defines the data source
  1632. * @param offset defines the offset in the data source
  1633. * @returns a new Vector2
  1634. */
  1635. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector2;
  1636. /**
  1637. * Sets "result" from the given index element of the given array
  1638. * @param array defines the data source
  1639. * @param offset defines the offset in the data source
  1640. * @param result defines the target vector
  1641. */
  1642. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector2): void;
  1643. /**
  1644. * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
  1645. * @param value1 defines 1st point of control
  1646. * @param value2 defines 2nd point of control
  1647. * @param value3 defines 3rd point of control
  1648. * @param value4 defines 4th point of control
  1649. * @param amount defines the interpolation factor
  1650. * @returns a new Vector2
  1651. */
  1652. static CatmullRom(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, value3: DeepImmutable<Vector2>, value4: DeepImmutable<Vector2>, amount: number): Vector2;
  1653. /**
  1654. * Returns a new Vector2 set with same the coordinates than "value" ones if the vector "value" is in the square defined by "min" and "max".
  1655. * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
  1656. * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
  1657. * @param value defines the value to clamp
  1658. * @param min defines the lower limit
  1659. * @param max defines the upper limit
  1660. * @returns a new Vector2
  1661. */
  1662. static Clamp(value: DeepImmutable<Vector2>, min: DeepImmutable<Vector2>, max: DeepImmutable<Vector2>): Vector2;
  1663. /**
  1664. * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
  1665. * @param value1 defines the 1st control point
  1666. * @param tangent1 defines the outgoing tangent
  1667. * @param value2 defines the 2nd control point
  1668. * @param tangent2 defines the incoming tangent
  1669. * @param amount defines the interpolation factor
  1670. * @returns a new Vector2
  1671. */
  1672. static Hermite(value1: DeepImmutable<Vector2>, tangent1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, tangent2: DeepImmutable<Vector2>, amount: number): Vector2;
  1673. /**
  1674. * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
  1675. * @param start defines the start vector
  1676. * @param end defines the end vector
  1677. * @param amount defines the interpolation factor
  1678. * @returns a new Vector2
  1679. */
  1680. static Lerp(start: DeepImmutable<Vector2>, end: DeepImmutable<Vector2>, amount: number): Vector2;
  1681. /**
  1682. * Gets the dot product of the vector "left" and the vector "right"
  1683. * @param left defines first vector
  1684. * @param right defines second vector
  1685. * @returns the dot product (float)
  1686. */
  1687. static Dot(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): number;
  1688. /**
  1689. * Returns a new Vector2 equal to the normalized given vector
  1690. * @param vector defines the vector to normalize
  1691. * @returns a new Vector2
  1692. */
  1693. static Normalize(vector: DeepImmutable<Vector2>): Vector2;
  1694. /**
  1695. * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
  1696. * @param left defines 1st vector
  1697. * @param right defines 2nd vector
  1698. * @returns a new Vector2
  1699. */
  1700. static Minimize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  1701. /**
  1702. * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
  1703. * @param left defines 1st vector
  1704. * @param right defines 2nd vector
  1705. * @returns a new Vector2
  1706. */
  1707. static Maximize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  1708. /**
  1709. * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
  1710. * @param vector defines the vector to transform
  1711. * @param transformation defines the matrix to apply
  1712. * @returns a new Vector2
  1713. */
  1714. static Transform(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>): Vector2;
  1715. /**
  1716. * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
  1717. * @param vector defines the vector to transform
  1718. * @param transformation defines the matrix to apply
  1719. * @param result defines the target vector
  1720. */
  1721. static TransformToRef(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>, result: Vector2): void;
  1722. /**
  1723. * Determines if a given vector is included in a triangle
  1724. * @param p defines the vector to test
  1725. * @param p0 defines 1st triangle point
  1726. * @param p1 defines 2nd triangle point
  1727. * @param p2 defines 3rd triangle point
  1728. * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
  1729. */
  1730. static PointInTriangle(p: DeepImmutable<Vector2>, p0: DeepImmutable<Vector2>, p1: DeepImmutable<Vector2>, p2: DeepImmutable<Vector2>): boolean;
  1731. /**
  1732. * Gets the distance between the vectors "value1" and "value2"
  1733. * @param value1 defines first vector
  1734. * @param value2 defines second vector
  1735. * @returns the distance between vectors
  1736. */
  1737. static Distance(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  1738. /**
  1739. * Returns the squared distance between the vectors "value1" and "value2"
  1740. * @param value1 defines first vector
  1741. * @param value2 defines second vector
  1742. * @returns the squared distance between vectors
  1743. */
  1744. static DistanceSquared(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  1745. /**
  1746. * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
  1747. * @param value1 defines first vector
  1748. * @param value2 defines second vector
  1749. * @returns a new Vector2
  1750. */
  1751. static Center(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): Vector2;
  1752. /**
  1753. * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
  1754. * @param p defines the middle point
  1755. * @param segA defines one point of the segment
  1756. * @param segB defines the other point of the segment
  1757. * @returns the shortest distance
  1758. */
  1759. static DistanceOfPointFromSegment(p: DeepImmutable<Vector2>, segA: DeepImmutable<Vector2>, segB: DeepImmutable<Vector2>): number;
  1760. }
  1761. /**
  1762. * Classed used to store (x,y,z) vector representation
  1763. * A Vector3 is the main object used in 3D geometry
  1764. * It can represent etiher the coordinates of a point the space, either a direction
  1765. * Reminder: js uses a left handed forward facing system
  1766. */
  1767. export class Vector3 {
  1768. /**
  1769. * Defines the first coordinates (on X axis)
  1770. */
  1771. x: number;
  1772. /**
  1773. * Defines the second coordinates (on Y axis)
  1774. */
  1775. y: number;
  1776. /**
  1777. * Defines the third coordinates (on Z axis)
  1778. */
  1779. z: number;
  1780. private static _UpReadOnly;
  1781. private static _ZeroReadOnly;
  1782. /**
  1783. * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
  1784. * @param x defines the first coordinates (on X axis)
  1785. * @param y defines the second coordinates (on Y axis)
  1786. * @param z defines the third coordinates (on Z axis)
  1787. */
  1788. constructor(
  1789. /**
  1790. * Defines the first coordinates (on X axis)
  1791. */
  1792. x?: number,
  1793. /**
  1794. * Defines the second coordinates (on Y axis)
  1795. */
  1796. y?: number,
  1797. /**
  1798. * Defines the third coordinates (on Z axis)
  1799. */
  1800. z?: number);
  1801. /**
  1802. * Creates a string representation of the Vector3
  1803. * @returns a string with the Vector3 coordinates.
  1804. */
  1805. toString(): string;
  1806. /**
  1807. * Gets the class name
  1808. * @returns the string "Vector3"
  1809. */
  1810. getClassName(): string;
  1811. /**
  1812. * Creates the Vector3 hash code
  1813. * @returns a number which tends to be unique between Vector3 instances
  1814. */
  1815. getHashCode(): number;
  1816. /**
  1817. * Creates an array containing three elements : the coordinates of the Vector3
  1818. * @returns a new array of numbers
  1819. */
  1820. asArray(): number[];
  1821. /**
  1822. * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
  1823. * @param array defines the destination array
  1824. * @param index defines the offset in the destination array
  1825. * @returns the current Vector3
  1826. */
  1827. toArray(array: FloatArray, index?: number): Vector3;
  1828. /**
  1829. * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
  1830. * @returns a new Quaternion object, computed from the Vector3 coordinates
  1831. */
  1832. toQuaternion(): Quaternion;
  1833. /**
  1834. * Adds the given vector to the current Vector3
  1835. * @param otherVector defines the second operand
  1836. * @returns the current updated Vector3
  1837. */
  1838. addInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  1839. /**
  1840. * Adds the given coordinates to the current Vector3
  1841. * @param x defines the x coordinate of the operand
  1842. * @param y defines the y coordinate of the operand
  1843. * @param z defines the z coordinate of the operand
  1844. * @returns the current updated Vector3
  1845. */
  1846. addInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  1847. /**
  1848. * Gets a new Vector3, result of the addition the current Vector3 and the given vector
  1849. * @param otherVector defines the second operand
  1850. * @returns the resulting Vector3
  1851. */
  1852. add(otherVector: DeepImmutable<Vector3>): Vector3;
  1853. /**
  1854. * Adds the current Vector3 to the given one and stores the result in the vector "result"
  1855. * @param otherVector defines the second operand
  1856. * @param result defines the Vector3 object where to store the result
  1857. * @returns the current Vector3
  1858. */
  1859. addToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  1860. /**
  1861. * Subtract the given vector from the current Vector3
  1862. * @param otherVector defines the second operand
  1863. * @returns the current updated Vector3
  1864. */
  1865. subtractInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  1866. /**
  1867. * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
  1868. * @param otherVector defines the second operand
  1869. * @returns the resulting Vector3
  1870. */
  1871. subtract(otherVector: DeepImmutable<Vector3>): Vector3;
  1872. /**
  1873. * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
  1874. * @param otherVector defines the second operand
  1875. * @param result defines the Vector3 object where to store the result
  1876. * @returns the current Vector3
  1877. */
  1878. subtractToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  1879. /**
  1880. * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
  1881. * @param x defines the x coordinate of the operand
  1882. * @param y defines the y coordinate of the operand
  1883. * @param z defines the z coordinate of the operand
  1884. * @returns the resulting Vector3
  1885. */
  1886. subtractFromFloats(x: number, y: number, z: number): Vector3;
  1887. /**
  1888. * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
  1889. * @param x defines the x coordinate of the operand
  1890. * @param y defines the y coordinate of the operand
  1891. * @param z defines the z coordinate of the operand
  1892. * @param result defines the Vector3 object where to store the result
  1893. * @returns the current Vector3
  1894. */
  1895. subtractFromFloatsToRef(x: number, y: number, z: number, result: Vector3): Vector3;
  1896. /**
  1897. * Gets a new Vector3 set with the current Vector3 negated coordinates
  1898. * @returns a new Vector3
  1899. */
  1900. negate(): Vector3;
  1901. /**
  1902. * Multiplies the Vector3 coordinates by the float "scale"
  1903. * @param scale defines the multiplier factor
  1904. * @returns the current updated Vector3
  1905. */
  1906. scaleInPlace(scale: number): Vector3;
  1907. /**
  1908. * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
  1909. * @param scale defines the multiplier factor
  1910. * @returns a new Vector3
  1911. */
  1912. scale(scale: number): Vector3;
  1913. /**
  1914. * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
  1915. * @param scale defines the multiplier factor
  1916. * @param result defines the Vector3 object where to store the result
  1917. * @returns the current Vector3
  1918. */
  1919. scaleToRef(scale: number, result: Vector3): Vector3;
  1920. /**
  1921. * Scale the current Vector3 values by a factor and add the result to a given Vector3
  1922. * @param scale defines the scale factor
  1923. * @param result defines the Vector3 object where to store the result
  1924. * @returns the unmodified current Vector3
  1925. */
  1926. scaleAndAddToRef(scale: number, result: Vector3): Vector3;
  1927. /**
  1928. * Returns true if the current Vector3 and the given vector coordinates are strictly equal
  1929. * @param otherVector defines the second operand
  1930. * @returns true if both vectors are equals
  1931. */
  1932. equals(otherVector: DeepImmutable<Vector3>): boolean;
  1933. /**
  1934. * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
  1935. * @param otherVector defines the second operand
  1936. * @param epsilon defines the minimal distance to define values as equals
  1937. * @returns true if both vectors are distant less than epsilon
  1938. */
  1939. equalsWithEpsilon(otherVector: DeepImmutable<Vector3>, epsilon?: number): boolean;
  1940. /**
  1941. * Returns true if the current Vector3 coordinates equals the given floats
  1942. * @param x defines the x coordinate of the operand
  1943. * @param y defines the y coordinate of the operand
  1944. * @param z defines the z coordinate of the operand
  1945. * @returns true if both vectors are equals
  1946. */
  1947. equalsToFloats(x: number, y: number, z: number): boolean;
  1948. /**
  1949. * Multiplies the current Vector3 coordinates by the given ones
  1950. * @param otherVector defines the second operand
  1951. * @returns the current updated Vector3
  1952. */
  1953. multiplyInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  1954. /**
  1955. * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
  1956. * @param otherVector defines the second operand
  1957. * @returns the new Vector3
  1958. */
  1959. multiply(otherVector: DeepImmutable<Vector3>): Vector3;
  1960. /**
  1961. * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
  1962. * @param otherVector defines the second operand
  1963. * @param result defines the Vector3 object where to store the result
  1964. * @returns the current Vector3
  1965. */
  1966. multiplyToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  1967. /**
  1968. * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
  1969. * @param x defines the x coordinate of the operand
  1970. * @param y defines the y coordinate of the operand
  1971. * @param z defines the z coordinate of the operand
  1972. * @returns the new Vector3
  1973. */
  1974. multiplyByFloats(x: number, y: number, z: number): Vector3;
  1975. /**
  1976. * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
  1977. * @param otherVector defines the second operand
  1978. * @returns the new Vector3
  1979. */
  1980. divide(otherVector: DeepImmutable<Vector3>): Vector3;
  1981. /**
  1982. * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result"
  1983. * @param otherVector defines the second operand
  1984. * @param result defines the Vector3 object where to store the result
  1985. * @returns the current Vector3
  1986. */
  1987. divideToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  1988. /**
  1989. * Divides the current Vector3 coordinates by the given ones.
  1990. * @param otherVector defines the second operand
  1991. * @returns the current updated Vector3
  1992. */
  1993. divideInPlace(otherVector: Vector3): Vector3;
  1994. /**
  1995. * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
  1996. * @param other defines the second operand
  1997. * @returns the current updated Vector3
  1998. */
  1999. minimizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  2000. /**
  2001. * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
  2002. * @param other defines the second operand
  2003. * @returns the current updated Vector3
  2004. */
  2005. maximizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  2006. /**
  2007. * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates
  2008. * @param x defines the x coordinate of the operand
  2009. * @param y defines the y coordinate of the operand
  2010. * @param z defines the z coordinate of the operand
  2011. * @returns the current updated Vector3
  2012. */
  2013. minimizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  2014. /**
  2015. * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.
  2016. * @param x defines the x coordinate of the operand
  2017. * @param y defines the y coordinate of the operand
  2018. * @param z defines the z coordinate of the operand
  2019. * @returns the current updated Vector3
  2020. */
  2021. maximizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  2022. /**
  2023. * Due to float precision, scale of a mesh could be uniform but float values are off by a small fraction
  2024. * Check if is non uniform within a certain amount of decimal places to account for this
  2025. * @param epsilon the amount the values can differ
  2026. * @returns if the the vector is non uniform to a certain number of decimal places
  2027. */
  2028. isNonUniformWithinEpsilon(epsilon: number): boolean;
  2029. /**
  2030. * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
  2031. */
  2032. readonly isNonUniform: boolean;
  2033. /**
  2034. * Gets a new Vector3 from current Vector3 floored values
  2035. * @returns a new Vector3
  2036. */
  2037. floor(): Vector3;
  2038. /**
  2039. * Gets a new Vector3 from current Vector3 floored values
  2040. * @returns a new Vector3
  2041. */
  2042. fract(): Vector3;
  2043. /**
  2044. * Gets the length of the Vector3
  2045. * @returns the length of the Vector3
  2046. */
  2047. length(): number;
  2048. /**
  2049. * Gets the squared length of the Vector3
  2050. * @returns squared length of the Vector3
  2051. */
  2052. lengthSquared(): number;
  2053. /**
  2054. * Normalize the current Vector3.
  2055. * Please note that this is an in place operation.
  2056. * @returns the current updated Vector3
  2057. */
  2058. normalize(): Vector3;
  2059. /**
  2060. * Reorders the x y z properties of the vector in place
  2061. * @param order new ordering of the properties (eg. for vector 1,2,3 with "ZYX" will produce 3,2,1)
  2062. * @returns the current updated vector
  2063. */
  2064. reorderInPlace(order: string): this;
  2065. /**
  2066. * Rotates the vector around 0,0,0 by a quaternion
  2067. * @param quaternion the rotation quaternion
  2068. * @param result vector to store the result
  2069. * @returns the resulting vector
  2070. */
  2071. rotateByQuaternionToRef(quaternion: Quaternion, result: Vector3): Vector3;
  2072. /**
  2073. * Rotates a vector around a given point
  2074. * @param quaternion the rotation quaternion
  2075. * @param point the point to rotate around
  2076. * @param result vector to store the result
  2077. * @returns the resulting vector
  2078. */
  2079. rotateByQuaternionAroundPointToRef(quaternion: Quaternion, point: Vector3, result: Vector3): Vector3;
  2080. /**
  2081. * Normalize the current Vector3 with the given input length.
  2082. * Please note that this is an in place operation.
  2083. * @param len the length of the vector
  2084. * @returns the current updated Vector3
  2085. */
  2086. normalizeFromLength(len: number): Vector3;
  2087. /**
  2088. * Normalize the current Vector3 to a new vector
  2089. * @returns the new Vector3
  2090. */
  2091. normalizeToNew(): Vector3;
  2092. /**
  2093. * Normalize the current Vector3 to the reference
  2094. * @param reference define the Vector3 to update
  2095. * @returns the updated Vector3
  2096. */
  2097. normalizeToRef(reference: DeepImmutable<Vector3>): Vector3;
  2098. /**
  2099. * Creates a new Vector3 copied from the current Vector3
  2100. * @returns the new Vector3
  2101. */
  2102. clone(): Vector3;
  2103. /**
  2104. * Copies the given vector coordinates to the current Vector3 ones
  2105. * @param source defines the source Vector3
  2106. * @returns the current updated Vector3
  2107. */
  2108. copyFrom(source: DeepImmutable<Vector3>): Vector3;
  2109. /**
  2110. * Copies the given floats to the current Vector3 coordinates
  2111. * @param x defines the x coordinate of the operand
  2112. * @param y defines the y coordinate of the operand
  2113. * @param z defines the z coordinate of the operand
  2114. * @returns the current updated Vector3
  2115. */
  2116. copyFromFloats(x: number, y: number, z: number): Vector3;
  2117. /**
  2118. * Copies the given floats to the current Vector3 coordinates
  2119. * @param x defines the x coordinate of the operand
  2120. * @param y defines the y coordinate of the operand
  2121. * @param z defines the z coordinate of the operand
  2122. * @returns the current updated Vector3
  2123. */
  2124. set(x: number, y: number, z: number): Vector3;
  2125. /**
  2126. * Copies the given float to the current Vector3 coordinates
  2127. * @param v defines the x, y and z coordinates of the operand
  2128. * @returns the current updated Vector3
  2129. */
  2130. setAll(v: number): Vector3;
  2131. /**
  2132. * Get the clip factor between two vectors
  2133. * @param vector0 defines the first operand
  2134. * @param vector1 defines the second operand
  2135. * @param axis defines the axis to use
  2136. * @param size defines the size along the axis
  2137. * @returns the clip factor
  2138. */
  2139. static GetClipFactor(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, axis: DeepImmutable<Vector3>, size: number): number;
  2140. /**
  2141. * Get angle between two vectors
  2142. * @param vector0 angle between vector0 and vector1
  2143. * @param vector1 angle between vector0 and vector1
  2144. * @param normal direction of the normal
  2145. * @return the angle between vector0 and vector1
  2146. */
  2147. static GetAngleBetweenVectors(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): number;
  2148. /**
  2149. * Returns a new Vector3 set from the index "offset" of the given array
  2150. * @param array defines the source array
  2151. * @param offset defines the offset in the source array
  2152. * @returns the new Vector3
  2153. */
  2154. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector3;
  2155. /**
  2156. * Returns a new Vector3 set from the index "offset" of the given Float32Array
  2157. * This function is deprecated. Use FromArray instead
  2158. * @param array defines the source array
  2159. * @param offset defines the offset in the source array
  2160. * @returns the new Vector3
  2161. */
  2162. static FromFloatArray(array: DeepImmutable<Float32Array>, offset?: number): Vector3;
  2163. /**
  2164. * Sets the given vector "result" with the element values from the index "offset" of the given array
  2165. * @param array defines the source array
  2166. * @param offset defines the offset in the source array
  2167. * @param result defines the Vector3 where to store the result
  2168. */
  2169. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector3): void;
  2170. /**
  2171. * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
  2172. * This function is deprecated. Use FromArrayToRef instead.
  2173. * @param array defines the source array
  2174. * @param offset defines the offset in the source array
  2175. * @param result defines the Vector3 where to store the result
  2176. */
  2177. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector3): void;
  2178. /**
  2179. * Sets the given vector "result" with the given floats.
  2180. * @param x defines the x coordinate of the source
  2181. * @param y defines the y coordinate of the source
  2182. * @param z defines the z coordinate of the source
  2183. * @param result defines the Vector3 where to store the result
  2184. */
  2185. static FromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
  2186. /**
  2187. * Returns a new Vector3 set to (0.0, 0.0, 0.0)
  2188. * @returns a new empty Vector3
  2189. */
  2190. static Zero(): Vector3;
  2191. /**
  2192. * Returns a new Vector3 set to (1.0, 1.0, 1.0)
  2193. * @returns a new unit Vector3
  2194. */
  2195. static One(): Vector3;
  2196. /**
  2197. * Returns a new Vector3 set to (0.0, 1.0, 0.0)
  2198. * @returns a new up Vector3
  2199. */
  2200. static Up(): Vector3;
  2201. /**
  2202. * Gets a up Vector3 that must not be updated
  2203. */
  2204. static readonly UpReadOnly: DeepImmutable<Vector3>;
  2205. /**
  2206. * Gets a zero Vector3 that must not be updated
  2207. */
  2208. static readonly ZeroReadOnly: DeepImmutable<Vector3>;
  2209. /**
  2210. * Returns a new Vector3 set to (0.0, -1.0, 0.0)
  2211. * @returns a new down Vector3
  2212. */
  2213. static Down(): Vector3;
  2214. /**
  2215. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  2216. * @returns a new forward Vector3
  2217. */
  2218. static Forward(): Vector3;
  2219. /**
  2220. * Returns a new Vector3 set to (0.0, 0.0, -1.0)
  2221. * @returns a new forward Vector3
  2222. */
  2223. static Backward(): Vector3;
  2224. /**
  2225. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  2226. * @returns a new right Vector3
  2227. */
  2228. static Right(): Vector3;
  2229. /**
  2230. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  2231. * @returns a new left Vector3
  2232. */
  2233. static Left(): Vector3;
  2234. /**
  2235. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  2236. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  2237. * @param vector defines the Vector3 to transform
  2238. * @param transformation defines the transformation matrix
  2239. * @returns the transformed Vector3
  2240. */
  2241. static TransformCoordinates(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  2242. /**
  2243. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  2244. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  2245. * @param vector defines the Vector3 to transform
  2246. * @param transformation defines the transformation matrix
  2247. * @param result defines the Vector3 where to store the result
  2248. */
  2249. static TransformCoordinatesToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2250. /**
  2251. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  2252. * This method computes tranformed coordinates only, not transformed direction vectors
  2253. * @param x define the x coordinate of the source vector
  2254. * @param y define the y coordinate of the source vector
  2255. * @param z define the z coordinate of the source vector
  2256. * @param transformation defines the transformation matrix
  2257. * @param result defines the Vector3 where to store the result
  2258. */
  2259. static TransformCoordinatesFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2260. /**
  2261. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  2262. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  2263. * @param vector defines the Vector3 to transform
  2264. * @param transformation defines the transformation matrix
  2265. * @returns the new Vector3
  2266. */
  2267. static TransformNormal(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  2268. /**
  2269. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  2270. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  2271. * @param vector defines the Vector3 to transform
  2272. * @param transformation defines the transformation matrix
  2273. * @param result defines the Vector3 where to store the result
  2274. */
  2275. static TransformNormalToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2276. /**
  2277. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  2278. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  2279. * @param x define the x coordinate of the source vector
  2280. * @param y define the y coordinate of the source vector
  2281. * @param z define the z coordinate of the source vector
  2282. * @param transformation defines the transformation matrix
  2283. * @param result defines the Vector3 where to store the result
  2284. */
  2285. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2286. /**
  2287. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  2288. * @param value1 defines the first control point
  2289. * @param value2 defines the second control point
  2290. * @param value3 defines the third control point
  2291. * @param value4 defines the fourth control point
  2292. * @param amount defines the amount on the spline to use
  2293. * @returns the new Vector3
  2294. */
  2295. static CatmullRom(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, value3: DeepImmutable<Vector3>, value4: DeepImmutable<Vector3>, amount: number): Vector3;
  2296. /**
  2297. * Returns a new Vector3 set with the coordinates of "value", if the vector "value" is in the cube defined by the vectors "min" and "max"
  2298. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  2299. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  2300. * @param value defines the current value
  2301. * @param min defines the lower range value
  2302. * @param max defines the upper range value
  2303. * @returns the new Vector3
  2304. */
  2305. static Clamp(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): Vector3;
  2306. /**
  2307. * Sets the given vector "result" with the coordinates of "value", if the vector "value" is in the cube defined by the vectors "min" and "max"
  2308. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  2309. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  2310. * @param value defines the current value
  2311. * @param min defines the lower range value
  2312. * @param max defines the upper range value
  2313. * @param result defines the Vector3 where to store the result
  2314. */
  2315. static ClampToRef(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, result: Vector3): void;
  2316. /**
  2317. * Checks if a given vector is inside a specific range
  2318. * @param v defines the vector to test
  2319. * @param min defines the minimum range
  2320. * @param max defines the maximum range
  2321. */
  2322. static CheckExtends(v: Vector3, min: Vector3, max: Vector3): void;
  2323. /**
  2324. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  2325. * @param value1 defines the first control point
  2326. * @param tangent1 defines the first tangent vector
  2327. * @param value2 defines the second control point
  2328. * @param tangent2 defines the second tangent vector
  2329. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  2330. * @returns the new Vector3
  2331. */
  2332. static Hermite(value1: DeepImmutable<Vector3>, tangent1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, tangent2: DeepImmutable<Vector3>, amount: number): Vector3;
  2333. /**
  2334. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  2335. * @param start defines the start value
  2336. * @param end defines the end value
  2337. * @param amount max defines amount between both (between 0 and 1)
  2338. * @returns the new Vector3
  2339. */
  2340. static Lerp(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number): Vector3;
  2341. /**
  2342. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  2343. * @param start defines the start value
  2344. * @param end defines the end value
  2345. * @param amount max defines amount between both (between 0 and 1)
  2346. * @param result defines the Vector3 where to store the result
  2347. */
  2348. static LerpToRef(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number, result: Vector3): void;
  2349. /**
  2350. * Returns the dot product (float) between the vectors "left" and "right"
  2351. * @param left defines the left operand
  2352. * @param right defines the right operand
  2353. * @returns the dot product
  2354. */
  2355. static Dot(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): number;
  2356. /**
  2357. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  2358. * The cross product is then orthogonal to both "left" and "right"
  2359. * @param left defines the left operand
  2360. * @param right defines the right operand
  2361. * @returns the cross product
  2362. */
  2363. static Cross(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  2364. /**
  2365. * Sets the given vector "result" with the cross product of "left" and "right"
  2366. * The cross product is then orthogonal to both "left" and "right"
  2367. * @param left defines the left operand
  2368. * @param right defines the right operand
  2369. * @param result defines the Vector3 where to store the result
  2370. */
  2371. static CrossToRef(left: Vector3, right: Vector3, result: Vector3): void;
  2372. /**
  2373. * Returns a new Vector3 as the normalization of the given vector
  2374. * @param vector defines the Vector3 to normalize
  2375. * @returns the new Vector3
  2376. */
  2377. static Normalize(vector: DeepImmutable<Vector3>): Vector3;
  2378. /**
  2379. * Sets the given vector "result" with the normalization of the given first vector
  2380. * @param vector defines the Vector3 to normalize
  2381. * @param result defines the Vector3 where to store the result
  2382. */
  2383. static NormalizeToRef(vector: DeepImmutable<Vector3>, result: Vector3): void;
  2384. /**
  2385. * Project a Vector3 onto screen space
  2386. * @param vector defines the Vector3 to project
  2387. * @param world defines the world matrix to use
  2388. * @param transform defines the transform (view x projection) matrix to use
  2389. * @param viewport defines the screen viewport to use
  2390. * @returns the new Vector3
  2391. */
  2392. static Project(vector: DeepImmutable<Vector3>, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>, viewport: DeepImmutable<Viewport>): Vector3;
  2393. /** @hidden */
  2394. static _UnprojectFromInvertedMatrixToRef(source: DeepImmutable<Vector3>, matrix: DeepImmutable<Matrix>, result: Vector3): void;
  2395. /**
  2396. * Unproject from screen space to object space
  2397. * @param source defines the screen space Vector3 to use
  2398. * @param viewportWidth defines the current width of the viewport
  2399. * @param viewportHeight defines the current height of the viewport
  2400. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2401. * @param transform defines the transform (view x projection) matrix to use
  2402. * @returns the new Vector3
  2403. */
  2404. static UnprojectFromTransform(source: Vector3, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>): Vector3;
  2405. /**
  2406. * Unproject from screen space to object space
  2407. * @param source defines the screen space Vector3 to use
  2408. * @param viewportWidth defines the current width of the viewport
  2409. * @param viewportHeight defines the current height of the viewport
  2410. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2411. * @param view defines the view matrix to use
  2412. * @param projection defines the projection matrix to use
  2413. * @returns the new Vector3
  2414. */
  2415. static Unproject(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Vector3;
  2416. /**
  2417. * Unproject from screen space to object space
  2418. * @param source defines the screen space Vector3 to use
  2419. * @param viewportWidth defines the current width of the viewport
  2420. * @param viewportHeight defines the current height of the viewport
  2421. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2422. * @param view defines the view matrix to use
  2423. * @param projection defines the projection matrix to use
  2424. * @param result defines the Vector3 where to store the result
  2425. */
  2426. static UnprojectToRef(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  2427. /**
  2428. * Unproject from screen space to object space
  2429. * @param sourceX defines the screen space x coordinate to use
  2430. * @param sourceY defines the screen space y coordinate to use
  2431. * @param sourceZ defines the screen space z coordinate to use
  2432. * @param viewportWidth defines the current width of the viewport
  2433. * @param viewportHeight defines the current height of the viewport
  2434. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2435. * @param view defines the view matrix to use
  2436. * @param projection defines the projection matrix to use
  2437. * @param result defines the Vector3 where to store the result
  2438. */
  2439. static UnprojectFloatsToRef(sourceX: float, sourceY: float, sourceZ: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  2440. /**
  2441. * Gets the minimal coordinate values between two Vector3
  2442. * @param left defines the first operand
  2443. * @param right defines the second operand
  2444. * @returns the new Vector3
  2445. */
  2446. static Minimize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  2447. /**
  2448. * Gets the maximal coordinate values between two Vector3
  2449. * @param left defines the first operand
  2450. * @param right defines the second operand
  2451. * @returns the new Vector3
  2452. */
  2453. static Maximize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  2454. /**
  2455. * Returns the distance between the vectors "value1" and "value2"
  2456. * @param value1 defines the first operand
  2457. * @param value2 defines the second operand
  2458. * @returns the distance
  2459. */
  2460. static Distance(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  2461. /**
  2462. * Returns the squared distance between the vectors "value1" and "value2"
  2463. * @param value1 defines the first operand
  2464. * @param value2 defines the second operand
  2465. * @returns the squared distance
  2466. */
  2467. static DistanceSquared(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  2468. /**
  2469. * Returns a new Vector3 located at the center between "value1" and "value2"
  2470. * @param value1 defines the first operand
  2471. * @param value2 defines the second operand
  2472. * @returns the new Vector3
  2473. */
  2474. static Center(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): Vector3;
  2475. /**
  2476. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  2477. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  2478. * to something in order to rotate it from its local system to the given target system
  2479. * Note: axis1, axis2 and axis3 are normalized during this operation
  2480. * @param axis1 defines the first axis
  2481. * @param axis2 defines the second axis
  2482. * @param axis3 defines the third axis
  2483. * @returns a new Vector3
  2484. */
  2485. static RotationFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Vector3;
  2486. /**
  2487. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  2488. * @param axis1 defines the first axis
  2489. * @param axis2 defines the second axis
  2490. * @param axis3 defines the third axis
  2491. * @param ref defines the Vector3 where to store the result
  2492. */
  2493. static RotationFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Vector3): void;
  2494. }
  2495. /**
  2496. * Vector4 class created for EulerAngle class conversion to Quaternion
  2497. */
  2498. export class Vector4 {
  2499. /** x value of the vector */
  2500. x: number;
  2501. /** y value of the vector */
  2502. y: number;
  2503. /** z value of the vector */
  2504. z: number;
  2505. /** w value of the vector */
  2506. w: number;
  2507. /**
  2508. * Creates a Vector4 object from the given floats.
  2509. * @param x x value of the vector
  2510. * @param y y value of the vector
  2511. * @param z z value of the vector
  2512. * @param w w value of the vector
  2513. */
  2514. constructor(
  2515. /** x value of the vector */
  2516. x: number,
  2517. /** y value of the vector */
  2518. y: number,
  2519. /** z value of the vector */
  2520. z: number,
  2521. /** w value of the vector */
  2522. w: number);
  2523. /**
  2524. * Returns the string with the Vector4 coordinates.
  2525. * @returns a string containing all the vector values
  2526. */
  2527. toString(): string;
  2528. /**
  2529. * Returns the string "Vector4".
  2530. * @returns "Vector4"
  2531. */
  2532. getClassName(): string;
  2533. /**
  2534. * Returns the Vector4 hash code.
  2535. * @returns a unique hash code
  2536. */
  2537. getHashCode(): number;
  2538. /**
  2539. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  2540. * @returns the resulting array
  2541. */
  2542. asArray(): number[];
  2543. /**
  2544. * Populates the given array from the given index with the Vector4 coordinates.
  2545. * @param array array to populate
  2546. * @param index index of the array to start at (default: 0)
  2547. * @returns the Vector4.
  2548. */
  2549. toArray(array: FloatArray, index?: number): Vector4;
  2550. /**
  2551. * Adds the given vector to the current Vector4.
  2552. * @param otherVector the vector to add
  2553. * @returns the updated Vector4.
  2554. */
  2555. addInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  2556. /**
  2557. * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
  2558. * @param otherVector the vector to add
  2559. * @returns the resulting vector
  2560. */
  2561. add(otherVector: DeepImmutable<Vector4>): Vector4;
  2562. /**
  2563. * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
  2564. * @param otherVector the vector to add
  2565. * @param result the vector to store the result
  2566. * @returns the current Vector4.
  2567. */
  2568. addToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  2569. /**
  2570. * Subtract in place the given vector from the current Vector4.
  2571. * @param otherVector the vector to subtract
  2572. * @returns the updated Vector4.
  2573. */
  2574. subtractInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  2575. /**
  2576. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  2577. * @param otherVector the vector to add
  2578. * @returns the new vector with the result
  2579. */
  2580. subtract(otherVector: DeepImmutable<Vector4>): Vector4;
  2581. /**
  2582. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  2583. * @param otherVector the vector to subtract
  2584. * @param result the vector to store the result
  2585. * @returns the current Vector4.
  2586. */
  2587. subtractToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  2588. /**
  2589. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  2590. */
  2591. /**
  2592. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  2593. * @param x value to subtract
  2594. * @param y value to subtract
  2595. * @param z value to subtract
  2596. * @param w value to subtract
  2597. * @returns new vector containing the result
  2598. */
  2599. subtractFromFloats(x: number, y: number, z: number, w: number): Vector4;
  2600. /**
  2601. * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  2602. * @param x value to subtract
  2603. * @param y value to subtract
  2604. * @param z value to subtract
  2605. * @param w value to subtract
  2606. * @param result the vector to store the result in
  2607. * @returns the current Vector4.
  2608. */
  2609. subtractFromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): Vector4;
  2610. /**
  2611. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  2612. * @returns a new vector with the negated values
  2613. */
  2614. negate(): Vector4;
  2615. /**
  2616. * Multiplies the current Vector4 coordinates by scale (float).
  2617. * @param scale the number to scale with
  2618. * @returns the updated Vector4.
  2619. */
  2620. scaleInPlace(scale: number): Vector4;
  2621. /**
  2622. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  2623. * @param scale the number to scale with
  2624. * @returns a new vector with the result
  2625. */
  2626. scale(scale: number): Vector4;
  2627. /**
  2628. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  2629. * @param scale the number to scale with
  2630. * @param result a vector to store the result in
  2631. * @returns the current Vector4.
  2632. */
  2633. scaleToRef(scale: number, result: Vector4): Vector4;
  2634. /**
  2635. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  2636. * @param scale defines the scale factor
  2637. * @param result defines the Vector4 object where to store the result
  2638. * @returns the unmodified current Vector4
  2639. */
  2640. scaleAndAddToRef(scale: number, result: Vector4): Vector4;
  2641. /**
  2642. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  2643. * @param otherVector the vector to compare against
  2644. * @returns true if they are equal
  2645. */
  2646. equals(otherVector: DeepImmutable<Vector4>): boolean;
  2647. /**
  2648. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  2649. * @param otherVector vector to compare against
  2650. * @param epsilon (Default: very small number)
  2651. * @returns true if they are equal
  2652. */
  2653. equalsWithEpsilon(otherVector: DeepImmutable<Vector4>, epsilon?: number): boolean;
  2654. /**
  2655. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  2656. * @param x x value to compare against
  2657. * @param y y value to compare against
  2658. * @param z z value to compare against
  2659. * @param w w value to compare against
  2660. * @returns true if equal
  2661. */
  2662. equalsToFloats(x: number, y: number, z: number, w: number): boolean;
  2663. /**
  2664. * Multiplies in place the current Vector4 by the given one.
  2665. * @param otherVector vector to multiple with
  2666. * @returns the updated Vector4.
  2667. */
  2668. multiplyInPlace(otherVector: Vector4): Vector4;
  2669. /**
  2670. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  2671. * @param otherVector vector to multiple with
  2672. * @returns resulting new vector
  2673. */
  2674. multiply(otherVector: DeepImmutable<Vector4>): Vector4;
  2675. /**
  2676. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  2677. * @param otherVector vector to multiple with
  2678. * @param result vector to store the result
  2679. * @returns the current Vector4.
  2680. */
  2681. multiplyToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  2682. /**
  2683. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  2684. * @param x x value multiply with
  2685. * @param y y value multiply with
  2686. * @param z z value multiply with
  2687. * @param w w value multiply with
  2688. * @returns resulting new vector
  2689. */
  2690. multiplyByFloats(x: number, y: number, z: number, w: number): Vector4;
  2691. /**
  2692. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  2693. * @param otherVector vector to devide with
  2694. * @returns resulting new vector
  2695. */
  2696. divide(otherVector: DeepImmutable<Vector4>): Vector4;
  2697. /**
  2698. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  2699. * @param otherVector vector to devide with
  2700. * @param result vector to store the result
  2701. * @returns the current Vector4.
  2702. */
  2703. divideToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  2704. /**
  2705. * Divides the current Vector3 coordinates by the given ones.
  2706. * @param otherVector vector to devide with
  2707. * @returns the updated Vector3.
  2708. */
  2709. divideInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  2710. /**
  2711. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  2712. * @param other defines the second operand
  2713. * @returns the current updated Vector4
  2714. */
  2715. minimizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  2716. /**
  2717. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  2718. * @param other defines the second operand
  2719. * @returns the current updated Vector4
  2720. */
  2721. maximizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  2722. /**
  2723. * Gets a new Vector4 from current Vector4 floored values
  2724. * @returns a new Vector4
  2725. */
  2726. floor(): Vector4;
  2727. /**
  2728. * Gets a new Vector4 from current Vector3 floored values
  2729. * @returns a new Vector4
  2730. */
  2731. fract(): Vector4;
  2732. /**
  2733. * Returns the Vector4 length (float).
  2734. * @returns the length
  2735. */
  2736. length(): number;
  2737. /**
  2738. * Returns the Vector4 squared length (float).
  2739. * @returns the length squared
  2740. */
  2741. lengthSquared(): number;
  2742. /**
  2743. * Normalizes in place the Vector4.
  2744. * @returns the updated Vector4.
  2745. */
  2746. normalize(): Vector4;
  2747. /**
  2748. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  2749. * @returns this converted to a new vector3
  2750. */
  2751. toVector3(): Vector3;
  2752. /**
  2753. * Returns a new Vector4 copied from the current one.
  2754. * @returns the new cloned vector
  2755. */
  2756. clone(): Vector4;
  2757. /**
  2758. * Updates the current Vector4 with the given one coordinates.
  2759. * @param source the source vector to copy from
  2760. * @returns the updated Vector4.
  2761. */
  2762. copyFrom(source: DeepImmutable<Vector4>): Vector4;
  2763. /**
  2764. * Updates the current Vector4 coordinates with the given floats.
  2765. * @param x float to copy from
  2766. * @param y float to copy from
  2767. * @param z float to copy from
  2768. * @param w float to copy from
  2769. * @returns the updated Vector4.
  2770. */
  2771. copyFromFloats(x: number, y: number, z: number, w: number): Vector4;
  2772. /**
  2773. * Updates the current Vector4 coordinates with the given floats.
  2774. * @param x float to set from
  2775. * @param y float to set from
  2776. * @param z float to set from
  2777. * @param w float to set from
  2778. * @returns the updated Vector4.
  2779. */
  2780. set(x: number, y: number, z: number, w: number): Vector4;
  2781. /**
  2782. * Copies the given float to the current Vector3 coordinates
  2783. * @param v defines the x, y, z and w coordinates of the operand
  2784. * @returns the current updated Vector3
  2785. */
  2786. setAll(v: number): Vector4;
  2787. /**
  2788. * Returns a new Vector4 set from the starting index of the given array.
  2789. * @param array the array to pull values from
  2790. * @param offset the offset into the array to start at
  2791. * @returns the new vector
  2792. */
  2793. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector4;
  2794. /**
  2795. * Updates the given vector "result" from the starting index of the given array.
  2796. * @param array the array to pull values from
  2797. * @param offset the offset into the array to start at
  2798. * @param result the vector to store the result in
  2799. */
  2800. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector4): void;
  2801. /**
  2802. * Updates the given vector "result" from the starting index of the given Float32Array.
  2803. * @param array the array to pull values from
  2804. * @param offset the offset into the array to start at
  2805. * @param result the vector to store the result in
  2806. */
  2807. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector4): void;
  2808. /**
  2809. * Updates the given vector "result" coordinates from the given floats.
  2810. * @param x float to set from
  2811. * @param y float to set from
  2812. * @param z float to set from
  2813. * @param w float to set from
  2814. * @param result the vector to the floats in
  2815. */
  2816. static FromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): void;
  2817. /**
  2818. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  2819. * @returns the new vector
  2820. */
  2821. static Zero(): Vector4;
  2822. /**
  2823. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  2824. * @returns the new vector
  2825. */
  2826. static One(): Vector4;
  2827. /**
  2828. * Returns a new normalized Vector4 from the given one.
  2829. * @param vector the vector to normalize
  2830. * @returns the vector
  2831. */
  2832. static Normalize(vector: DeepImmutable<Vector4>): Vector4;
  2833. /**
  2834. * Updates the given vector "result" from the normalization of the given one.
  2835. * @param vector the vector to normalize
  2836. * @param result the vector to store the result in
  2837. */
  2838. static NormalizeToRef(vector: DeepImmutable<Vector4>, result: Vector4): void;
  2839. /**
  2840. * Returns a vector with the minimum values from the left and right vectors
  2841. * @param left left vector to minimize
  2842. * @param right right vector to minimize
  2843. * @returns a new vector with the minimum of the left and right vector values
  2844. */
  2845. static Minimize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  2846. /**
  2847. * Returns a vector with the maximum values from the left and right vectors
  2848. * @param left left vector to maximize
  2849. * @param right right vector to maximize
  2850. * @returns a new vector with the maximum of the left and right vector values
  2851. */
  2852. static Maximize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  2853. /**
  2854. * Returns the distance (float) between the vectors "value1" and "value2".
  2855. * @param value1 value to calulate the distance between
  2856. * @param value2 value to calulate the distance between
  2857. * @return the distance between the two vectors
  2858. */
  2859. static Distance(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  2860. /**
  2861. * Returns the squared distance (float) between the vectors "value1" and "value2".
  2862. * @param value1 value to calulate the distance between
  2863. * @param value2 value to calulate the distance between
  2864. * @return the distance between the two vectors squared
  2865. */
  2866. static DistanceSquared(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  2867. /**
  2868. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  2869. * @param value1 value to calulate the center between
  2870. * @param value2 value to calulate the center between
  2871. * @return the center between the two vectors
  2872. */
  2873. static Center(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): Vector4;
  2874. /**
  2875. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  2876. * This methods computes transformed normalized direction vectors only.
  2877. * @param vector the vector to transform
  2878. * @param transformation the transformation matrix to apply
  2879. * @returns the new vector
  2880. */
  2881. static TransformNormal(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>): Vector4;
  2882. /**
  2883. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  2884. * This methods computes transformed normalized direction vectors only.
  2885. * @param vector the vector to transform
  2886. * @param transformation the transformation matrix to apply
  2887. * @param result the vector to store the result in
  2888. */
  2889. static TransformNormalToRef(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  2890. /**
  2891. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  2892. * This methods computes transformed normalized direction vectors only.
  2893. * @param x value to transform
  2894. * @param y value to transform
  2895. * @param z value to transform
  2896. * @param w value to transform
  2897. * @param transformation the transformation matrix to apply
  2898. * @param result the vector to store the results in
  2899. */
  2900. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, w: number, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  2901. /**
  2902. * Creates a new Vector4 from a Vector3
  2903. * @param source defines the source data
  2904. * @param w defines the 4th component (default is 0)
  2905. * @returns a new Vector4
  2906. */
  2907. static FromVector3(source: Vector3, w?: number): Vector4;
  2908. }
  2909. /**
  2910. * Class used to store quaternion data
  2911. * @see https://en.wikipedia.org/wiki/Quaternion
  2912. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  2913. */
  2914. export class Quaternion {
  2915. /** defines the first component (0 by default) */
  2916. x: number;
  2917. /** defines the second component (0 by default) */
  2918. y: number;
  2919. /** defines the third component (0 by default) */
  2920. z: number;
  2921. /** defines the fourth component (1.0 by default) */
  2922. w: number;
  2923. /**
  2924. * Creates a new Quaternion from the given floats
  2925. * @param x defines the first component (0 by default)
  2926. * @param y defines the second component (0 by default)
  2927. * @param z defines the third component (0 by default)
  2928. * @param w defines the fourth component (1.0 by default)
  2929. */
  2930. constructor(
  2931. /** defines the first component (0 by default) */
  2932. x?: number,
  2933. /** defines the second component (0 by default) */
  2934. y?: number,
  2935. /** defines the third component (0 by default) */
  2936. z?: number,
  2937. /** defines the fourth component (1.0 by default) */
  2938. w?: number);
  2939. /**
  2940. * Gets a string representation for the current quaternion
  2941. * @returns a string with the Quaternion coordinates
  2942. */
  2943. toString(): string;
  2944. /**
  2945. * Gets the class name of the quaternion
  2946. * @returns the string "Quaternion"
  2947. */
  2948. getClassName(): string;
  2949. /**
  2950. * Gets a hash code for this quaternion
  2951. * @returns the quaternion hash code
  2952. */
  2953. getHashCode(): number;
  2954. /**
  2955. * Copy the quaternion to an array
  2956. * @returns a new array populated with 4 elements from the quaternion coordinates
  2957. */
  2958. asArray(): number[];
  2959. /**
  2960. * Check if two quaternions are equals
  2961. * @param otherQuaternion defines the second operand
  2962. * @return true if the current quaternion and the given one coordinates are strictly equals
  2963. */
  2964. equals(otherQuaternion: DeepImmutable<Quaternion>): boolean;
  2965. /**
  2966. * Clone the current quaternion
  2967. * @returns a new quaternion copied from the current one
  2968. */
  2969. clone(): Quaternion;
  2970. /**
  2971. * Copy a quaternion to the current one
  2972. * @param other defines the other quaternion
  2973. * @returns the updated current quaternion
  2974. */
  2975. copyFrom(other: DeepImmutable<Quaternion>): Quaternion;
  2976. /**
  2977. * Updates the current quaternion with the given float coordinates
  2978. * @param x defines the x coordinate
  2979. * @param y defines the y coordinate
  2980. * @param z defines the z coordinate
  2981. * @param w defines the w coordinate
  2982. * @returns the updated current quaternion
  2983. */
  2984. copyFromFloats(x: number, y: number, z: number, w: number): Quaternion;
  2985. /**
  2986. * Updates the current quaternion from the given float coordinates
  2987. * @param x defines the x coordinate
  2988. * @param y defines the y coordinate
  2989. * @param z defines the z coordinate
  2990. * @param w defines the w coordinate
  2991. * @returns the updated current quaternion
  2992. */
  2993. set(x: number, y: number, z: number, w: number): Quaternion;
  2994. /**
  2995. * Adds two quaternions
  2996. * @param other defines the second operand
  2997. * @returns a new quaternion as the addition result of the given one and the current quaternion
  2998. */
  2999. add(other: DeepImmutable<Quaternion>): Quaternion;
  3000. /**
  3001. * Add a quaternion to the current one
  3002. * @param other defines the quaternion to add
  3003. * @returns the current quaternion
  3004. */
  3005. addInPlace(other: DeepImmutable<Quaternion>): Quaternion;
  3006. /**
  3007. * Subtract two quaternions
  3008. * @param other defines the second operand
  3009. * @returns a new quaternion as the subtraction result of the given one from the current one
  3010. */
  3011. subtract(other: Quaternion): Quaternion;
  3012. /**
  3013. * Multiplies the current quaternion by a scale factor
  3014. * @param value defines the scale factor
  3015. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  3016. */
  3017. scale(value: number): Quaternion;
  3018. /**
  3019. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  3020. * @param scale defines the scale factor
  3021. * @param result defines the Quaternion object where to store the result
  3022. * @returns the unmodified current quaternion
  3023. */
  3024. scaleToRef(scale: number, result: Quaternion): Quaternion;
  3025. /**
  3026. * Multiplies in place the current quaternion by a scale factor
  3027. * @param value defines the scale factor
  3028. * @returns the current modified quaternion
  3029. */
  3030. scaleInPlace(value: number): Quaternion;
  3031. /**
  3032. * Scale the current quaternion values by a factor and add the result to a given quaternion
  3033. * @param scale defines the scale factor
  3034. * @param result defines the Quaternion object where to store the result
  3035. * @returns the unmodified current quaternion
  3036. */
  3037. scaleAndAddToRef(scale: number, result: Quaternion): Quaternion;
  3038. /**
  3039. * Multiplies two quaternions
  3040. * @param q1 defines the second operand
  3041. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  3042. */
  3043. multiply(q1: DeepImmutable<Quaternion>): Quaternion;
  3044. /**
  3045. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  3046. * @param q1 defines the second operand
  3047. * @param result defines the target quaternion
  3048. * @returns the current quaternion
  3049. */
  3050. multiplyToRef(q1: DeepImmutable<Quaternion>, result: Quaternion): Quaternion;
  3051. /**
  3052. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  3053. * @param q1 defines the second operand
  3054. * @returns the currentupdated quaternion
  3055. */
  3056. multiplyInPlace(q1: DeepImmutable<Quaternion>): Quaternion;
  3057. /**
  3058. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  3059. * @param ref defines the target quaternion
  3060. * @returns the current quaternion
  3061. */
  3062. conjugateToRef(ref: Quaternion): Quaternion;
  3063. /**
  3064. * Conjugates in place (1-q) the current quaternion
  3065. * @returns the current updated quaternion
  3066. */
  3067. conjugateInPlace(): Quaternion;
  3068. /**
  3069. * Conjugates in place (1-q) the current quaternion
  3070. * @returns a new quaternion
  3071. */
  3072. conjugate(): Quaternion;
  3073. /**
  3074. * Gets length of current quaternion
  3075. * @returns the quaternion length (float)
  3076. */
  3077. length(): number;
  3078. /**
  3079. * Normalize in place the current quaternion
  3080. * @returns the current updated quaternion
  3081. */
  3082. normalize(): Quaternion;
  3083. /**
  3084. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  3085. * @param order is a reserved parameter and is ignore for now
  3086. * @returns a new Vector3 containing the Euler angles
  3087. */
  3088. toEulerAngles(order?: string): Vector3;
  3089. /**
  3090. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  3091. * @param result defines the vector which will be filled with the Euler angles
  3092. * @param order is a reserved parameter and is ignore for now
  3093. * @returns the current unchanged quaternion
  3094. */
  3095. toEulerAnglesToRef(result: Vector3): Quaternion;
  3096. /**
  3097. * Updates the given rotation matrix with the current quaternion values
  3098. * @param result defines the target matrix
  3099. * @returns the current unchanged quaternion
  3100. */
  3101. toRotationMatrix(result: Matrix): Quaternion;
  3102. /**
  3103. * Updates the current quaternion from the given rotation matrix values
  3104. * @param matrix defines the source matrix
  3105. * @returns the current updated quaternion
  3106. */
  3107. fromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  3108. /**
  3109. * Creates a new quaternion from a rotation matrix
  3110. * @param matrix defines the source matrix
  3111. * @returns a new quaternion created from the given rotation matrix values
  3112. */
  3113. static FromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  3114. /**
  3115. * Updates the given quaternion with the given rotation matrix values
  3116. * @param matrix defines the source matrix
  3117. * @param result defines the target quaternion
  3118. */
  3119. static FromRotationMatrixToRef(matrix: DeepImmutable<Matrix>, result: Quaternion): void;
  3120. /**
  3121. * Returns the dot product (float) between the quaternions "left" and "right"
  3122. * @param left defines the left operand
  3123. * @param right defines the right operand
  3124. * @returns the dot product
  3125. */
  3126. static Dot(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>): number;
  3127. /**
  3128. * Checks if the two quaternions are close to each other
  3129. * @param quat0 defines the first quaternion to check
  3130. * @param quat1 defines the second quaternion to check
  3131. * @returns true if the two quaternions are close to each other
  3132. */
  3133. static AreClose(quat0: DeepImmutable<Quaternion>, quat1: DeepImmutable<Quaternion>): boolean;
  3134. /**
  3135. * Creates an empty quaternion
  3136. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  3137. */
  3138. static Zero(): Quaternion;
  3139. /**
  3140. * Inverse a given quaternion
  3141. * @param q defines the source quaternion
  3142. * @returns a new quaternion as the inverted current quaternion
  3143. */
  3144. static Inverse(q: DeepImmutable<Quaternion>): Quaternion;
  3145. /**
  3146. * Inverse a given quaternion
  3147. * @param q defines the source quaternion
  3148. * @param result the quaternion the result will be stored in
  3149. * @returns the result quaternion
  3150. */
  3151. static InverseToRef(q: Quaternion, result: Quaternion): Quaternion;
  3152. /**
  3153. * Creates an identity quaternion
  3154. * @returns the identity quaternion
  3155. */
  3156. static Identity(): Quaternion;
  3157. /**
  3158. * Gets a boolean indicating if the given quaternion is identity
  3159. * @param quaternion defines the quaternion to check
  3160. * @returns true if the quaternion is identity
  3161. */
  3162. static IsIdentity(quaternion: DeepImmutable<Quaternion>): boolean;
  3163. /**
  3164. * Creates a quaternion from a rotation around an axis
  3165. * @param axis defines the axis to use
  3166. * @param angle defines the angle to use
  3167. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  3168. */
  3169. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Quaternion;
  3170. /**
  3171. * Creates a rotation around an axis and stores it into the given quaternion
  3172. * @param axis defines the axis to use
  3173. * @param angle defines the angle to use
  3174. * @param result defines the target quaternion
  3175. * @returns the target quaternion
  3176. */
  3177. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Quaternion): Quaternion;
  3178. /**
  3179. * Creates a new quaternion from data stored into an array
  3180. * @param array defines the data source
  3181. * @param offset defines the offset in the source array where the data starts
  3182. * @returns a new quaternion
  3183. */
  3184. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Quaternion;
  3185. /**
  3186. * Create a quaternion from Euler rotation angles
  3187. * @param x Pitch
  3188. * @param y Yaw
  3189. * @param z Roll
  3190. * @returns the new Quaternion
  3191. */
  3192. static FromEulerAngles(x: number, y: number, z: number): Quaternion;
  3193. /**
  3194. * Updates a quaternion from Euler rotation angles
  3195. * @param x Pitch
  3196. * @param y Yaw
  3197. * @param z Roll
  3198. * @param result the quaternion to store the result
  3199. * @returns the updated quaternion
  3200. */
  3201. static FromEulerAnglesToRef(x: number, y: number, z: number, result: Quaternion): Quaternion;
  3202. /**
  3203. * Create a quaternion from Euler rotation vector
  3204. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  3205. * @returns the new Quaternion
  3206. */
  3207. static FromEulerVector(vec: DeepImmutable<Vector3>): Quaternion;
  3208. /**
  3209. * Updates a quaternion from Euler rotation vector
  3210. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  3211. * @param result the quaternion to store the result
  3212. * @returns the updated quaternion
  3213. */
  3214. static FromEulerVectorToRef(vec: DeepImmutable<Vector3>, result: Quaternion): Quaternion;
  3215. /**
  3216. * Creates a new quaternion from the given Euler float angles (y, x, z)
  3217. * @param yaw defines the rotation around Y axis
  3218. * @param pitch defines the rotation around X axis
  3219. * @param roll defines the rotation around Z axis
  3220. * @returns the new quaternion
  3221. */
  3222. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Quaternion;
  3223. /**
  3224. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  3225. * @param yaw defines the rotation around Y axis
  3226. * @param pitch defines the rotation around X axis
  3227. * @param roll defines the rotation around Z axis
  3228. * @param result defines the target quaternion
  3229. */
  3230. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Quaternion): void;
  3231. /**
  3232. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  3233. * @param alpha defines the rotation around first axis
  3234. * @param beta defines the rotation around second axis
  3235. * @param gamma defines the rotation around third axis
  3236. * @returns the new quaternion
  3237. */
  3238. static RotationAlphaBetaGamma(alpha: number, beta: number, gamma: number): Quaternion;
  3239. /**
  3240. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  3241. * @param alpha defines the rotation around first axis
  3242. * @param beta defines the rotation around second axis
  3243. * @param gamma defines the rotation around third axis
  3244. * @param result defines the target quaternion
  3245. */
  3246. static RotationAlphaBetaGammaToRef(alpha: number, beta: number, gamma: number, result: Quaternion): void;
  3247. /**
  3248. * Creates a new quaternion containing the rotation value to reach the target (axis1, axis2, axis3) orientation as a rotated XYZ system (axis1, axis2 and axis3 are normalized during this operation)
  3249. * @param axis1 defines the first axis
  3250. * @param axis2 defines the second axis
  3251. * @param axis3 defines the third axis
  3252. * @returns the new quaternion
  3253. */
  3254. static RotationQuaternionFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Quaternion;
  3255. /**
  3256. * Creates a rotation value to reach the target (axis1, axis2, axis3) orientation as a rotated XYZ system (axis1, axis2 and axis3 are normalized during this operation) and stores it in the target quaternion
  3257. * @param axis1 defines the first axis
  3258. * @param axis2 defines the second axis
  3259. * @param axis3 defines the third axis
  3260. * @param ref defines the target quaternion
  3261. */
  3262. static RotationQuaternionFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Quaternion): void;
  3263. /**
  3264. * Interpolates between two quaternions
  3265. * @param left defines first quaternion
  3266. * @param right defines second quaternion
  3267. * @param amount defines the gradient to use
  3268. * @returns the new interpolated quaternion
  3269. */
  3270. static Slerp(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number): Quaternion;
  3271. /**
  3272. * Interpolates between two quaternions and stores it into a target quaternion
  3273. * @param left defines first quaternion
  3274. * @param right defines second quaternion
  3275. * @param amount defines the gradient to use
  3276. * @param result defines the target quaternion
  3277. */
  3278. static SlerpToRef(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number, result: Quaternion): void;
  3279. /**
  3280. * Interpolate between two quaternions using Hermite interpolation
  3281. * @param value1 defines first quaternion
  3282. * @param tangent1 defines the incoming tangent
  3283. * @param value2 defines second quaternion
  3284. * @param tangent2 defines the outgoing tangent
  3285. * @param amount defines the target quaternion
  3286. * @returns the new interpolated quaternion
  3287. */
  3288. static Hermite(value1: DeepImmutable<Quaternion>, tangent1: DeepImmutable<Quaternion>, value2: DeepImmutable<Quaternion>, tangent2: DeepImmutable<Quaternion>, amount: number): Quaternion;
  3289. }
  3290. /**
  3291. * Class used to store matrix data (4x4)
  3292. */
  3293. export class Matrix {
  3294. private static _updateFlagSeed;
  3295. private static _identityReadOnly;
  3296. private _isIdentity;
  3297. private _isIdentityDirty;
  3298. private _isIdentity3x2;
  3299. private _isIdentity3x2Dirty;
  3300. /**
  3301. * Gets the update flag of the matrix which is an unique number for the matrix.
  3302. * It will be incremented every time the matrix data change.
  3303. * You can use it to speed the comparison between two versions of the same matrix.
  3304. */
  3305. updateFlag: number;
  3306. private readonly _m;
  3307. /**
  3308. * Gets the internal data of the matrix
  3309. */
  3310. readonly m: DeepImmutable<Float32Array>;
  3311. /** @hidden */
  3312. _markAsUpdated(): void;
  3313. /** @hidden */
  3314. private _updateIdentityStatus;
  3315. /**
  3316. * Creates an empty matrix (filled with zeros)
  3317. */
  3318. constructor();
  3319. /**
  3320. * Check if the current matrix is identity
  3321. * @returns true is the matrix is the identity matrix
  3322. */
  3323. isIdentity(): boolean;
  3324. /**
  3325. * Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)
  3326. * @returns true is the matrix is the identity matrix
  3327. */
  3328. isIdentityAs3x2(): boolean;
  3329. /**
  3330. * Gets the determinant of the matrix
  3331. * @returns the matrix determinant
  3332. */
  3333. determinant(): number;
  3334. /**
  3335. * Returns the matrix as a Float32Array
  3336. * @returns the matrix underlying array
  3337. */
  3338. toArray(): DeepImmutable<Float32Array>;
  3339. /**
  3340. * Returns the matrix as a Float32Array
  3341. * @returns the matrix underlying array.
  3342. */
  3343. asArray(): DeepImmutable<Float32Array>;
  3344. /**
  3345. * Inverts the current matrix in place
  3346. * @returns the current inverted matrix
  3347. */
  3348. invert(): Matrix;
  3349. /**
  3350. * Sets all the matrix elements to zero
  3351. * @returns the current matrix
  3352. */
  3353. reset(): Matrix;
  3354. /**
  3355. * Adds the current matrix with a second one
  3356. * @param other defines the matrix to add
  3357. * @returns a new matrix as the addition of the current matrix and the given one
  3358. */
  3359. add(other: DeepImmutable<Matrix>): Matrix;
  3360. /**
  3361. * Sets the given matrix "result" to the addition of the current matrix and the given one
  3362. * @param other defines the matrix to add
  3363. * @param result defines the target matrix
  3364. * @returns the current matrix
  3365. */
  3366. addToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  3367. /**
  3368. * Adds in place the given matrix to the current matrix
  3369. * @param other defines the second operand
  3370. * @returns the current updated matrix
  3371. */
  3372. addToSelf(other: DeepImmutable<Matrix>): Matrix;
  3373. /**
  3374. * Sets the given matrix to the current inverted Matrix
  3375. * @param other defines the target matrix
  3376. * @returns the unmodified current matrix
  3377. */
  3378. invertToRef(other: Matrix): Matrix;
  3379. /**
  3380. * add a value at the specified position in the current Matrix
  3381. * @param index the index of the value within the matrix. between 0 and 15.
  3382. * @param value the value to be added
  3383. * @returns the current updated matrix
  3384. */
  3385. addAtIndex(index: number, value: number): Matrix;
  3386. /**
  3387. * mutiply the specified position in the current Matrix by a value
  3388. * @param index the index of the value within the matrix. between 0 and 15.
  3389. * @param value the value to be added
  3390. * @returns the current updated matrix
  3391. */
  3392. multiplyAtIndex(index: number, value: number): Matrix;
  3393. /**
  3394. * Inserts the translation vector (using 3 floats) in the current matrix
  3395. * @param x defines the 1st component of the translation
  3396. * @param y defines the 2nd component of the translation
  3397. * @param z defines the 3rd component of the translation
  3398. * @returns the current updated matrix
  3399. */
  3400. setTranslationFromFloats(x: number, y: number, z: number): Matrix;
  3401. /**
  3402. * Adds the translation vector (using 3 floats) in the current matrix
  3403. * @param x defines the 1st component of the translation
  3404. * @param y defines the 2nd component of the translation
  3405. * @param z defines the 3rd component of the translation
  3406. * @returns the current updated matrix
  3407. */
  3408. addTranslationFromFloats(x: number, y: number, z: number): Matrix;
  3409. /**
  3410. * Inserts the translation vector in the current matrix
  3411. * @param vector3 defines the translation to insert
  3412. * @returns the current updated matrix
  3413. */
  3414. setTranslation(vector3: DeepImmutable<Vector3>): Matrix;
  3415. /**
  3416. * Gets the translation value of the current matrix
  3417. * @returns a new Vector3 as the extracted translation from the matrix
  3418. */
  3419. getTranslation(): Vector3;
  3420. /**
  3421. * Fill a Vector3 with the extracted translation from the matrix
  3422. * @param result defines the Vector3 where to store the translation
  3423. * @returns the current matrix
  3424. */
  3425. getTranslationToRef(result: Vector3): Matrix;
  3426. /**
  3427. * Remove rotation and scaling part from the matrix
  3428. * @returns the updated matrix
  3429. */
  3430. removeRotationAndScaling(): Matrix;
  3431. /**
  3432. * Multiply two matrices
  3433. * @param other defines the second operand
  3434. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  3435. */
  3436. multiply(other: DeepImmutable<Matrix>): Matrix;
  3437. /**
  3438. * Copy the current matrix from the given one
  3439. * @param other defines the source matrix
  3440. * @returns the current updated matrix
  3441. */
  3442. copyFrom(other: DeepImmutable<Matrix>): Matrix;
  3443. /**
  3444. * Populates the given array from the starting index with the current matrix values
  3445. * @param array defines the target array
  3446. * @param offset defines the offset in the target array where to start storing values
  3447. * @returns the current matrix
  3448. */
  3449. copyToArray(array: Float32Array, offset?: number): Matrix;
  3450. /**
  3451. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  3452. * @param other defines the second operand
  3453. * @param result defines the matrix where to store the multiplication
  3454. * @returns the current matrix
  3455. */
  3456. multiplyToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  3457. /**
  3458. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  3459. * @param other defines the second operand
  3460. * @param result defines the array where to store the multiplication
  3461. * @param offset defines the offset in the target array where to start storing values
  3462. * @returns the current matrix
  3463. */
  3464. multiplyToArray(other: DeepImmutable<Matrix>, result: Float32Array, offset: number): Matrix;
  3465. /**
  3466. * Check equality between this matrix and a second one
  3467. * @param value defines the second matrix to compare
  3468. * @returns true is the current matrix and the given one values are strictly equal
  3469. */
  3470. equals(value: DeepImmutable<Matrix>): boolean;
  3471. /**
  3472. * Clone the current matrix
  3473. * @returns a new matrix from the current matrix
  3474. */
  3475. clone(): Matrix;
  3476. /**
  3477. * Returns the name of the current matrix class
  3478. * @returns the string "Matrix"
  3479. */
  3480. getClassName(): string;
  3481. /**
  3482. * Gets the hash code of the current matrix
  3483. * @returns the hash code
  3484. */
  3485. getHashCode(): number;
  3486. /**
  3487. * Decomposes the current Matrix into a translation, rotation and scaling components
  3488. * @param scale defines the scale vector3 given as a reference to update
  3489. * @param rotation defines the rotation quaternion given as a reference to update
  3490. * @param translation defines the translation vector3 given as a reference to update
  3491. * @returns true if operation was successful
  3492. */
  3493. decompose(scale?: Vector3, rotation?: Quaternion, translation?: Vector3): boolean;
  3494. /**
  3495. * Gets specific row of the matrix
  3496. * @param index defines the number of the row to get
  3497. * @returns the index-th row of the current matrix as a new Vector4
  3498. */
  3499. getRow(index: number): Nullable<Vector4>;
  3500. /**
  3501. * Sets the index-th row of the current matrix to the vector4 values
  3502. * @param index defines the number of the row to set
  3503. * @param row defines the target vector4
  3504. * @returns the updated current matrix
  3505. */
  3506. setRow(index: number, row: Vector4): Matrix;
  3507. /**
  3508. * Compute the transpose of the matrix
  3509. * @returns the new transposed matrix
  3510. */
  3511. transpose(): Matrix;
  3512. /**
  3513. * Compute the transpose of the matrix and store it in a given matrix
  3514. * @param result defines the target matrix
  3515. * @returns the current matrix
  3516. */
  3517. transposeToRef(result: Matrix): Matrix;
  3518. /**
  3519. * Sets the index-th row of the current matrix with the given 4 x float values
  3520. * @param index defines the row index
  3521. * @param x defines the x component to set
  3522. * @param y defines the y component to set
  3523. * @param z defines the z component to set
  3524. * @param w defines the w component to set
  3525. * @returns the updated current matrix
  3526. */
  3527. setRowFromFloats(index: number, x: number, y: number, z: number, w: number): Matrix;
  3528. /**
  3529. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  3530. * @param scale defines the scale factor
  3531. * @returns a new matrix
  3532. */
  3533. scale(scale: number): Matrix;
  3534. /**
  3535. * Scale the current matrix values by a factor to a given result matrix
  3536. * @param scale defines the scale factor
  3537. * @param result defines the matrix to store the result
  3538. * @returns the current matrix
  3539. */
  3540. scaleToRef(scale: number, result: Matrix): Matrix;
  3541. /**
  3542. * Scale the current matrix values by a factor and add the result to a given matrix
  3543. * @param scale defines the scale factor
  3544. * @param result defines the Matrix to store the result
  3545. * @returns the current matrix
  3546. */
  3547. scaleAndAddToRef(scale: number, result: Matrix): Matrix;
  3548. /**
  3549. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  3550. * @param ref matrix to store the result
  3551. */
  3552. toNormalMatrix(ref: Matrix): void;
  3553. /**
  3554. * Gets only rotation part of the current matrix
  3555. * @returns a new matrix sets to the extracted rotation matrix from the current one
  3556. */
  3557. getRotationMatrix(): Matrix;
  3558. /**
  3559. * Extracts the rotation matrix from the current one and sets it as the given "result"
  3560. * @param result defines the target matrix to store data to
  3561. * @returns the current matrix
  3562. */
  3563. getRotationMatrixToRef(result: Matrix): Matrix;
  3564. /**
  3565. * Toggles model matrix from being right handed to left handed in place and vice versa
  3566. */
  3567. toggleModelMatrixHandInPlace(): void;
  3568. /**
  3569. * Toggles projection matrix from being right handed to left handed in place and vice versa
  3570. */
  3571. toggleProjectionMatrixHandInPlace(): void;
  3572. /**
  3573. * Creates a matrix from an array
  3574. * @param array defines the source array
  3575. * @param offset defines an offset in the source array
  3576. * @returns a new Matrix set from the starting index of the given array
  3577. */
  3578. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Matrix;
  3579. /**
  3580. * Copy the content of an array into a given matrix
  3581. * @param array defines the source array
  3582. * @param offset defines an offset in the source array
  3583. * @param result defines the target matrix
  3584. */
  3585. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Matrix): void;
  3586. /**
  3587. * Stores an array into a matrix after having multiplied each component by a given factor
  3588. * @param array defines the source array
  3589. * @param offset defines the offset in the source array
  3590. * @param scale defines the scaling factor
  3591. * @param result defines the target matrix
  3592. */
  3593. static FromFloat32ArrayToRefScaled(array: DeepImmutable<Float32Array>, offset: number, scale: number, result: Matrix): void;
  3594. /**
  3595. * Gets an identity matrix that must not be updated
  3596. */
  3597. static readonly IdentityReadOnly: DeepImmutable<Matrix>;
  3598. /**
  3599. * Stores a list of values (16) inside a given matrix
  3600. * @param initialM11 defines 1st value of 1st row
  3601. * @param initialM12 defines 2nd value of 1st row
  3602. * @param initialM13 defines 3rd value of 1st row
  3603. * @param initialM14 defines 4th value of 1st row
  3604. * @param initialM21 defines 1st value of 2nd row
  3605. * @param initialM22 defines 2nd value of 2nd row
  3606. * @param initialM23 defines 3rd value of 2nd row
  3607. * @param initialM24 defines 4th value of 2nd row
  3608. * @param initialM31 defines 1st value of 3rd row
  3609. * @param initialM32 defines 2nd value of 3rd row
  3610. * @param initialM33 defines 3rd value of 3rd row
  3611. * @param initialM34 defines 4th value of 3rd row
  3612. * @param initialM41 defines 1st value of 4th row
  3613. * @param initialM42 defines 2nd value of 4th row
  3614. * @param initialM43 defines 3rd value of 4th row
  3615. * @param initialM44 defines 4th value of 4th row
  3616. * @param result defines the target matrix
  3617. */
  3618. static FromValuesToRef(initialM11: number, initialM12: number, initialM13: number, initialM14: number, initialM21: number, initialM22: number, initialM23: number, initialM24: number, initialM31: number, initialM32: number, initialM33: number, initialM34: number, initialM41: number, initialM42: number, initialM43: number, initialM44: number, result: Matrix): void;
  3619. /**
  3620. * Creates new matrix from a list of values (16)
  3621. * @param initialM11 defines 1st value of 1st row
  3622. * @param initialM12 defines 2nd value of 1st row
  3623. * @param initialM13 defines 3rd value of 1st row
  3624. * @param initialM14 defines 4th value of 1st row
  3625. * @param initialM21 defines 1st value of 2nd row
  3626. * @param initialM22 defines 2nd value of 2nd row
  3627. * @param initialM23 defines 3rd value of 2nd row
  3628. * @param initialM24 defines 4th value of 2nd row
  3629. * @param initialM31 defines 1st value of 3rd row
  3630. * @param initialM32 defines 2nd value of 3rd row
  3631. * @param initialM33 defines 3rd value of 3rd row
  3632. * @param initialM34 defines 4th value of 3rd row
  3633. * @param initialM41 defines 1st value of 4th row
  3634. * @param initialM42 defines 2nd value of 4th row
  3635. * @param initialM43 defines 3rd value of 4th row
  3636. * @param initialM44 defines 4th value of 4th row
  3637. * @returns the new matrix
  3638. */
  3639. static FromValues(initialM11: number, initialM12: number, initialM13: number, initialM14: number, initialM21: number, initialM22: number, initialM23: number, initialM24: number, initialM31: number, initialM32: number, initialM33: number, initialM34: number, initialM41: number, initialM42: number, initialM43: number, initialM44: number): Matrix;
  3640. /**
  3641. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  3642. * @param scale defines the scale vector3
  3643. * @param rotation defines the rotation quaternion
  3644. * @param translation defines the translation vector3
  3645. * @returns a new matrix
  3646. */
  3647. static Compose(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>): Matrix;
  3648. /**
  3649. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  3650. * @param scale defines the scale vector3
  3651. * @param rotation defines the rotation quaternion
  3652. * @param translation defines the translation vector3
  3653. * @param result defines the target matrix
  3654. */
  3655. static ComposeToRef(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>, result: Matrix): void;
  3656. /**
  3657. * Creates a new identity matrix
  3658. * @returns a new identity matrix
  3659. */
  3660. static Identity(): Matrix;
  3661. /**
  3662. * Creates a new identity matrix and stores the result in a given matrix
  3663. * @param result defines the target matrix
  3664. */
  3665. static IdentityToRef(result: Matrix): void;
  3666. /**
  3667. * Creates a new zero matrix
  3668. * @returns a new zero matrix
  3669. */
  3670. static Zero(): Matrix;
  3671. /**
  3672. * Creates a new rotation matrix for "angle" radians around the X axis
  3673. * @param angle defines the angle (in radians) to use
  3674. * @return the new matrix
  3675. */
  3676. static RotationX(angle: number): Matrix;
  3677. /**
  3678. * Creates a new matrix as the invert of a given matrix
  3679. * @param source defines the source matrix
  3680. * @returns the new matrix
  3681. */
  3682. static Invert(source: DeepImmutable<Matrix>): Matrix;
  3683. /**
  3684. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  3685. * @param angle defines the angle (in radians) to use
  3686. * @param result defines the target matrix
  3687. */
  3688. static RotationXToRef(angle: number, result: Matrix): void;
  3689. /**
  3690. * Creates a new rotation matrix for "angle" radians around the Y axis
  3691. * @param angle defines the angle (in radians) to use
  3692. * @return the new matrix
  3693. */
  3694. static RotationY(angle: number): Matrix;
  3695. /**
  3696. * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
  3697. * @param angle defines the angle (in radians) to use
  3698. * @param result defines the target matrix
  3699. */
  3700. static RotationYToRef(angle: number, result: Matrix): void;
  3701. /**
  3702. * Creates a new rotation matrix for "angle" radians around the Z axis
  3703. * @param angle defines the angle (in radians) to use
  3704. * @return the new matrix
  3705. */
  3706. static RotationZ(angle: number): Matrix;
  3707. /**
  3708. * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
  3709. * @param angle defines the angle (in radians) to use
  3710. * @param result defines the target matrix
  3711. */
  3712. static RotationZToRef(angle: number, result: Matrix): void;
  3713. /**
  3714. * Creates a new rotation matrix for "angle" radians around the given axis
  3715. * @param axis defines the axis to use
  3716. * @param angle defines the angle (in radians) to use
  3717. * @return the new matrix
  3718. */
  3719. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Matrix;
  3720. /**
  3721. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  3722. * @param axis defines the axis to use
  3723. * @param angle defines the angle (in radians) to use
  3724. * @param result defines the target matrix
  3725. */
  3726. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Matrix): void;
  3727. /**
  3728. * Takes normalised vectors and returns a rotation matrix to align "from" with "to".
  3729. * Taken from http://www.iquilezles.org/www/articles/noacos/noacos.htm
  3730. * @param from defines the vector to align
  3731. * @param to defines the vector to align to
  3732. * @param result defines the target matrix
  3733. */
  3734. static RotationAlignToRef(from: DeepImmutable<Vector3>, to: DeepImmutable<Vector3>, result: Matrix): void;
  3735. /**
  3736. * Creates a rotation matrix
  3737. * @param yaw defines the yaw angle in radians (Y axis)
  3738. * @param pitch defines the pitch angle in radians (X axis)
  3739. * @param roll defines the roll angle in radians (X axis)
  3740. * @returns the new rotation matrix
  3741. */
  3742. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Matrix;
  3743. /**
  3744. * Creates a rotation matrix and stores it in a given matrix
  3745. * @param yaw defines the yaw angle in radians (Y axis)
  3746. * @param pitch defines the pitch angle in radians (X axis)
  3747. * @param roll defines the roll angle in radians (X axis)
  3748. * @param result defines the target matrix
  3749. */
  3750. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Matrix): void;
  3751. /**
  3752. * Creates a scaling matrix
  3753. * @param x defines the scale factor on X axis
  3754. * @param y defines the scale factor on Y axis
  3755. * @param z defines the scale factor on Z axis
  3756. * @returns the new matrix
  3757. */
  3758. static Scaling(x: number, y: number, z: number): Matrix;
  3759. /**
  3760. * Creates a scaling matrix and stores it in a given matrix
  3761. * @param x defines the scale factor on X axis
  3762. * @param y defines the scale factor on Y axis
  3763. * @param z defines the scale factor on Z axis
  3764. * @param result defines the target matrix
  3765. */
  3766. static ScalingToRef(x: number, y: number, z: number, result: Matrix): void;
  3767. /**
  3768. * Creates a translation matrix
  3769. * @param x defines the translation on X axis
  3770. * @param y defines the translation on Y axis
  3771. * @param z defines the translationon Z axis
  3772. * @returns the new matrix
  3773. */
  3774. static Translation(x: number, y: number, z: number): Matrix;
  3775. /**
  3776. * Creates a translation matrix and stores it in a given matrix
  3777. * @param x defines the translation on X axis
  3778. * @param y defines the translation on Y axis
  3779. * @param z defines the translationon Z axis
  3780. * @param result defines the target matrix
  3781. */
  3782. static TranslationToRef(x: number, y: number, z: number, result: Matrix): void;
  3783. /**
  3784. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  3785. * @param startValue defines the start value
  3786. * @param endValue defines the end value
  3787. * @param gradient defines the gradient factor
  3788. * @returns the new matrix
  3789. */
  3790. static Lerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  3791. /**
  3792. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  3793. * @param startValue defines the start value
  3794. * @param endValue defines the end value
  3795. * @param gradient defines the gradient factor
  3796. * @param result defines the Matrix object where to store data
  3797. */
  3798. static LerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  3799. /**
  3800. * Builds a new matrix whose values are computed by:
  3801. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  3802. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  3803. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  3804. * @param startValue defines the first matrix
  3805. * @param endValue defines the second matrix
  3806. * @param gradient defines the gradient between the two matrices
  3807. * @returns the new matrix
  3808. */
  3809. static DecomposeLerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  3810. /**
  3811. * Update a matrix to values which are computed by:
  3812. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  3813. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  3814. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  3815. * @param startValue defines the first matrix
  3816. * @param endValue defines the second matrix
  3817. * @param gradient defines the gradient between the two matrices
  3818. * @param result defines the target matrix
  3819. */
  3820. static DecomposeLerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  3821. /**
  3822. * Gets a new rotation matrix used to rotate an entity so as it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up"
  3823. * This function works in left handed mode
  3824. * @param eye defines the final position of the entity
  3825. * @param target defines where the entity should look at
  3826. * @param up defines the up vector for the entity
  3827. * @returns the new matrix
  3828. */
  3829. static LookAtLH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  3830. /**
  3831. * Sets the given "result" Matrix to a rotation matrix used to rotate an entity so that it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up".
  3832. * This function works in left handed mode
  3833. * @param eye defines the final position of the entity
  3834. * @param target defines where the entity should look at
  3835. * @param up defines the up vector for the entity
  3836. * @param result defines the target matrix
  3837. */
  3838. static LookAtLHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  3839. /**
  3840. * Gets a new rotation matrix used to rotate an entity so as it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up"
  3841. * This function works in right handed mode
  3842. * @param eye defines the final position of the entity
  3843. * @param target defines where the entity should look at
  3844. * @param up defines the up vector for the entity
  3845. * @returns the new matrix
  3846. */
  3847. static LookAtRH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  3848. /**
  3849. * Sets the given "result" Matrix to a rotation matrix used to rotate an entity so that it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up".
  3850. * This function works in right handed mode
  3851. * @param eye defines the final position of the entity
  3852. * @param target defines where the entity should look at
  3853. * @param up defines the up vector for the entity
  3854. * @param result defines the target matrix
  3855. */
  3856. static LookAtRHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  3857. /**
  3858. * Create a left-handed orthographic projection matrix
  3859. * @param width defines the viewport width
  3860. * @param height defines the viewport height
  3861. * @param znear defines the near clip plane
  3862. * @param zfar defines the far clip plane
  3863. * @returns a new matrix as a left-handed orthographic projection matrix
  3864. */
  3865. static OrthoLH(width: number, height: number, znear: number, zfar: number): Matrix;
  3866. /**
  3867. * Store a left-handed orthographic projection to a given matrix
  3868. * @param width defines the viewport width
  3869. * @param height defines the viewport height
  3870. * @param znear defines the near clip plane
  3871. * @param zfar defines the far clip plane
  3872. * @param result defines the target matrix
  3873. */
  3874. static OrthoLHToRef(width: number, height: number, znear: number, zfar: number, result: Matrix): void;
  3875. /**
  3876. * Create a left-handed orthographic projection matrix
  3877. * @param left defines the viewport left coordinate
  3878. * @param right defines the viewport right coordinate
  3879. * @param bottom defines the viewport bottom coordinate
  3880. * @param top defines the viewport top coordinate
  3881. * @param znear defines the near clip plane
  3882. * @param zfar defines the far clip plane
  3883. * @returns a new matrix as a left-handed orthographic projection matrix
  3884. */
  3885. static OrthoOffCenterLH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  3886. /**
  3887. * Stores a left-handed orthographic projection into a given matrix
  3888. * @param left defines the viewport left coordinate
  3889. * @param right defines the viewport right coordinate
  3890. * @param bottom defines the viewport bottom coordinate
  3891. * @param top defines the viewport top coordinate
  3892. * @param znear defines the near clip plane
  3893. * @param zfar defines the far clip plane
  3894. * @param result defines the target matrix
  3895. */
  3896. static OrthoOffCenterLHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  3897. /**
  3898. * Creates a right-handed orthographic projection matrix
  3899. * @param left defines the viewport left coordinate
  3900. * @param right defines the viewport right coordinate
  3901. * @param bottom defines the viewport bottom coordinate
  3902. * @param top defines the viewport top coordinate
  3903. * @param znear defines the near clip plane
  3904. * @param zfar defines the far clip plane
  3905. * @returns a new matrix as a right-handed orthographic projection matrix
  3906. */
  3907. static OrthoOffCenterRH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  3908. /**
  3909. * Stores a right-handed orthographic projection into a given matrix
  3910. * @param left defines the viewport left coordinate
  3911. * @param right defines the viewport right coordinate
  3912. * @param bottom defines the viewport bottom coordinate
  3913. * @param top defines the viewport top coordinate
  3914. * @param znear defines the near clip plane
  3915. * @param zfar defines the far clip plane
  3916. * @param result defines the target matrix
  3917. */
  3918. static OrthoOffCenterRHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  3919. /**
  3920. * Creates a left-handed perspective projection matrix
  3921. * @param width defines the viewport width
  3922. * @param height defines the viewport height
  3923. * @param znear defines the near clip plane
  3924. * @param zfar defines the far clip plane
  3925. * @returns a new matrix as a left-handed perspective projection matrix
  3926. */
  3927. static PerspectiveLH(width: number, height: number, znear: number, zfar: number): Matrix;
  3928. /**
  3929. * Creates a left-handed perspective projection matrix
  3930. * @param fov defines the horizontal field of view
  3931. * @param aspect defines the aspect ratio
  3932. * @param znear defines the near clip plane
  3933. * @param zfar defines the far clip plane
  3934. * @returns a new matrix as a left-handed perspective projection matrix
  3935. */
  3936. static PerspectiveFovLH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  3937. /**
  3938. * Stores a left-handed perspective projection into a given matrix
  3939. * @param fov defines the horizontal field of view
  3940. * @param aspect defines the aspect ratio
  3941. * @param znear defines the near clip plane
  3942. * @param zfar defines the far clip plane
  3943. * @param result defines the target matrix
  3944. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  3945. */
  3946. static PerspectiveFovLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  3947. /**
  3948. * Creates a right-handed perspective projection matrix
  3949. * @param fov defines the horizontal field of view
  3950. * @param aspect defines the aspect ratio
  3951. * @param znear defines the near clip plane
  3952. * @param zfar defines the far clip plane
  3953. * @returns a new matrix as a right-handed perspective projection matrix
  3954. */
  3955. static PerspectiveFovRH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  3956. /**
  3957. * Stores a right-handed perspective projection into a given matrix
  3958. * @param fov defines the horizontal field of view
  3959. * @param aspect defines the aspect ratio
  3960. * @param znear defines the near clip plane
  3961. * @param zfar defines the far clip plane
  3962. * @param result defines the target matrix
  3963. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  3964. */
  3965. static PerspectiveFovRHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  3966. /**
  3967. * Stores a perspective projection for WebVR info a given matrix
  3968. * @param fov defines the field of view
  3969. * @param znear defines the near clip plane
  3970. * @param zfar defines the far clip plane
  3971. * @param result defines the target matrix
  3972. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  3973. */
  3974. static PerspectiveFovWebVRToRef(fov: {
  3975. upDegrees: number;
  3976. downDegrees: number;
  3977. leftDegrees: number;
  3978. rightDegrees: number;
  3979. }, znear: number, zfar: number, result: Matrix, rightHanded?: boolean): void;
  3980. /**
  3981. * Computes a complete transformation matrix
  3982. * @param viewport defines the viewport to use
  3983. * @param world defines the world matrix
  3984. * @param view defines the view matrix
  3985. * @param projection defines the projection matrix
  3986. * @param zmin defines the near clip plane
  3987. * @param zmax defines the far clip plane
  3988. * @returns the transformation matrix
  3989. */
  3990. static GetFinalMatrix(viewport: DeepImmutable<Viewport>, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, zmin: number, zmax: number): Matrix;
  3991. /**
  3992. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  3993. * @param matrix defines the matrix to use
  3994. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  3995. */
  3996. static GetAsMatrix2x2(matrix: DeepImmutable<Matrix>): Float32Array;
  3997. /**
  3998. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  3999. * @param matrix defines the matrix to use
  4000. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  4001. */
  4002. static GetAsMatrix3x3(matrix: DeepImmutable<Matrix>): Float32Array;
  4003. /**
  4004. * Compute the transpose of a given matrix
  4005. * @param matrix defines the matrix to transpose
  4006. * @returns the new matrix
  4007. */
  4008. static Transpose(matrix: DeepImmutable<Matrix>): Matrix;
  4009. /**
  4010. * Compute the transpose of a matrix and store it in a target matrix
  4011. * @param matrix defines the matrix to transpose
  4012. * @param result defines the target matrix
  4013. */
  4014. static TransposeToRef(matrix: DeepImmutable<Matrix>, result: Matrix): void;
  4015. /**
  4016. * Computes a reflection matrix from a plane
  4017. * @param plane defines the reflection plane
  4018. * @returns a new matrix
  4019. */
  4020. static Reflection(plane: DeepImmutable<IPlaneLike>): Matrix;
  4021. /**
  4022. * Computes a reflection matrix from a plane
  4023. * @param plane defines the reflection plane
  4024. * @param result defines the target matrix
  4025. */
  4026. static ReflectionToRef(plane: DeepImmutable<IPlaneLike>, result: Matrix): void;
  4027. /**
  4028. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  4029. * @param xaxis defines the value of the 1st axis
  4030. * @param yaxis defines the value of the 2nd axis
  4031. * @param zaxis defines the value of the 3rd axis
  4032. * @param result defines the target matrix
  4033. */
  4034. static FromXYZAxesToRef(xaxis: DeepImmutable<Vector3>, yaxis: DeepImmutable<Vector3>, zaxis: DeepImmutable<Vector3>, result: Matrix): void;
  4035. /**
  4036. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  4037. * @param quat defines the quaternion to use
  4038. * @param result defines the target matrix
  4039. */
  4040. static FromQuaternionToRef(quat: DeepImmutable<Quaternion>, result: Matrix): void;
  4041. }
  4042. /**
  4043. * @hidden
  4044. */
  4045. export class TmpVectors {
  4046. static Vector2: Vector2[];
  4047. static Vector3: Vector3[];
  4048. static Vector4: Vector4[];
  4049. static Quaternion: Quaternion[];
  4050. static Matrix: Matrix[];
  4051. }
  4052. }
  4053. declare module "babylonjs/Engines/constants" {
  4054. /** Defines the cross module used constants to avoid circular dependncies */
  4055. export class Constants {
  4056. /** Defines that alpha blending is disabled */
  4057. static readonly ALPHA_DISABLE: number;
  4058. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  4059. static readonly ALPHA_ADD: number;
  4060. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  4061. static readonly ALPHA_COMBINE: number;
  4062. /** Defines that alpha blending to DEST - SRC * DEST */
  4063. static readonly ALPHA_SUBTRACT: number;
  4064. /** Defines that alpha blending to SRC * DEST */
  4065. static readonly ALPHA_MULTIPLY: number;
  4066. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  4067. static readonly ALPHA_MAXIMIZED: number;
  4068. /** Defines that alpha blending to SRC + DEST */
  4069. static readonly ALPHA_ONEONE: number;
  4070. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  4071. static readonly ALPHA_PREMULTIPLIED: number;
  4072. /**
  4073. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  4074. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  4075. */
  4076. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  4077. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  4078. static readonly ALPHA_INTERPOLATE: number;
  4079. /**
  4080. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  4081. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  4082. */
  4083. static readonly ALPHA_SCREENMODE: number;
  4084. /** Defines that the ressource is not delayed*/
  4085. static readonly DELAYLOADSTATE_NONE: number;
  4086. /** Defines that the ressource was successfully delay loaded */
  4087. static readonly DELAYLOADSTATE_LOADED: number;
  4088. /** Defines that the ressource is currently delay loading */
  4089. static readonly DELAYLOADSTATE_LOADING: number;
  4090. /** Defines that the ressource is delayed and has not started loading */
  4091. static readonly DELAYLOADSTATE_NOTLOADED: number;
  4092. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  4093. static readonly NEVER: number;
  4094. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn */
  4095. static readonly ALWAYS: number;
  4096. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  4097. static readonly LESS: number;
  4098. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  4099. static readonly EQUAL: number;
  4100. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than or equal to the stored value */
  4101. static readonly LEQUAL: number;
  4102. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  4103. static readonly GREATER: number;
  4104. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than or equal to the stored value */
  4105. static readonly GEQUAL: number;
  4106. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is not equal to the stored value */
  4107. static readonly NOTEQUAL: number;
  4108. /** Passed to stencilOperation to specify that stencil value must be kept */
  4109. static readonly KEEP: number;
  4110. /** Passed to stencilOperation to specify that stencil value must be replaced */
  4111. static readonly REPLACE: number;
  4112. /** Passed to stencilOperation to specify that stencil value must be incremented */
  4113. static readonly INCR: number;
  4114. /** Passed to stencilOperation to specify that stencil value must be decremented */
  4115. static readonly DECR: number;
  4116. /** Passed to stencilOperation to specify that stencil value must be inverted */
  4117. static readonly INVERT: number;
  4118. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  4119. static readonly INCR_WRAP: number;
  4120. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  4121. static readonly DECR_WRAP: number;
  4122. /** Texture is not repeating outside of 0..1 UVs */
  4123. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  4124. /** Texture is repeating outside of 0..1 UVs */
  4125. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  4126. /** Texture is repeating and mirrored */
  4127. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  4128. /** ALPHA */
  4129. static readonly TEXTUREFORMAT_ALPHA: number;
  4130. /** LUMINANCE */
  4131. static readonly TEXTUREFORMAT_LUMINANCE: number;
  4132. /** LUMINANCE_ALPHA */
  4133. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  4134. /** RGB */
  4135. static readonly TEXTUREFORMAT_RGB: number;
  4136. /** RGBA */
  4137. static readonly TEXTUREFORMAT_RGBA: number;
  4138. /** RED */
  4139. static readonly TEXTUREFORMAT_RED: number;
  4140. /** RED (2nd reference) */
  4141. static readonly TEXTUREFORMAT_R: number;
  4142. /** RG */
  4143. static readonly TEXTUREFORMAT_RG: number;
  4144. /** RED_INTEGER */
  4145. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  4146. /** RED_INTEGER (2nd reference) */
  4147. static readonly TEXTUREFORMAT_R_INTEGER: number;
  4148. /** RG_INTEGER */
  4149. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  4150. /** RGB_INTEGER */
  4151. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  4152. /** RGBA_INTEGER */
  4153. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  4154. /** UNSIGNED_BYTE */
  4155. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  4156. /** UNSIGNED_BYTE (2nd reference) */
  4157. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  4158. /** FLOAT */
  4159. static readonly TEXTURETYPE_FLOAT: number;
  4160. /** HALF_FLOAT */
  4161. static readonly TEXTURETYPE_HALF_FLOAT: number;
  4162. /** BYTE */
  4163. static readonly TEXTURETYPE_BYTE: number;
  4164. /** SHORT */
  4165. static readonly TEXTURETYPE_SHORT: number;
  4166. /** UNSIGNED_SHORT */
  4167. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  4168. /** INT */
  4169. static readonly TEXTURETYPE_INT: number;
  4170. /** UNSIGNED_INT */
  4171. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  4172. /** UNSIGNED_SHORT_4_4_4_4 */
  4173. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  4174. /** UNSIGNED_SHORT_5_5_5_1 */
  4175. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  4176. /** UNSIGNED_SHORT_5_6_5 */
  4177. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  4178. /** UNSIGNED_INT_2_10_10_10_REV */
  4179. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  4180. /** UNSIGNED_INT_24_8 */
  4181. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  4182. /** UNSIGNED_INT_10F_11F_11F_REV */
  4183. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  4184. /** UNSIGNED_INT_5_9_9_9_REV */
  4185. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  4186. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  4187. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  4188. /** nearest is mag = nearest and min = nearest and mip = linear */
  4189. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  4190. /** Bilinear is mag = linear and min = linear and mip = nearest */
  4191. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  4192. /** Trilinear is mag = linear and min = linear and mip = linear */
  4193. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  4194. /** nearest is mag = nearest and min = nearest and mip = linear */
  4195. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  4196. /** Bilinear is mag = linear and min = linear and mip = nearest */
  4197. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  4198. /** Trilinear is mag = linear and min = linear and mip = linear */
  4199. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  4200. /** mag = nearest and min = nearest and mip = nearest */
  4201. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  4202. /** mag = nearest and min = linear and mip = nearest */
  4203. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  4204. /** mag = nearest and min = linear and mip = linear */
  4205. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  4206. /** mag = nearest and min = linear and mip = none */
  4207. static readonly TEXTURE_NEAREST_LINEAR: number;
  4208. /** mag = nearest and min = nearest and mip = none */
  4209. static readonly TEXTURE_NEAREST_NEAREST: number;
  4210. /** mag = linear and min = nearest and mip = nearest */
  4211. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  4212. /** mag = linear and min = nearest and mip = linear */
  4213. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  4214. /** mag = linear and min = linear and mip = none */
  4215. static readonly TEXTURE_LINEAR_LINEAR: number;
  4216. /** mag = linear and min = nearest and mip = none */
  4217. static readonly TEXTURE_LINEAR_NEAREST: number;
  4218. /** Explicit coordinates mode */
  4219. static readonly TEXTURE_EXPLICIT_MODE: number;
  4220. /** Spherical coordinates mode */
  4221. static readonly TEXTURE_SPHERICAL_MODE: number;
  4222. /** Planar coordinates mode */
  4223. static readonly TEXTURE_PLANAR_MODE: number;
  4224. /** Cubic coordinates mode */
  4225. static readonly TEXTURE_CUBIC_MODE: number;
  4226. /** Projection coordinates mode */
  4227. static readonly TEXTURE_PROJECTION_MODE: number;
  4228. /** Skybox coordinates mode */
  4229. static readonly TEXTURE_SKYBOX_MODE: number;
  4230. /** Inverse Cubic coordinates mode */
  4231. static readonly TEXTURE_INVCUBIC_MODE: number;
  4232. /** Equirectangular coordinates mode */
  4233. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  4234. /** Equirectangular Fixed coordinates mode */
  4235. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  4236. /** Equirectangular Fixed Mirrored coordinates mode */
  4237. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  4238. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  4239. static readonly SCALEMODE_FLOOR: number;
  4240. /** Defines that texture rescaling will look for the nearest power of 2 size */
  4241. static readonly SCALEMODE_NEAREST: number;
  4242. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  4243. static readonly SCALEMODE_CEILING: number;
  4244. /**
  4245. * The dirty texture flag value
  4246. */
  4247. static readonly MATERIAL_TextureDirtyFlag: number;
  4248. /**
  4249. * The dirty light flag value
  4250. */
  4251. static readonly MATERIAL_LightDirtyFlag: number;
  4252. /**
  4253. * The dirty fresnel flag value
  4254. */
  4255. static readonly MATERIAL_FresnelDirtyFlag: number;
  4256. /**
  4257. * The dirty attribute flag value
  4258. */
  4259. static readonly MATERIAL_AttributesDirtyFlag: number;
  4260. /**
  4261. * The dirty misc flag value
  4262. */
  4263. static readonly MATERIAL_MiscDirtyFlag: number;
  4264. /**
  4265. * The all dirty flag value
  4266. */
  4267. static readonly MATERIAL_AllDirtyFlag: number;
  4268. /**
  4269. * Returns the triangle fill mode
  4270. */
  4271. static readonly MATERIAL_TriangleFillMode: number;
  4272. /**
  4273. * Returns the wireframe mode
  4274. */
  4275. static readonly MATERIAL_WireFrameFillMode: number;
  4276. /**
  4277. * Returns the point fill mode
  4278. */
  4279. static readonly MATERIAL_PointFillMode: number;
  4280. /**
  4281. * Returns the point list draw mode
  4282. */
  4283. static readonly MATERIAL_PointListDrawMode: number;
  4284. /**
  4285. * Returns the line list draw mode
  4286. */
  4287. static readonly MATERIAL_LineListDrawMode: number;
  4288. /**
  4289. * Returns the line loop draw mode
  4290. */
  4291. static readonly MATERIAL_LineLoopDrawMode: number;
  4292. /**
  4293. * Returns the line strip draw mode
  4294. */
  4295. static readonly MATERIAL_LineStripDrawMode: number;
  4296. /**
  4297. * Returns the triangle strip draw mode
  4298. */
  4299. static readonly MATERIAL_TriangleStripDrawMode: number;
  4300. /**
  4301. * Returns the triangle fan draw mode
  4302. */
  4303. static readonly MATERIAL_TriangleFanDrawMode: number;
  4304. /**
  4305. * Stores the clock-wise side orientation
  4306. */
  4307. static readonly MATERIAL_ClockWiseSideOrientation: number;
  4308. /**
  4309. * Stores the counter clock-wise side orientation
  4310. */
  4311. static readonly MATERIAL_CounterClockWiseSideOrientation: number;
  4312. /**
  4313. * Nothing
  4314. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4315. */
  4316. static readonly ACTION_NothingTrigger: number;
  4317. /**
  4318. * On pick
  4319. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4320. */
  4321. static readonly ACTION_OnPickTrigger: number;
  4322. /**
  4323. * On left pick
  4324. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4325. */
  4326. static readonly ACTION_OnLeftPickTrigger: number;
  4327. /**
  4328. * On right pick
  4329. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4330. */
  4331. static readonly ACTION_OnRightPickTrigger: number;
  4332. /**
  4333. * On center pick
  4334. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4335. */
  4336. static readonly ACTION_OnCenterPickTrigger: number;
  4337. /**
  4338. * On pick down
  4339. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4340. */
  4341. static readonly ACTION_OnPickDownTrigger: number;
  4342. /**
  4343. * On double pick
  4344. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4345. */
  4346. static readonly ACTION_OnDoublePickTrigger: number;
  4347. /**
  4348. * On pick up
  4349. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4350. */
  4351. static readonly ACTION_OnPickUpTrigger: number;
  4352. /**
  4353. * On pick out.
  4354. * This trigger will only be raised if you also declared a OnPickDown
  4355. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4356. */
  4357. static readonly ACTION_OnPickOutTrigger: number;
  4358. /**
  4359. * On long press
  4360. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4361. */
  4362. static readonly ACTION_OnLongPressTrigger: number;
  4363. /**
  4364. * On pointer over
  4365. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4366. */
  4367. static readonly ACTION_OnPointerOverTrigger: number;
  4368. /**
  4369. * On pointer out
  4370. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4371. */
  4372. static readonly ACTION_OnPointerOutTrigger: number;
  4373. /**
  4374. * On every frame
  4375. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4376. */
  4377. static readonly ACTION_OnEveryFrameTrigger: number;
  4378. /**
  4379. * On intersection enter
  4380. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4381. */
  4382. static readonly ACTION_OnIntersectionEnterTrigger: number;
  4383. /**
  4384. * On intersection exit
  4385. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4386. */
  4387. static readonly ACTION_OnIntersectionExitTrigger: number;
  4388. /**
  4389. * On key down
  4390. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4391. */
  4392. static readonly ACTION_OnKeyDownTrigger: number;
  4393. /**
  4394. * On key up
  4395. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4396. */
  4397. static readonly ACTION_OnKeyUpTrigger: number;
  4398. /**
  4399. * Billboard mode will only apply to Y axis
  4400. */
  4401. static readonly PARTICLES_BILLBOARDMODE_Y: number;
  4402. /**
  4403. * Billboard mode will apply to all axes
  4404. */
  4405. static readonly PARTICLES_BILLBOARDMODE_ALL: number;
  4406. /**
  4407. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  4408. */
  4409. static readonly PARTICLES_BILLBOARDMODE_STRETCHED: number;
  4410. /**
  4411. * Gets or sets base Assets URL
  4412. */
  4413. static PARTICLES_BaseAssetsUrl: string;
  4414. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  4415. * Test order :
  4416. * Is the bounding sphere outside the frustum ?
  4417. * If not, are the bounding box vertices outside the frustum ?
  4418. * It not, then the cullable object is in the frustum.
  4419. */
  4420. static readonly MESHES_CULLINGSTRATEGY_STANDARD: number;
  4421. /** Culling strategy : Bounding Sphere Only.
  4422. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  4423. * It's also less accurate than the standard because some not visible objects can still be selected.
  4424. * Test : is the bounding sphere outside the frustum ?
  4425. * If not, then the cullable object is in the frustum.
  4426. */
  4427. static readonly MESHES_CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  4428. /** Culling strategy : Optimistic Inclusion.
  4429. * This in an inclusion test first, then the standard exclusion test.
  4430. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  4431. * This could also be a little slower than the standard test when the tested object center is not the frustum but one of its bounding box vertex is still inside.
  4432. * Anyway, it's as accurate as the standard strategy.
  4433. * Test :
  4434. * Is the cullable object bounding sphere center in the frustum ?
  4435. * If not, apply the default culling strategy.
  4436. */
  4437. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  4438. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  4439. * This in an inclusion test first, then the bounding sphere only exclusion test.
  4440. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  4441. * This could also be a little slower than the BoundingSphereOnly strategy when the tested object center is not in the frustum but its bounding sphere still intersects it.
  4442. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  4443. * Test :
  4444. * Is the cullable object bounding sphere center in the frustum ?
  4445. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  4446. */
  4447. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  4448. /**
  4449. * No logging while loading
  4450. */
  4451. static readonly SCENELOADER_NO_LOGGING: number;
  4452. /**
  4453. * Minimal logging while loading
  4454. */
  4455. static readonly SCENELOADER_MINIMAL_LOGGING: number;
  4456. /**
  4457. * Summary logging while loading
  4458. */
  4459. static readonly SCENELOADER_SUMMARY_LOGGING: number;
  4460. /**
  4461. * Detailled logging while loading
  4462. */
  4463. static readonly SCENELOADER_DETAILED_LOGGING: number;
  4464. }
  4465. }
  4466. declare module "babylonjs/Engines/IPipelineContext" {
  4467. /**
  4468. * Class used to store and describe the pipeline context associated with an effect
  4469. */
  4470. export interface IPipelineContext {
  4471. /**
  4472. * Gets a boolean indicating that this pipeline context is supporting asynchronous creating
  4473. */
  4474. isAsync: boolean;
  4475. /**
  4476. * Gets a boolean indicating that the context is ready to be used (like shaders / pipelines are compiled and ready for instance)
  4477. */
  4478. isReady: boolean;
  4479. /** @hidden */
  4480. _handlesSpectorRebuildCallback(onCompiled: (compiledObject: any) => void): void;
  4481. }
  4482. }
  4483. declare module "babylonjs/Engines/Processors/iShaderProcessor" {
  4484. /** @hidden */
  4485. export interface IShaderProcessor {
  4486. attributeProcessor?: (attribute: string) => string;
  4487. varyingProcessor?: (varying: string, isFragment: boolean) => string;
  4488. uniformProcessor?: (uniform: string, isFragment: boolean) => string;
  4489. uniformBufferProcessor?: (uniformBuffer: string, isFragment: boolean) => string;
  4490. endOfUniformBufferProcessor?: (closingBracketLine: string, isFragment: boolean) => string;
  4491. lineProcessor?: (line: string, isFragment: boolean) => string;
  4492. preProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  4493. postProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  4494. }
  4495. }
  4496. declare module "babylonjs/Engines/Processors/shaderProcessingOptions" {
  4497. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  4498. /** @hidden */
  4499. export interface ProcessingOptions {
  4500. defines: string[];
  4501. indexParameters: any;
  4502. isFragment: boolean;
  4503. shouldUseHighPrecisionShader: boolean;
  4504. supportsUniformBuffers: boolean;
  4505. shadersRepository: string;
  4506. includesShadersStore: {
  4507. [key: string]: string;
  4508. };
  4509. processor?: IShaderProcessor;
  4510. version: string;
  4511. platformName: string;
  4512. lookForClosingBracketForUniformBuffer?: boolean;
  4513. }
  4514. }
  4515. declare module "babylonjs/Misc/stringTools" {
  4516. /**
  4517. * Helper to manipulate strings
  4518. */
  4519. export class StringTools {
  4520. /**
  4521. * Checks for a matching suffix at the end of a string (for ES5 and lower)
  4522. * @param str Source string
  4523. * @param suffix Suffix to search for in the source string
  4524. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  4525. */
  4526. static EndsWith(str: string, suffix: string): boolean;
  4527. /**
  4528. * Checks for a matching suffix at the beginning of a string (for ES5 and lower)
  4529. * @param str Source string
  4530. * @param suffix Suffix to search for in the source string
  4531. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  4532. */
  4533. static StartsWith(str: string, suffix: string): boolean;
  4534. }
  4535. }
  4536. declare module "babylonjs/Engines/Processors/shaderCodeNode" {
  4537. import { ProcessingOptions } from "babylonjs/Engines/Processors/shaderProcessingOptions";
  4538. /** @hidden */
  4539. export class ShaderCodeNode {
  4540. line: string;
  4541. children: ShaderCodeNode[];
  4542. additionalDefineKey?: string;
  4543. additionalDefineValue?: string;
  4544. isValid(preprocessors: {
  4545. [key: string]: string;
  4546. }): boolean;
  4547. process(preprocessors: {
  4548. [key: string]: string;
  4549. }, options: ProcessingOptions): string;
  4550. }
  4551. }
  4552. declare module "babylonjs/Engines/Processors/shaderCodeCursor" {
  4553. /** @hidden */
  4554. export class ShaderCodeCursor {
  4555. private _lines;
  4556. lineIndex: number;
  4557. readonly currentLine: string;
  4558. readonly canRead: boolean;
  4559. lines: string[];
  4560. }
  4561. }
  4562. declare module "babylonjs/Engines/Processors/shaderCodeConditionNode" {
  4563. import { ShaderCodeNode } from "babylonjs/Engines/Processors/shaderCodeNode";
  4564. import { ProcessingOptions } from "babylonjs/Engines/Processors/shaderProcessingOptions";
  4565. /** @hidden */
  4566. export class ShaderCodeConditionNode extends ShaderCodeNode {
  4567. process(preprocessors: {
  4568. [key: string]: string;
  4569. }, options: ProcessingOptions): string;
  4570. }
  4571. }
  4572. declare module "babylonjs/Engines/Processors/Expressions/shaderDefineExpression" {
  4573. /** @hidden */
  4574. export class ShaderDefineExpression {
  4575. isTrue(preprocessors: {
  4576. [key: string]: string;
  4577. }): boolean;
  4578. }
  4579. }
  4580. declare module "babylonjs/Engines/Processors/shaderCodeTestNode" {
  4581. import { ShaderCodeNode } from "babylonjs/Engines/Processors/shaderCodeNode";
  4582. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  4583. /** @hidden */
  4584. export class ShaderCodeTestNode extends ShaderCodeNode {
  4585. testExpression: ShaderDefineExpression;
  4586. isValid(preprocessors: {
  4587. [key: string]: string;
  4588. }): boolean;
  4589. }
  4590. }
  4591. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator" {
  4592. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  4593. /** @hidden */
  4594. export class ShaderDefineIsDefinedOperator extends ShaderDefineExpression {
  4595. define: string;
  4596. not: boolean;
  4597. constructor(define: string, not?: boolean);
  4598. isTrue(preprocessors: {
  4599. [key: string]: string;
  4600. }): boolean;
  4601. }
  4602. }
  4603. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineOrOperator" {
  4604. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  4605. /** @hidden */
  4606. export class ShaderDefineOrOperator extends ShaderDefineExpression {
  4607. leftOperand: ShaderDefineExpression;
  4608. rightOperand: ShaderDefineExpression;
  4609. isTrue(preprocessors: {
  4610. [key: string]: string;
  4611. }): boolean;
  4612. }
  4613. }
  4614. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineAndOperator" {
  4615. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  4616. /** @hidden */
  4617. export class ShaderDefineAndOperator extends ShaderDefineExpression {
  4618. leftOperand: ShaderDefineExpression;
  4619. rightOperand: ShaderDefineExpression;
  4620. isTrue(preprocessors: {
  4621. [key: string]: string;
  4622. }): boolean;
  4623. }
  4624. }
  4625. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator" {
  4626. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  4627. /** @hidden */
  4628. export class ShaderDefineArithmeticOperator extends ShaderDefineExpression {
  4629. define: string;
  4630. operand: string;
  4631. testValue: string;
  4632. constructor(define: string, operand: string, testValue: string);
  4633. isTrue(preprocessors: {
  4634. [key: string]: string;
  4635. }): boolean;
  4636. }
  4637. }
  4638. declare module "babylonjs/Misc/loadFileError" {
  4639. import { WebRequest } from "babylonjs/Misc/webRequest";
  4640. /**
  4641. * @ignore
  4642. * Application error to support additional information when loading a file
  4643. */
  4644. export class LoadFileError extends Error {
  4645. /** defines the optional web request */
  4646. request?: WebRequest | undefined;
  4647. private static _setPrototypeOf;
  4648. /**
  4649. * Creates a new LoadFileError
  4650. * @param message defines the message of the error
  4651. * @param request defines the optional web request
  4652. */
  4653. constructor(message: string,
  4654. /** defines the optional web request */
  4655. request?: WebRequest | undefined);
  4656. }
  4657. }
  4658. declare module "babylonjs/Offline/IOfflineProvider" {
  4659. /**
  4660. * Class used to enable access to offline support
  4661. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  4662. */
  4663. export interface IOfflineProvider {
  4664. /**
  4665. * Gets a boolean indicating if scene must be saved in the database
  4666. */
  4667. enableSceneOffline: boolean;
  4668. /**
  4669. * Gets a boolean indicating if textures must be saved in the database
  4670. */
  4671. enableTexturesOffline: boolean;
  4672. /**
  4673. * Open the offline support and make it available
  4674. * @param successCallback defines the callback to call on success
  4675. * @param errorCallback defines the callback to call on error
  4676. */
  4677. open(successCallback: () => void, errorCallback: () => void): void;
  4678. /**
  4679. * Loads an image from the offline support
  4680. * @param url defines the url to load from
  4681. * @param image defines the target DOM image
  4682. */
  4683. loadImage(url: string, image: HTMLImageElement): void;
  4684. /**
  4685. * Loads a file from offline support
  4686. * @param url defines the URL to load from
  4687. * @param sceneLoaded defines a callback to call on success
  4688. * @param progressCallBack defines a callback to call when progress changed
  4689. * @param errorCallback defines a callback to call on error
  4690. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  4691. */
  4692. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  4693. }
  4694. }
  4695. declare module "babylonjs/Misc/filesInputStore" {
  4696. /**
  4697. * Class used to help managing file picking and drag'n'drop
  4698. * File Storage
  4699. */
  4700. export class FilesInputStore {
  4701. /**
  4702. * List of files ready to be loaded
  4703. */
  4704. static FilesToLoad: {
  4705. [key: string]: File;
  4706. };
  4707. }
  4708. }
  4709. declare module "babylonjs/Misc/retryStrategy" {
  4710. import { WebRequest } from "babylonjs/Misc/webRequest";
  4711. /**
  4712. * Class used to define a retry strategy when error happens while loading assets
  4713. */
  4714. export class RetryStrategy {
  4715. /**
  4716. * Function used to defines an exponential back off strategy
  4717. * @param maxRetries defines the maximum number of retries (3 by default)
  4718. * @param baseInterval defines the interval between retries
  4719. * @returns the strategy function to use
  4720. */
  4721. static ExponentialBackoff(maxRetries?: number, baseInterval?: number): (url: string, request: WebRequest, retryIndex: number) => number;
  4722. }
  4723. }
  4724. declare module "babylonjs/Misc/fileTools" {
  4725. import { WebRequest } from "babylonjs/Misc/webRequest";
  4726. import { Nullable } from "babylonjs/types";
  4727. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  4728. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  4729. /**
  4730. * @hidden
  4731. */
  4732. export class FileTools {
  4733. /**
  4734. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  4735. */
  4736. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  4737. /**
  4738. * Gets or sets the base URL to use to load assets
  4739. */
  4740. static BaseUrl: string;
  4741. /**
  4742. * Default behaviour for cors in the application.
  4743. * It can be a string if the expected behavior is identical in the entire app.
  4744. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  4745. */
  4746. static CorsBehavior: string | ((url: string | string[]) => string);
  4747. /**
  4748. * Gets or sets a function used to pre-process url before using them to load assets
  4749. */
  4750. static PreprocessUrl: (url: string) => string;
  4751. /**
  4752. * Removes unwanted characters from an url
  4753. * @param url defines the url to clean
  4754. * @returns the cleaned url
  4755. */
  4756. private static _CleanUrl;
  4757. /**
  4758. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  4759. * @param url define the url we are trying
  4760. * @param element define the dom element where to configure the cors policy
  4761. */
  4762. static SetCorsBehavior(url: string | string[], element: {
  4763. crossOrigin: string | null;
  4764. }): void;
  4765. /**
  4766. * Loads an image as an HTMLImageElement.
  4767. * @param input url string, ArrayBuffer, or Blob to load
  4768. * @param onLoad callback called when the image successfully loads
  4769. * @param onError callback called when the image fails to load
  4770. * @param offlineProvider offline provider for caching
  4771. * @returns the HTMLImageElement of the loaded image
  4772. */
  4773. static LoadImage(input: string | ArrayBuffer | ArrayBufferView | Blob, onLoad: (img: HTMLImageElement) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>): HTMLImageElement;
  4774. /**
  4775. * Loads a file
  4776. * @param fileToLoad defines the file to load
  4777. * @param callback defines the callback to call when data is loaded
  4778. * @param progressCallBack defines the callback to call during loading process
  4779. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  4780. * @returns a file request object
  4781. */
  4782. static ReadFile(fileToLoad: File, callback: (data: any) => void, progressCallBack?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): IFileRequest;
  4783. /**
  4784. * Loads a file
  4785. * @param url url string, ArrayBuffer, or Blob to load
  4786. * @param onSuccess callback called when the file successfully loads
  4787. * @param onProgress callback called while file is loading (if the server supports this mode)
  4788. * @param offlineProvider defines the offline provider for caching
  4789. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  4790. * @param onError callback called when the file fails to load
  4791. * @returns a file request object
  4792. */
  4793. static LoadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: any) => void): IFileRequest;
  4794. /**
  4795. * Checks if the loaded document was accessed via `file:`-Protocol.
  4796. * @returns boolean
  4797. */
  4798. static IsFileURL(): boolean;
  4799. }
  4800. }
  4801. declare module "babylonjs/Engines/Processors/shaderProcessor" {
  4802. import { ProcessingOptions } from "babylonjs/Engines/Processors/shaderProcessingOptions";
  4803. /** @hidden */
  4804. export class ShaderProcessor {
  4805. static Process(sourceCode: string, options: ProcessingOptions, callback: (migratedCode: string) => void): void;
  4806. private static _ProcessPrecision;
  4807. private static _ExtractOperation;
  4808. private static _BuildSubExpression;
  4809. private static _BuildExpression;
  4810. private static _MoveCursorWithinIf;
  4811. private static _MoveCursor;
  4812. private static _EvaluatePreProcessors;
  4813. private static _PreparePreProcessors;
  4814. private static _ProcessShaderConversion;
  4815. private static _ProcessIncludes;
  4816. }
  4817. }
  4818. declare module "babylonjs/Maths/math.color" {
  4819. import { DeepImmutable, FloatArray } from "babylonjs/types";
  4820. /**
  4821. * Class used to hold a RBG color
  4822. */
  4823. export class Color3 {
  4824. /**
  4825. * Defines the red component (between 0 and 1, default is 0)
  4826. */
  4827. r: number;
  4828. /**
  4829. * Defines the green component (between 0 and 1, default is 0)
  4830. */
  4831. g: number;
  4832. /**
  4833. * Defines the blue component (between 0 and 1, default is 0)
  4834. */
  4835. b: number;
  4836. /**
  4837. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  4838. * @param r defines the red component (between 0 and 1, default is 0)
  4839. * @param g defines the green component (between 0 and 1, default is 0)
  4840. * @param b defines the blue component (between 0 and 1, default is 0)
  4841. */
  4842. constructor(
  4843. /**
  4844. * Defines the red component (between 0 and 1, default is 0)
  4845. */
  4846. r?: number,
  4847. /**
  4848. * Defines the green component (between 0 and 1, default is 0)
  4849. */
  4850. g?: number,
  4851. /**
  4852. * Defines the blue component (between 0 and 1, default is 0)
  4853. */
  4854. b?: number);
  4855. /**
  4856. * Creates a string with the Color3 current values
  4857. * @returns the string representation of the Color3 object
  4858. */
  4859. toString(): string;
  4860. /**
  4861. * Returns the string "Color3"
  4862. * @returns "Color3"
  4863. */
  4864. getClassName(): string;
  4865. /**
  4866. * Compute the Color3 hash code
  4867. * @returns an unique number that can be used to hash Color3 objects
  4868. */
  4869. getHashCode(): number;
  4870. /**
  4871. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  4872. * @param array defines the array where to store the r,g,b components
  4873. * @param index defines an optional index in the target array to define where to start storing values
  4874. * @returns the current Color3 object
  4875. */
  4876. toArray(array: FloatArray, index?: number): Color3;
  4877. /**
  4878. * Returns a new Color4 object from the current Color3 and the given alpha
  4879. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  4880. * @returns a new Color4 object
  4881. */
  4882. toColor4(alpha?: number): Color4;
  4883. /**
  4884. * Returns a new array populated with 3 numeric elements : red, green and blue values
  4885. * @returns the new array
  4886. */
  4887. asArray(): number[];
  4888. /**
  4889. * Returns the luminance value
  4890. * @returns a float value
  4891. */
  4892. toLuminance(): number;
  4893. /**
  4894. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  4895. * @param otherColor defines the second operand
  4896. * @returns the new Color3 object
  4897. */
  4898. multiply(otherColor: DeepImmutable<Color3>): Color3;
  4899. /**
  4900. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  4901. * @param otherColor defines the second operand
  4902. * @param result defines the Color3 object where to store the result
  4903. * @returns the current Color3
  4904. */
  4905. multiplyToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  4906. /**
  4907. * Determines equality between Color3 objects
  4908. * @param otherColor defines the second operand
  4909. * @returns true if the rgb values are equal to the given ones
  4910. */
  4911. equals(otherColor: DeepImmutable<Color3>): boolean;
  4912. /**
  4913. * Determines equality between the current Color3 object and a set of r,b,g values
  4914. * @param r defines the red component to check
  4915. * @param g defines the green component to check
  4916. * @param b defines the blue component to check
  4917. * @returns true if the rgb values are equal to the given ones
  4918. */
  4919. equalsFloats(r: number, g: number, b: number): boolean;
  4920. /**
  4921. * Multiplies in place each rgb value by scale
  4922. * @param scale defines the scaling factor
  4923. * @returns the updated Color3
  4924. */
  4925. scale(scale: number): Color3;
  4926. /**
  4927. * Multiplies the rgb values by scale and stores the result into "result"
  4928. * @param scale defines the scaling factor
  4929. * @param result defines the Color3 object where to store the result
  4930. * @returns the unmodified current Color3
  4931. */
  4932. scaleToRef(scale: number, result: Color3): Color3;
  4933. /**
  4934. * Scale the current Color3 values by a factor and add the result to a given Color3
  4935. * @param scale defines the scale factor
  4936. * @param result defines color to store the result into
  4937. * @returns the unmodified current Color3
  4938. */
  4939. scaleAndAddToRef(scale: number, result: Color3): Color3;
  4940. /**
  4941. * Clamps the rgb values by the min and max values and stores the result into "result"
  4942. * @param min defines minimum clamping value (default is 0)
  4943. * @param max defines maximum clamping value (default is 1)
  4944. * @param result defines color to store the result into
  4945. * @returns the original Color3
  4946. */
  4947. clampToRef(min: number | undefined, max: number | undefined, result: Color3): Color3;
  4948. /**
  4949. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  4950. * @param otherColor defines the second operand
  4951. * @returns the new Color3
  4952. */
  4953. add(otherColor: DeepImmutable<Color3>): Color3;
  4954. /**
  4955. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  4956. * @param otherColor defines the second operand
  4957. * @param result defines Color3 object to store the result into
  4958. * @returns the unmodified current Color3
  4959. */
  4960. addToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  4961. /**
  4962. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  4963. * @param otherColor defines the second operand
  4964. * @returns the new Color3
  4965. */
  4966. subtract(otherColor: DeepImmutable<Color3>): Color3;
  4967. /**
  4968. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  4969. * @param otherColor defines the second operand
  4970. * @param result defines Color3 object to store the result into
  4971. * @returns the unmodified current Color3
  4972. */
  4973. subtractToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  4974. /**
  4975. * Copy the current object
  4976. * @returns a new Color3 copied the current one
  4977. */
  4978. clone(): Color3;
  4979. /**
  4980. * Copies the rgb values from the source in the current Color3
  4981. * @param source defines the source Color3 object
  4982. * @returns the updated Color3 object
  4983. */
  4984. copyFrom(source: DeepImmutable<Color3>): Color3;
  4985. /**
  4986. * Updates the Color3 rgb values from the given floats
  4987. * @param r defines the red component to read from
  4988. * @param g defines the green component to read from
  4989. * @param b defines the blue component to read from
  4990. * @returns the current Color3 object
  4991. */
  4992. copyFromFloats(r: number, g: number, b: number): Color3;
  4993. /**
  4994. * Updates the Color3 rgb values from the given floats
  4995. * @param r defines the red component to read from
  4996. * @param g defines the green component to read from
  4997. * @param b defines the blue component to read from
  4998. * @returns the current Color3 object
  4999. */
  5000. set(r: number, g: number, b: number): Color3;
  5001. /**
  5002. * Compute the Color3 hexadecimal code as a string
  5003. * @returns a string containing the hexadecimal representation of the Color3 object
  5004. */
  5005. toHexString(): string;
  5006. /**
  5007. * Computes a new Color3 converted from the current one to linear space
  5008. * @returns a new Color3 object
  5009. */
  5010. toLinearSpace(): Color3;
  5011. /**
  5012. * Converts current color in rgb space to HSV values
  5013. * @returns a new color3 representing the HSV values
  5014. */
  5015. toHSV(): Color3;
  5016. /**
  5017. * Converts current color in rgb space to HSV values
  5018. * @param result defines the Color3 where to store the HSV values
  5019. */
  5020. toHSVToRef(result: Color3): void;
  5021. /**
  5022. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  5023. * @param convertedColor defines the Color3 object where to store the linear space version
  5024. * @returns the unmodified Color3
  5025. */
  5026. toLinearSpaceToRef(convertedColor: Color3): Color3;
  5027. /**
  5028. * Computes a new Color3 converted from the current one to gamma space
  5029. * @returns a new Color3 object
  5030. */
  5031. toGammaSpace(): Color3;
  5032. /**
  5033. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  5034. * @param convertedColor defines the Color3 object where to store the gamma space version
  5035. * @returns the unmodified Color3
  5036. */
  5037. toGammaSpaceToRef(convertedColor: Color3): Color3;
  5038. private static _BlackReadOnly;
  5039. /**
  5040. * Convert Hue, saturation and value to a Color3 (RGB)
  5041. * @param hue defines the hue
  5042. * @param saturation defines the saturation
  5043. * @param value defines the value
  5044. * @param result defines the Color3 where to store the RGB values
  5045. */
  5046. static HSVtoRGBToRef(hue: number, saturation: number, value: number, result: Color3): void;
  5047. /**
  5048. * Creates a new Color3 from the string containing valid hexadecimal values
  5049. * @param hex defines a string containing valid hexadecimal values
  5050. * @returns a new Color3 object
  5051. */
  5052. static FromHexString(hex: string): Color3;
  5053. /**
  5054. * Creates a new Color3 from the starting index of the given array
  5055. * @param array defines the source array
  5056. * @param offset defines an offset in the source array
  5057. * @returns a new Color3 object
  5058. */
  5059. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color3;
  5060. /**
  5061. * Creates a new Color3 from integer values (< 256)
  5062. * @param r defines the red component to read from (value between 0 and 255)
  5063. * @param g defines the green component to read from (value between 0 and 255)
  5064. * @param b defines the blue component to read from (value between 0 and 255)
  5065. * @returns a new Color3 object
  5066. */
  5067. static FromInts(r: number, g: number, b: number): Color3;
  5068. /**
  5069. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  5070. * @param start defines the start Color3 value
  5071. * @param end defines the end Color3 value
  5072. * @param amount defines the gradient value between start and end
  5073. * @returns a new Color3 object
  5074. */
  5075. static Lerp(start: DeepImmutable<Color3>, end: DeepImmutable<Color3>, amount: number): Color3;
  5076. /**
  5077. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  5078. * @param left defines the start value
  5079. * @param right defines the end value
  5080. * @param amount defines the gradient factor
  5081. * @param result defines the Color3 object where to store the result
  5082. */
  5083. static LerpToRef(left: DeepImmutable<Color3>, right: DeepImmutable<Color3>, amount: number, result: Color3): void;
  5084. /**
  5085. * Returns a Color3 value containing a red color
  5086. * @returns a new Color3 object
  5087. */
  5088. static Red(): Color3;
  5089. /**
  5090. * Returns a Color3 value containing a green color
  5091. * @returns a new Color3 object
  5092. */
  5093. static Green(): Color3;
  5094. /**
  5095. * Returns a Color3 value containing a blue color
  5096. * @returns a new Color3 object
  5097. */
  5098. static Blue(): Color3;
  5099. /**
  5100. * Returns a Color3 value containing a black color
  5101. * @returns a new Color3 object
  5102. */
  5103. static Black(): Color3;
  5104. /**
  5105. * Gets a Color3 value containing a black color that must not be updated
  5106. */
  5107. static readonly BlackReadOnly: DeepImmutable<Color3>;
  5108. /**
  5109. * Returns a Color3 value containing a white color
  5110. * @returns a new Color3 object
  5111. */
  5112. static White(): Color3;
  5113. /**
  5114. * Returns a Color3 value containing a purple color
  5115. * @returns a new Color3 object
  5116. */
  5117. static Purple(): Color3;
  5118. /**
  5119. * Returns a Color3 value containing a magenta color
  5120. * @returns a new Color3 object
  5121. */
  5122. static Magenta(): Color3;
  5123. /**
  5124. * Returns a Color3 value containing a yellow color
  5125. * @returns a new Color3 object
  5126. */
  5127. static Yellow(): Color3;
  5128. /**
  5129. * Returns a Color3 value containing a gray color
  5130. * @returns a new Color3 object
  5131. */
  5132. static Gray(): Color3;
  5133. /**
  5134. * Returns a Color3 value containing a teal color
  5135. * @returns a new Color3 object
  5136. */
  5137. static Teal(): Color3;
  5138. /**
  5139. * Returns a Color3 value containing a random color
  5140. * @returns a new Color3 object
  5141. */
  5142. static Random(): Color3;
  5143. }
  5144. /**
  5145. * Class used to hold a RBGA color
  5146. */
  5147. export class Color4 {
  5148. /**
  5149. * Defines the red component (between 0 and 1, default is 0)
  5150. */
  5151. r: number;
  5152. /**
  5153. * Defines the green component (between 0 and 1, default is 0)
  5154. */
  5155. g: number;
  5156. /**
  5157. * Defines the blue component (between 0 and 1, default is 0)
  5158. */
  5159. b: number;
  5160. /**
  5161. * Defines the alpha component (between 0 and 1, default is 1)
  5162. */
  5163. a: number;
  5164. /**
  5165. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  5166. * @param r defines the red component (between 0 and 1, default is 0)
  5167. * @param g defines the green component (between 0 and 1, default is 0)
  5168. * @param b defines the blue component (between 0 and 1, default is 0)
  5169. * @param a defines the alpha component (between 0 and 1, default is 1)
  5170. */
  5171. constructor(
  5172. /**
  5173. * Defines the red component (between 0 and 1, default is 0)
  5174. */
  5175. r?: number,
  5176. /**
  5177. * Defines the green component (between 0 and 1, default is 0)
  5178. */
  5179. g?: number,
  5180. /**
  5181. * Defines the blue component (between 0 and 1, default is 0)
  5182. */
  5183. b?: number,
  5184. /**
  5185. * Defines the alpha component (between 0 and 1, default is 1)
  5186. */
  5187. a?: number);
  5188. /**
  5189. * Adds in place the given Color4 values to the current Color4 object
  5190. * @param right defines the second operand
  5191. * @returns the current updated Color4 object
  5192. */
  5193. addInPlace(right: DeepImmutable<Color4>): Color4;
  5194. /**
  5195. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  5196. * @returns the new array
  5197. */
  5198. asArray(): number[];
  5199. /**
  5200. * Stores from the starting index in the given array the Color4 successive values
  5201. * @param array defines the array where to store the r,g,b components
  5202. * @param index defines an optional index in the target array to define where to start storing values
  5203. * @returns the current Color4 object
  5204. */
  5205. toArray(array: number[], index?: number): Color4;
  5206. /**
  5207. * Determines equality between Color4 objects
  5208. * @param otherColor defines the second operand
  5209. * @returns true if the rgba values are equal to the given ones
  5210. */
  5211. equals(otherColor: DeepImmutable<Color4>): boolean;
  5212. /**
  5213. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  5214. * @param right defines the second operand
  5215. * @returns a new Color4 object
  5216. */
  5217. add(right: DeepImmutable<Color4>): Color4;
  5218. /**
  5219. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  5220. * @param right defines the second operand
  5221. * @returns a new Color4 object
  5222. */
  5223. subtract(right: DeepImmutable<Color4>): Color4;
  5224. /**
  5225. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  5226. * @param right defines the second operand
  5227. * @param result defines the Color4 object where to store the result
  5228. * @returns the current Color4 object
  5229. */
  5230. subtractToRef(right: DeepImmutable<Color4>, result: Color4): Color4;
  5231. /**
  5232. * Creates a new Color4 with the current Color4 values multiplied by scale
  5233. * @param scale defines the scaling factor to apply
  5234. * @returns a new Color4 object
  5235. */
  5236. scale(scale: number): Color4;
  5237. /**
  5238. * Multiplies the current Color4 values by scale and stores the result in "result"
  5239. * @param scale defines the scaling factor to apply
  5240. * @param result defines the Color4 object where to store the result
  5241. * @returns the current unmodified Color4
  5242. */
  5243. scaleToRef(scale: number, result: Color4): Color4;
  5244. /**
  5245. * Scale the current Color4 values by a factor and add the result to a given Color4
  5246. * @param scale defines the scale factor
  5247. * @param result defines the Color4 object where to store the result
  5248. * @returns the unmodified current Color4
  5249. */
  5250. scaleAndAddToRef(scale: number, result: Color4): Color4;
  5251. /**
  5252. * Clamps the rgb values by the min and max values and stores the result into "result"
  5253. * @param min defines minimum clamping value (default is 0)
  5254. * @param max defines maximum clamping value (default is 1)
  5255. * @param result defines color to store the result into.
  5256. * @returns the cuurent Color4
  5257. */
  5258. clampToRef(min: number | undefined, max: number | undefined, result: Color4): Color4;
  5259. /**
  5260. * Multipy an Color4 value by another and return a new Color4 object
  5261. * @param color defines the Color4 value to multiply by
  5262. * @returns a new Color4 object
  5263. */
  5264. multiply(color: Color4): Color4;
  5265. /**
  5266. * Multipy a Color4 value by another and push the result in a reference value
  5267. * @param color defines the Color4 value to multiply by
  5268. * @param result defines the Color4 to fill the result in
  5269. * @returns the result Color4
  5270. */
  5271. multiplyToRef(color: Color4, result: Color4): Color4;
  5272. /**
  5273. * Creates a string with the Color4 current values
  5274. * @returns the string representation of the Color4 object
  5275. */
  5276. toString(): string;
  5277. /**
  5278. * Returns the string "Color4"
  5279. * @returns "Color4"
  5280. */
  5281. getClassName(): string;
  5282. /**
  5283. * Compute the Color4 hash code
  5284. * @returns an unique number that can be used to hash Color4 objects
  5285. */
  5286. getHashCode(): number;
  5287. /**
  5288. * Creates a new Color4 copied from the current one
  5289. * @returns a new Color4 object
  5290. */
  5291. clone(): Color4;
  5292. /**
  5293. * Copies the given Color4 values into the current one
  5294. * @param source defines the source Color4 object
  5295. * @returns the current updated Color4 object
  5296. */
  5297. copyFrom(source: Color4): Color4;
  5298. /**
  5299. * Copies the given float values into the current one
  5300. * @param r defines the red component to read from
  5301. * @param g defines the green component to read from
  5302. * @param b defines the blue component to read from
  5303. * @param a defines the alpha component to read from
  5304. * @returns the current updated Color4 object
  5305. */
  5306. copyFromFloats(r: number, g: number, b: number, a: number): Color4;
  5307. /**
  5308. * Copies the given float values into the current one
  5309. * @param r defines the red component to read from
  5310. * @param g defines the green component to read from
  5311. * @param b defines the blue component to read from
  5312. * @param a defines the alpha component to read from
  5313. * @returns the current updated Color4 object
  5314. */
  5315. set(r: number, g: number, b: number, a: number): Color4;
  5316. /**
  5317. * Compute the Color4 hexadecimal code as a string
  5318. * @returns a string containing the hexadecimal representation of the Color4 object
  5319. */
  5320. toHexString(): string;
  5321. /**
  5322. * Computes a new Color4 converted from the current one to linear space
  5323. * @returns a new Color4 object
  5324. */
  5325. toLinearSpace(): Color4;
  5326. /**
  5327. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  5328. * @param convertedColor defines the Color4 object where to store the linear space version
  5329. * @returns the unmodified Color4
  5330. */
  5331. toLinearSpaceToRef(convertedColor: Color4): Color4;
  5332. /**
  5333. * Computes a new Color4 converted from the current one to gamma space
  5334. * @returns a new Color4 object
  5335. */
  5336. toGammaSpace(): Color4;
  5337. /**
  5338. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  5339. * @param convertedColor defines the Color4 object where to store the gamma space version
  5340. * @returns the unmodified Color4
  5341. */
  5342. toGammaSpaceToRef(convertedColor: Color4): Color4;
  5343. /**
  5344. * Creates a new Color4 from the string containing valid hexadecimal values
  5345. * @param hex defines a string containing valid hexadecimal values
  5346. * @returns a new Color4 object
  5347. */
  5348. static FromHexString(hex: string): Color4;
  5349. /**
  5350. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  5351. * @param left defines the start value
  5352. * @param right defines the end value
  5353. * @param amount defines the gradient factor
  5354. * @returns a new Color4 object
  5355. */
  5356. static Lerp(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number): Color4;
  5357. /**
  5358. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  5359. * @param left defines the start value
  5360. * @param right defines the end value
  5361. * @param amount defines the gradient factor
  5362. * @param result defines the Color4 object where to store data
  5363. */
  5364. static LerpToRef(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number, result: Color4): void;
  5365. /**
  5366. * Creates a new Color4 from a Color3 and an alpha value
  5367. * @param color3 defines the source Color3 to read from
  5368. * @param alpha defines the alpha component (1.0 by default)
  5369. * @returns a new Color4 object
  5370. */
  5371. static FromColor3(color3: DeepImmutable<Color3>, alpha?: number): Color4;
  5372. /**
  5373. * Creates a new Color4 from the starting index element of the given array
  5374. * @param array defines the source array to read from
  5375. * @param offset defines the offset in the source array
  5376. * @returns a new Color4 object
  5377. */
  5378. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color4;
  5379. /**
  5380. * Creates a new Color3 from integer values (< 256)
  5381. * @param r defines the red component to read from (value between 0 and 255)
  5382. * @param g defines the green component to read from (value between 0 and 255)
  5383. * @param b defines the blue component to read from (value between 0 and 255)
  5384. * @param a defines the alpha component to read from (value between 0 and 255)
  5385. * @returns a new Color3 object
  5386. */
  5387. static FromInts(r: number, g: number, b: number, a: number): Color4;
  5388. /**
  5389. * Check the content of a given array and convert it to an array containing RGBA data
  5390. * If the original array was already containing count * 4 values then it is returned directly
  5391. * @param colors defines the array to check
  5392. * @param count defines the number of RGBA data to expect
  5393. * @returns an array containing count * 4 values (RGBA)
  5394. */
  5395. static CheckColors4(colors: number[], count: number): number[];
  5396. }
  5397. /**
  5398. * @hidden
  5399. */
  5400. export class TmpColors {
  5401. static Color3: Color3[];
  5402. static Color4: Color4[];
  5403. }
  5404. }
  5405. declare module "babylonjs/Maths/sphericalPolynomial" {
  5406. import { Vector3 } from "babylonjs/Maths/math.vector";
  5407. import { Color3 } from "babylonjs/Maths/math.color";
  5408. /**
  5409. * Class representing spherical harmonics coefficients to the 3rd degree
  5410. */
  5411. export class SphericalHarmonics {
  5412. /**
  5413. * Defines whether or not the harmonics have been prescaled for rendering.
  5414. */
  5415. preScaled: boolean;
  5416. /**
  5417. * The l0,0 coefficients of the spherical harmonics
  5418. */
  5419. l00: Vector3;
  5420. /**
  5421. * The l1,-1 coefficients of the spherical harmonics
  5422. */
  5423. l1_1: Vector3;
  5424. /**
  5425. * The l1,0 coefficients of the spherical harmonics
  5426. */
  5427. l10: Vector3;
  5428. /**
  5429. * The l1,1 coefficients of the spherical harmonics
  5430. */
  5431. l11: Vector3;
  5432. /**
  5433. * The l2,-2 coefficients of the spherical harmonics
  5434. */
  5435. l2_2: Vector3;
  5436. /**
  5437. * The l2,-1 coefficients of the spherical harmonics
  5438. */
  5439. l2_1: Vector3;
  5440. /**
  5441. * The l2,0 coefficients of the spherical harmonics
  5442. */
  5443. l20: Vector3;
  5444. /**
  5445. * The l2,1 coefficients of the spherical harmonics
  5446. */
  5447. l21: Vector3;
  5448. /**
  5449. * The l2,2 coefficients of the spherical harmonics
  5450. */
  5451. l22: Vector3;
  5452. /**
  5453. * Adds a light to the spherical harmonics
  5454. * @param direction the direction of the light
  5455. * @param color the color of the light
  5456. * @param deltaSolidAngle the delta solid angle of the light
  5457. */
  5458. addLight(direction: Vector3, color: Color3, deltaSolidAngle: number): void;
  5459. /**
  5460. * Scales the spherical harmonics by the given amount
  5461. * @param scale the amount to scale
  5462. */
  5463. scaleInPlace(scale: number): void;
  5464. /**
  5465. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  5466. *
  5467. * ```
  5468. * E_lm = A_l * L_lm
  5469. * ```
  5470. *
  5471. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  5472. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  5473. * the scaling factors are given in equation 9.
  5474. */
  5475. convertIncidentRadianceToIrradiance(): void;
  5476. /**
  5477. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  5478. *
  5479. * ```
  5480. * L = (1/pi) * E * rho
  5481. * ```
  5482. *
  5483. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  5484. */
  5485. convertIrradianceToLambertianRadiance(): void;
  5486. /**
  5487. * Integrates the reconstruction coefficients directly in to the SH preventing further
  5488. * required operations at run time.
  5489. *
  5490. * This is simply done by scaling back the SH with Ylm constants parameter.
  5491. * The trigonometric part being applied by the shader at run time.
  5492. */
  5493. preScaleForRendering(): void;
  5494. /**
  5495. * Constructs a spherical harmonics from an array.
  5496. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  5497. * @returns the spherical harmonics
  5498. */
  5499. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalHarmonics;
  5500. /**
  5501. * Gets the spherical harmonics from polynomial
  5502. * @param polynomial the spherical polynomial
  5503. * @returns the spherical harmonics
  5504. */
  5505. static FromPolynomial(polynomial: SphericalPolynomial): SphericalHarmonics;
  5506. }
  5507. /**
  5508. * Class representing spherical polynomial coefficients to the 3rd degree
  5509. */
  5510. export class SphericalPolynomial {
  5511. private _harmonics;
  5512. /**
  5513. * The spherical harmonics used to create the polynomials.
  5514. */
  5515. readonly preScaledHarmonics: SphericalHarmonics;
  5516. /**
  5517. * The x coefficients of the spherical polynomial
  5518. */
  5519. x: Vector3;
  5520. /**
  5521. * The y coefficients of the spherical polynomial
  5522. */
  5523. y: Vector3;
  5524. /**
  5525. * The z coefficients of the spherical polynomial
  5526. */
  5527. z: Vector3;
  5528. /**
  5529. * The xx coefficients of the spherical polynomial
  5530. */
  5531. xx: Vector3;
  5532. /**
  5533. * The yy coefficients of the spherical polynomial
  5534. */
  5535. yy: Vector3;
  5536. /**
  5537. * The zz coefficients of the spherical polynomial
  5538. */
  5539. zz: Vector3;
  5540. /**
  5541. * The xy coefficients of the spherical polynomial
  5542. */
  5543. xy: Vector3;
  5544. /**
  5545. * The yz coefficients of the spherical polynomial
  5546. */
  5547. yz: Vector3;
  5548. /**
  5549. * The zx coefficients of the spherical polynomial
  5550. */
  5551. zx: Vector3;
  5552. /**
  5553. * Adds an ambient color to the spherical polynomial
  5554. * @param color the color to add
  5555. */
  5556. addAmbient(color: Color3): void;
  5557. /**
  5558. * Scales the spherical polynomial by the given amount
  5559. * @param scale the amount to scale
  5560. */
  5561. scaleInPlace(scale: number): void;
  5562. /**
  5563. * Gets the spherical polynomial from harmonics
  5564. * @param harmonics the spherical harmonics
  5565. * @returns the spherical polynomial
  5566. */
  5567. static FromHarmonics(harmonics: SphericalHarmonics): SphericalPolynomial;
  5568. /**
  5569. * Constructs a spherical polynomial from an array.
  5570. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  5571. * @returns the spherical polynomial
  5572. */
  5573. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalPolynomial;
  5574. }
  5575. }
  5576. declare module "babylonjs/Materials/Textures/renderTargetCreationOptions" {
  5577. /**
  5578. * Define options used to create a render target texture
  5579. */
  5580. export class RenderTargetCreationOptions {
  5581. /**
  5582. * Specifies is mipmaps must be generated
  5583. */
  5584. generateMipMaps?: boolean;
  5585. /** Specifies whether or not a depth should be allocated in the texture (true by default) */
  5586. generateDepthBuffer?: boolean;
  5587. /** Specifies whether or not a stencil should be allocated in the texture (false by default)*/
  5588. generateStencilBuffer?: boolean;
  5589. /** Defines texture type (int by default) */
  5590. type?: number;
  5591. /** Defines sampling mode (trilinear by default) */
  5592. samplingMode?: number;
  5593. /** Defines format (RGBA by default) */
  5594. format?: number;
  5595. }
  5596. }
  5597. declare module "babylonjs/States/alphaCullingState" {
  5598. /**
  5599. * @hidden
  5600. **/
  5601. export class _AlphaState {
  5602. private _isAlphaBlendDirty;
  5603. private _isBlendFunctionParametersDirty;
  5604. private _isBlendEquationParametersDirty;
  5605. private _isBlendConstantsDirty;
  5606. private _alphaBlend;
  5607. private _blendFunctionParameters;
  5608. private _blendEquationParameters;
  5609. private _blendConstants;
  5610. /**
  5611. * Initializes the state.
  5612. */
  5613. constructor();
  5614. readonly isDirty: boolean;
  5615. alphaBlend: boolean;
  5616. setAlphaBlendConstants(r: number, g: number, b: number, a: number): void;
  5617. setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
  5618. setAlphaEquationParameters(rgb: number, alpha: number): void;
  5619. reset(): void;
  5620. apply(gl: WebGLRenderingContext): void;
  5621. }
  5622. }
  5623. declare module "babylonjs/States/depthCullingState" {
  5624. import { Nullable } from "babylonjs/types";
  5625. /**
  5626. * @hidden
  5627. **/
  5628. export class _DepthCullingState {
  5629. private _isDepthTestDirty;
  5630. private _isDepthMaskDirty;
  5631. private _isDepthFuncDirty;
  5632. private _isCullFaceDirty;
  5633. private _isCullDirty;
  5634. private _isZOffsetDirty;
  5635. private _isFrontFaceDirty;
  5636. private _depthTest;
  5637. private _depthMask;
  5638. private _depthFunc;
  5639. private _cull;
  5640. private _cullFace;
  5641. private _zOffset;
  5642. private _frontFace;
  5643. /**
  5644. * Initializes the state.
  5645. */
  5646. constructor();
  5647. readonly isDirty: boolean;
  5648. zOffset: number;
  5649. cullFace: Nullable<number>;
  5650. cull: Nullable<boolean>;
  5651. depthFunc: Nullable<number>;
  5652. depthMask: boolean;
  5653. depthTest: boolean;
  5654. frontFace: Nullable<number>;
  5655. reset(): void;
  5656. apply(gl: WebGLRenderingContext): void;
  5657. }
  5658. }
  5659. declare module "babylonjs/States/stencilState" {
  5660. /**
  5661. * @hidden
  5662. **/
  5663. export class _StencilState {
  5664. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn */
  5665. static readonly ALWAYS: number;
  5666. /** Passed to stencilOperation to specify that stencil value must be kept */
  5667. static readonly KEEP: number;
  5668. /** Passed to stencilOperation to specify that stencil value must be replaced */
  5669. static readonly REPLACE: number;
  5670. private _isStencilTestDirty;
  5671. private _isStencilMaskDirty;
  5672. private _isStencilFuncDirty;
  5673. private _isStencilOpDirty;
  5674. private _stencilTest;
  5675. private _stencilMask;
  5676. private _stencilFunc;
  5677. private _stencilFuncRef;
  5678. private _stencilFuncMask;
  5679. private _stencilOpStencilFail;
  5680. private _stencilOpDepthFail;
  5681. private _stencilOpStencilDepthPass;
  5682. readonly isDirty: boolean;
  5683. stencilFunc: number;
  5684. stencilFuncRef: number;
  5685. stencilFuncMask: number;
  5686. stencilOpStencilFail: number;
  5687. stencilOpDepthFail: number;
  5688. stencilOpStencilDepthPass: number;
  5689. stencilMask: number;
  5690. stencilTest: boolean;
  5691. constructor();
  5692. reset(): void;
  5693. apply(gl: WebGLRenderingContext): void;
  5694. }
  5695. }
  5696. declare module "babylonjs/States/index" {
  5697. export * from "babylonjs/States/alphaCullingState";
  5698. export * from "babylonjs/States/depthCullingState";
  5699. export * from "babylonjs/States/stencilState";
  5700. }
  5701. declare module "babylonjs/Instrumentation/timeToken" {
  5702. import { Nullable } from "babylonjs/types";
  5703. /**
  5704. * @hidden
  5705. **/
  5706. export class _TimeToken {
  5707. _startTimeQuery: Nullable<WebGLQuery>;
  5708. _endTimeQuery: Nullable<WebGLQuery>;
  5709. _timeElapsedQuery: Nullable<WebGLQuery>;
  5710. _timeElapsedQueryEnded: boolean;
  5711. }
  5712. }
  5713. declare module "babylonjs/Misc/andOrNotEvaluator" {
  5714. /**
  5715. * Class used to evalaute queries containing `and` and `or` operators
  5716. */
  5717. export class AndOrNotEvaluator {
  5718. /**
  5719. * Evaluate a query
  5720. * @param query defines the query to evaluate
  5721. * @param evaluateCallback defines the callback used to filter result
  5722. * @returns true if the query matches
  5723. */
  5724. static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;
  5725. private static _HandleParenthesisContent;
  5726. private static _SimplifyNegation;
  5727. }
  5728. }
  5729. declare module "babylonjs/Misc/tags" {
  5730. /**
  5731. * Class used to store custom tags
  5732. */
  5733. export class Tags {
  5734. /**
  5735. * Adds support for tags on the given object
  5736. * @param obj defines the object to use
  5737. */
  5738. static EnableFor(obj: any): void;
  5739. /**
  5740. * Removes tags support
  5741. * @param obj defines the object to use
  5742. */
  5743. static DisableFor(obj: any): void;
  5744. /**
  5745. * Gets a boolean indicating if the given object has tags
  5746. * @param obj defines the object to use
  5747. * @returns a boolean
  5748. */
  5749. static HasTags(obj: any): boolean;
  5750. /**
  5751. * Gets the tags available on a given object
  5752. * @param obj defines the object to use
  5753. * @param asString defines if the tags must be returned as a string instead of an array of strings
  5754. * @returns the tags
  5755. */
  5756. static GetTags(obj: any, asString?: boolean): any;
  5757. /**
  5758. * Adds tags to an object
  5759. * @param obj defines the object to use
  5760. * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.
  5761. * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces
  5762. */
  5763. static AddTagsTo(obj: any, tagsString: string): void;
  5764. /**
  5765. * @hidden
  5766. */
  5767. static _AddTagTo(obj: any, tag: string): void;
  5768. /**
  5769. * Removes specific tags from a specific object
  5770. * @param obj defines the object to use
  5771. * @param tagsString defines the tags to remove
  5772. */
  5773. static RemoveTagsFrom(obj: any, tagsString: string): void;
  5774. /**
  5775. * @hidden
  5776. */
  5777. static _RemoveTagFrom(obj: any, tag: string): void;
  5778. /**
  5779. * Defines if tags hosted on an object match a given query
  5780. * @param obj defines the object to use
  5781. * @param tagsQuery defines the tag query
  5782. * @returns a boolean
  5783. */
  5784. static MatchesQuery(obj: any, tagsQuery: string): boolean;
  5785. }
  5786. }
  5787. declare module "babylonjs/Maths/math.path" {
  5788. import { DeepImmutable, Nullable } from "babylonjs/types";
  5789. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  5790. /**
  5791. * Defines potential orientation for back face culling
  5792. */
  5793. export enum Orientation {
  5794. /**
  5795. * Clockwise
  5796. */
  5797. CW = 0,
  5798. /** Counter clockwise */
  5799. CCW = 1
  5800. }
  5801. /** Class used to represent a Bezier curve */
  5802. export class BezierCurve {
  5803. /**
  5804. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  5805. * @param t defines the time
  5806. * @param x1 defines the left coordinate on X axis
  5807. * @param y1 defines the left coordinate on Y axis
  5808. * @param x2 defines the right coordinate on X axis
  5809. * @param y2 defines the right coordinate on Y axis
  5810. * @returns the interpolated value
  5811. */
  5812. static Interpolate(t: number, x1: number, y1: number, x2: number, y2: number): number;
  5813. }
  5814. /**
  5815. * Defines angle representation
  5816. */
  5817. export class Angle {
  5818. private _radians;
  5819. /**
  5820. * Creates an Angle object of "radians" radians (float).
  5821. * @param radians the angle in radians
  5822. */
  5823. constructor(radians: number);
  5824. /**
  5825. * Get value in degrees
  5826. * @returns the Angle value in degrees (float)
  5827. */
  5828. degrees(): number;
  5829. /**
  5830. * Get value in radians
  5831. * @returns the Angle value in radians (float)
  5832. */
  5833. radians(): number;
  5834. /**
  5835. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  5836. * @param a defines first vector
  5837. * @param b defines second vector
  5838. * @returns a new Angle
  5839. */
  5840. static BetweenTwoPoints(a: DeepImmutable<Vector2>, b: DeepImmutable<Vector2>): Angle;
  5841. /**
  5842. * Gets a new Angle object from the given float in radians
  5843. * @param radians defines the angle value in radians
  5844. * @returns a new Angle
  5845. */
  5846. static FromRadians(radians: number): Angle;
  5847. /**
  5848. * Gets a new Angle object from the given float in degrees
  5849. * @param degrees defines the angle value in degrees
  5850. * @returns a new Angle
  5851. */
  5852. static FromDegrees(degrees: number): Angle;
  5853. }
  5854. /**
  5855. * This represents an arc in a 2d space.
  5856. */
  5857. export class Arc2 {
  5858. /** Defines the start point of the arc */
  5859. startPoint: Vector2;
  5860. /** Defines the mid point of the arc */
  5861. midPoint: Vector2;
  5862. /** Defines the end point of the arc */
  5863. endPoint: Vector2;
  5864. /**
  5865. * Defines the center point of the arc.
  5866. */
  5867. centerPoint: Vector2;
  5868. /**
  5869. * Defines the radius of the arc.
  5870. */
  5871. radius: number;
  5872. /**
  5873. * Defines the angle of the arc (from mid point to end point).
  5874. */
  5875. angle: Angle;
  5876. /**
  5877. * Defines the start angle of the arc (from start point to middle point).
  5878. */
  5879. startAngle: Angle;
  5880. /**
  5881. * Defines the orientation of the arc (clock wise/counter clock wise).
  5882. */
  5883. orientation: Orientation;
  5884. /**
  5885. * Creates an Arc object from the three given points : start, middle and end.
  5886. * @param startPoint Defines the start point of the arc
  5887. * @param midPoint Defines the midlle point of the arc
  5888. * @param endPoint Defines the end point of the arc
  5889. */
  5890. constructor(
  5891. /** Defines the start point of the arc */
  5892. startPoint: Vector2,
  5893. /** Defines the mid point of the arc */
  5894. midPoint: Vector2,
  5895. /** Defines the end point of the arc */
  5896. endPoint: Vector2);
  5897. }
  5898. /**
  5899. * Represents a 2D path made up of multiple 2D points
  5900. */
  5901. export class Path2 {
  5902. private _points;
  5903. private _length;
  5904. /**
  5905. * If the path start and end point are the same
  5906. */
  5907. closed: boolean;
  5908. /**
  5909. * Creates a Path2 object from the starting 2D coordinates x and y.
  5910. * @param x the starting points x value
  5911. * @param y the starting points y value
  5912. */
  5913. constructor(x: number, y: number);
  5914. /**
  5915. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  5916. * @param x the added points x value
  5917. * @param y the added points y value
  5918. * @returns the updated Path2.
  5919. */
  5920. addLineTo(x: number, y: number): Path2;
  5921. /**
  5922. * Adds _numberOfSegments_ segments according to the arc definition (middle point coordinates, end point coordinates, the arc start point being the current Path2 last point) to the current Path2.
  5923. * @param midX middle point x value
  5924. * @param midY middle point y value
  5925. * @param endX end point x value
  5926. * @param endY end point y value
  5927. * @param numberOfSegments (default: 36)
  5928. * @returns the updated Path2.
  5929. */
  5930. addArcTo(midX: number, midY: number, endX: number, endY: number, numberOfSegments?: number): Path2;
  5931. /**
  5932. * Closes the Path2.
  5933. * @returns the Path2.
  5934. */
  5935. close(): Path2;
  5936. /**
  5937. * Gets the sum of the distance between each sequential point in the path
  5938. * @returns the Path2 total length (float).
  5939. */
  5940. length(): number;
  5941. /**
  5942. * Gets the points which construct the path
  5943. * @returns the Path2 internal array of points.
  5944. */
  5945. getPoints(): Vector2[];
  5946. /**
  5947. * Retreives the point at the distance aways from the starting point
  5948. * @param normalizedLengthPosition the length along the path to retreive the point from
  5949. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  5950. */
  5951. getPointAtLengthPosition(normalizedLengthPosition: number): Vector2;
  5952. /**
  5953. * Creates a new path starting from an x and y position
  5954. * @param x starting x value
  5955. * @param y starting y value
  5956. * @returns a new Path2 starting at the coordinates (x, y).
  5957. */
  5958. static StartingAt(x: number, y: number): Path2;
  5959. }
  5960. /**
  5961. * Represents a 3D path made up of multiple 3D points
  5962. */
  5963. export class Path3D {
  5964. /**
  5965. * an array of Vector3, the curve axis of the Path3D
  5966. */
  5967. path: Vector3[];
  5968. private _curve;
  5969. private _distances;
  5970. private _tangents;
  5971. private _normals;
  5972. private _binormals;
  5973. private _raw;
  5974. /**
  5975. * new Path3D(path, normal, raw)
  5976. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  5977. * please read the description in the tutorial : https://doc.babylonjs.com/how_to/how_to_use_path3d
  5978. * @param path an array of Vector3, the curve axis of the Path3D
  5979. * @param firstNormal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  5980. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  5981. */
  5982. constructor(
  5983. /**
  5984. * an array of Vector3, the curve axis of the Path3D
  5985. */
  5986. path: Vector3[], firstNormal?: Nullable<Vector3>, raw?: boolean);
  5987. /**
  5988. * Returns the Path3D array of successive Vector3 designing its curve.
  5989. * @returns the Path3D array of successive Vector3 designing its curve.
  5990. */
  5991. getCurve(): Vector3[];
  5992. /**
  5993. * Returns an array populated with tangent vectors on each Path3D curve point.
  5994. * @returns an array populated with tangent vectors on each Path3D curve point.
  5995. */
  5996. getTangents(): Vector3[];
  5997. /**
  5998. * Returns an array populated with normal vectors on each Path3D curve point.
  5999. * @returns an array populated with normal vectors on each Path3D curve point.
  6000. */
  6001. getNormals(): Vector3[];
  6002. /**
  6003. * Returns an array populated with binormal vectors on each Path3D curve point.
  6004. * @returns an array populated with binormal vectors on each Path3D curve point.
  6005. */
  6006. getBinormals(): Vector3[];
  6007. /**
  6008. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  6009. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  6010. */
  6011. getDistances(): number[];
  6012. /**
  6013. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  6014. * @param path path which all values are copied into the curves points
  6015. * @param firstNormal which should be projected onto the curve
  6016. * @returns the same object updated.
  6017. */
  6018. update(path: Vector3[], firstNormal?: Nullable<Vector3>): Path3D;
  6019. private _compute;
  6020. private _getFirstNonNullVector;
  6021. private _getLastNonNullVector;
  6022. private _normalVector;
  6023. }
  6024. /**
  6025. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  6026. * A Curve3 is designed from a series of successive Vector3.
  6027. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  6028. */
  6029. export class Curve3 {
  6030. private _points;
  6031. private _length;
  6032. /**
  6033. * Returns a Curve3 object along a Quadratic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#quadratic-bezier-curve
  6034. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  6035. * @param v1 (Vector3) the control point
  6036. * @param v2 (Vector3) the end point of the Quadratic Bezier
  6037. * @param nbPoints (integer) the wanted number of points in the curve
  6038. * @returns the created Curve3
  6039. */
  6040. static CreateQuadraticBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  6041. /**
  6042. * Returns a Curve3 object along a Cubic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#cubic-bezier-curve
  6043. * @param v0 (Vector3) the origin point of the Cubic Bezier
  6044. * @param v1 (Vector3) the first control point
  6045. * @param v2 (Vector3) the second control point
  6046. * @param v3 (Vector3) the end point of the Cubic Bezier
  6047. * @param nbPoints (integer) the wanted number of points in the curve
  6048. * @returns the created Curve3
  6049. */
  6050. static CreateCubicBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, v3: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  6051. /**
  6052. * Returns a Curve3 object along a Hermite Spline curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#hermite-spline
  6053. * @param p1 (Vector3) the origin point of the Hermite Spline
  6054. * @param t1 (Vector3) the tangent vector at the origin point
  6055. * @param p2 (Vector3) the end point of the Hermite Spline
  6056. * @param t2 (Vector3) the tangent vector at the end point
  6057. * @param nbPoints (integer) the wanted number of points in the curve
  6058. * @returns the created Curve3
  6059. */
  6060. static CreateHermiteSpline(p1: DeepImmutable<Vector3>, t1: DeepImmutable<Vector3>, p2: DeepImmutable<Vector3>, t2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  6061. /**
  6062. * Returns a Curve3 object along a CatmullRom Spline curve :
  6063. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  6064. * @param nbPoints (integer) the wanted number of points between each curve control points
  6065. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  6066. * @returns the created Curve3
  6067. */
  6068. static CreateCatmullRomSpline(points: DeepImmutable<Vector3[]>, nbPoints: number, closed?: boolean): Curve3;
  6069. /**
  6070. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  6071. * A Curve3 is designed from a series of successive Vector3.
  6072. * Tuto : https://doc.babylonjs.com/how_to/how_to_use_curve3#curve3-object
  6073. * @param points points which make up the curve
  6074. */
  6075. constructor(points: Vector3[]);
  6076. /**
  6077. * @returns the Curve3 stored array of successive Vector3
  6078. */
  6079. getPoints(): Vector3[];
  6080. /**
  6081. * @returns the computed length (float) of the curve.
  6082. */
  6083. length(): number;
  6084. /**
  6085. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  6086. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  6087. * curveA and curveB keep unchanged.
  6088. * @param curve the curve to continue from this curve
  6089. * @returns the newly constructed curve
  6090. */
  6091. continue(curve: DeepImmutable<Curve3>): Curve3;
  6092. private _computeLength;
  6093. }
  6094. }
  6095. declare module "babylonjs/Animations/easing" {
  6096. /**
  6097. * This represents the main contract an easing function should follow.
  6098. * Easing functions are used throughout the animation system.
  6099. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6100. */
  6101. export interface IEasingFunction {
  6102. /**
  6103. * Given an input gradient between 0 and 1, this returns the corrseponding value
  6104. * of the easing function.
  6105. * The link below provides some of the most common examples of easing functions.
  6106. * @see https://easings.net/
  6107. * @param gradient Defines the value between 0 and 1 we want the easing value for
  6108. * @returns the corresponding value on the curve defined by the easing function
  6109. */
  6110. ease(gradient: number): number;
  6111. }
  6112. /**
  6113. * Base class used for every default easing function.
  6114. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6115. */
  6116. export class EasingFunction implements IEasingFunction {
  6117. /**
  6118. * Interpolation follows the mathematical formula associated with the easing function.
  6119. */
  6120. static readonly EASINGMODE_EASEIN: number;
  6121. /**
  6122. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  6123. */
  6124. static readonly EASINGMODE_EASEOUT: number;
  6125. /**
  6126. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  6127. */
  6128. static readonly EASINGMODE_EASEINOUT: number;
  6129. private _easingMode;
  6130. /**
  6131. * Sets the easing mode of the current function.
  6132. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  6133. */
  6134. setEasingMode(easingMode: number): void;
  6135. /**
  6136. * Gets the current easing mode.
  6137. * @returns the easing mode
  6138. */
  6139. getEasingMode(): number;
  6140. /**
  6141. * @hidden
  6142. */
  6143. easeInCore(gradient: number): number;
  6144. /**
  6145. * Given an input gradient between 0 and 1, this returns the corresponding value
  6146. * of the easing function.
  6147. * @param gradient Defines the value between 0 and 1 we want the easing value for
  6148. * @returns the corresponding value on the curve defined by the easing function
  6149. */
  6150. ease(gradient: number): number;
  6151. }
  6152. /**
  6153. * Easing function with a circle shape (see link below).
  6154. * @see https://easings.net/#easeInCirc
  6155. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6156. */
  6157. export class CircleEase extends EasingFunction implements IEasingFunction {
  6158. /** @hidden */
  6159. easeInCore(gradient: number): number;
  6160. }
  6161. /**
  6162. * Easing function with a ease back shape (see link below).
  6163. * @see https://easings.net/#easeInBack
  6164. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6165. */
  6166. export class BackEase extends EasingFunction implements IEasingFunction {
  6167. /** Defines the amplitude of the function */
  6168. amplitude: number;
  6169. /**
  6170. * Instantiates a back ease easing
  6171. * @see https://easings.net/#easeInBack
  6172. * @param amplitude Defines the amplitude of the function
  6173. */
  6174. constructor(
  6175. /** Defines the amplitude of the function */
  6176. amplitude?: number);
  6177. /** @hidden */
  6178. easeInCore(gradient: number): number;
  6179. }
  6180. /**
  6181. * Easing function with a bouncing shape (see link below).
  6182. * @see https://easings.net/#easeInBounce
  6183. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6184. */
  6185. export class BounceEase extends EasingFunction implements IEasingFunction {
  6186. /** Defines the number of bounces */
  6187. bounces: number;
  6188. /** Defines the amplitude of the bounce */
  6189. bounciness: number;
  6190. /**
  6191. * Instantiates a bounce easing
  6192. * @see https://easings.net/#easeInBounce
  6193. * @param bounces Defines the number of bounces
  6194. * @param bounciness Defines the amplitude of the bounce
  6195. */
  6196. constructor(
  6197. /** Defines the number of bounces */
  6198. bounces?: number,
  6199. /** Defines the amplitude of the bounce */
  6200. bounciness?: number);
  6201. /** @hidden */
  6202. easeInCore(gradient: number): number;
  6203. }
  6204. /**
  6205. * Easing function with a power of 3 shape (see link below).
  6206. * @see https://easings.net/#easeInCubic
  6207. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6208. */
  6209. export class CubicEase extends EasingFunction implements IEasingFunction {
  6210. /** @hidden */
  6211. easeInCore(gradient: number): number;
  6212. }
  6213. /**
  6214. * Easing function with an elastic shape (see link below).
  6215. * @see https://easings.net/#easeInElastic
  6216. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6217. */
  6218. export class ElasticEase extends EasingFunction implements IEasingFunction {
  6219. /** Defines the number of oscillations*/
  6220. oscillations: number;
  6221. /** Defines the amplitude of the oscillations*/
  6222. springiness: number;
  6223. /**
  6224. * Instantiates an elastic easing function
  6225. * @see https://easings.net/#easeInElastic
  6226. * @param oscillations Defines the number of oscillations
  6227. * @param springiness Defines the amplitude of the oscillations
  6228. */
  6229. constructor(
  6230. /** Defines the number of oscillations*/
  6231. oscillations?: number,
  6232. /** Defines the amplitude of the oscillations*/
  6233. springiness?: number);
  6234. /** @hidden */
  6235. easeInCore(gradient: number): number;
  6236. }
  6237. /**
  6238. * Easing function with an exponential shape (see link below).
  6239. * @see https://easings.net/#easeInExpo
  6240. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6241. */
  6242. export class ExponentialEase extends EasingFunction implements IEasingFunction {
  6243. /** Defines the exponent of the function */
  6244. exponent: number;
  6245. /**
  6246. * Instantiates an exponential easing function
  6247. * @see https://easings.net/#easeInExpo
  6248. * @param exponent Defines the exponent of the function
  6249. */
  6250. constructor(
  6251. /** Defines the exponent of the function */
  6252. exponent?: number);
  6253. /** @hidden */
  6254. easeInCore(gradient: number): number;
  6255. }
  6256. /**
  6257. * Easing function with a power shape (see link below).
  6258. * @see https://easings.net/#easeInQuad
  6259. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6260. */
  6261. export class PowerEase extends EasingFunction implements IEasingFunction {
  6262. /** Defines the power of the function */
  6263. power: number;
  6264. /**
  6265. * Instantiates an power base easing function
  6266. * @see https://easings.net/#easeInQuad
  6267. * @param power Defines the power of the function
  6268. */
  6269. constructor(
  6270. /** Defines the power of the function */
  6271. power?: number);
  6272. /** @hidden */
  6273. easeInCore(gradient: number): number;
  6274. }
  6275. /**
  6276. * Easing function with a power of 2 shape (see link below).
  6277. * @see https://easings.net/#easeInQuad
  6278. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6279. */
  6280. export class QuadraticEase extends EasingFunction implements IEasingFunction {
  6281. /** @hidden */
  6282. easeInCore(gradient: number): number;
  6283. }
  6284. /**
  6285. * Easing function with a power of 4 shape (see link below).
  6286. * @see https://easings.net/#easeInQuart
  6287. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6288. */
  6289. export class QuarticEase extends EasingFunction implements IEasingFunction {
  6290. /** @hidden */
  6291. easeInCore(gradient: number): number;
  6292. }
  6293. /**
  6294. * Easing function with a power of 5 shape (see link below).
  6295. * @see https://easings.net/#easeInQuint
  6296. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6297. */
  6298. export class QuinticEase extends EasingFunction implements IEasingFunction {
  6299. /** @hidden */
  6300. easeInCore(gradient: number): number;
  6301. }
  6302. /**
  6303. * Easing function with a sin shape (see link below).
  6304. * @see https://easings.net/#easeInSine
  6305. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6306. */
  6307. export class SineEase extends EasingFunction implements IEasingFunction {
  6308. /** @hidden */
  6309. easeInCore(gradient: number): number;
  6310. }
  6311. /**
  6312. * Easing function with a bezier shape (see link below).
  6313. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  6314. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6315. */
  6316. export class BezierCurveEase extends EasingFunction implements IEasingFunction {
  6317. /** Defines the x component of the start tangent in the bezier curve */
  6318. x1: number;
  6319. /** Defines the y component of the start tangent in the bezier curve */
  6320. y1: number;
  6321. /** Defines the x component of the end tangent in the bezier curve */
  6322. x2: number;
  6323. /** Defines the y component of the end tangent in the bezier curve */
  6324. y2: number;
  6325. /**
  6326. * Instantiates a bezier function
  6327. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  6328. * @param x1 Defines the x component of the start tangent in the bezier curve
  6329. * @param y1 Defines the y component of the start tangent in the bezier curve
  6330. * @param x2 Defines the x component of the end tangent in the bezier curve
  6331. * @param y2 Defines the y component of the end tangent in the bezier curve
  6332. */
  6333. constructor(
  6334. /** Defines the x component of the start tangent in the bezier curve */
  6335. x1?: number,
  6336. /** Defines the y component of the start tangent in the bezier curve */
  6337. y1?: number,
  6338. /** Defines the x component of the end tangent in the bezier curve */
  6339. x2?: number,
  6340. /** Defines the y component of the end tangent in the bezier curve */
  6341. y2?: number);
  6342. /** @hidden */
  6343. easeInCore(gradient: number): number;
  6344. }
  6345. }
  6346. declare module "babylonjs/Animations/animationKey" {
  6347. /**
  6348. * Defines an interface which represents an animation key frame
  6349. */
  6350. export interface IAnimationKey {
  6351. /**
  6352. * Frame of the key frame
  6353. */
  6354. frame: number;
  6355. /**
  6356. * Value at the specifies key frame
  6357. */
  6358. value: any;
  6359. /**
  6360. * The input tangent for the cubic hermite spline
  6361. */
  6362. inTangent?: any;
  6363. /**
  6364. * The output tangent for the cubic hermite spline
  6365. */
  6366. outTangent?: any;
  6367. /**
  6368. * The animation interpolation type
  6369. */
  6370. interpolation?: AnimationKeyInterpolation;
  6371. }
  6372. /**
  6373. * Enum for the animation key frame interpolation type
  6374. */
  6375. export enum AnimationKeyInterpolation {
  6376. /**
  6377. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  6378. */
  6379. STEP = 1
  6380. }
  6381. }
  6382. declare module "babylonjs/Animations/animationRange" {
  6383. /**
  6384. * Represents the range of an animation
  6385. */
  6386. export class AnimationRange {
  6387. /**The name of the animation range**/
  6388. name: string;
  6389. /**The starting frame of the animation */
  6390. from: number;
  6391. /**The ending frame of the animation*/
  6392. to: number;
  6393. /**
  6394. * Initializes the range of an animation
  6395. * @param name The name of the animation range
  6396. * @param from The starting frame of the animation
  6397. * @param to The ending frame of the animation
  6398. */
  6399. constructor(
  6400. /**The name of the animation range**/
  6401. name: string,
  6402. /**The starting frame of the animation */
  6403. from: number,
  6404. /**The ending frame of the animation*/
  6405. to: number);
  6406. /**
  6407. * Makes a copy of the animation range
  6408. * @returns A copy of the animation range
  6409. */
  6410. clone(): AnimationRange;
  6411. }
  6412. }
  6413. declare module "babylonjs/Animations/animationEvent" {
  6414. /**
  6415. * Composed of a frame, and an action function
  6416. */
  6417. export class AnimationEvent {
  6418. /** The frame for which the event is triggered **/
  6419. frame: number;
  6420. /** The event to perform when triggered **/
  6421. action: (currentFrame: number) => void;
  6422. /** Specifies if the event should be triggered only once**/
  6423. onlyOnce?: boolean | undefined;
  6424. /**
  6425. * Specifies if the animation event is done
  6426. */
  6427. isDone: boolean;
  6428. /**
  6429. * Initializes the animation event
  6430. * @param frame The frame for which the event is triggered
  6431. * @param action The event to perform when triggered
  6432. * @param onlyOnce Specifies if the event should be triggered only once
  6433. */
  6434. constructor(
  6435. /** The frame for which the event is triggered **/
  6436. frame: number,
  6437. /** The event to perform when triggered **/
  6438. action: (currentFrame: number) => void,
  6439. /** Specifies if the event should be triggered only once**/
  6440. onlyOnce?: boolean | undefined);
  6441. /** @hidden */
  6442. _clone(): AnimationEvent;
  6443. }
  6444. }
  6445. declare module "babylonjs/Behaviors/behavior" {
  6446. import { Nullable } from "babylonjs/types";
  6447. /**
  6448. * Interface used to define a behavior
  6449. */
  6450. export interface Behavior<T> {
  6451. /** gets or sets behavior's name */
  6452. name: string;
  6453. /**
  6454. * Function called when the behavior needs to be initialized (after attaching it to a target)
  6455. */
  6456. init(): void;
  6457. /**
  6458. * Called when the behavior is attached to a target
  6459. * @param target defines the target where the behavior is attached to
  6460. */
  6461. attach(target: T): void;
  6462. /**
  6463. * Called when the behavior is detached from its target
  6464. */
  6465. detach(): void;
  6466. }
  6467. /**
  6468. * Interface implemented by classes supporting behaviors
  6469. */
  6470. export interface IBehaviorAware<T> {
  6471. /**
  6472. * Attach a behavior
  6473. * @param behavior defines the behavior to attach
  6474. * @returns the current host
  6475. */
  6476. addBehavior(behavior: Behavior<T>): T;
  6477. /**
  6478. * Remove a behavior from the current object
  6479. * @param behavior defines the behavior to detach
  6480. * @returns the current host
  6481. */
  6482. removeBehavior(behavior: Behavior<T>): T;
  6483. /**
  6484. * Gets a behavior using its name to search
  6485. * @param name defines the name to search
  6486. * @returns the behavior or null if not found
  6487. */
  6488. getBehaviorByName(name: string): Nullable<Behavior<T>>;
  6489. }
  6490. }
  6491. declare module "babylonjs/Misc/smartArray" {
  6492. /**
  6493. * Defines an array and its length.
  6494. * It can be helpfull to group result from both Arrays and smart arrays in one structure.
  6495. */
  6496. export interface ISmartArrayLike<T> {
  6497. /**
  6498. * The data of the array.
  6499. */
  6500. data: Array<T>;
  6501. /**
  6502. * The active length of the array.
  6503. */
  6504. length: number;
  6505. }
  6506. /**
  6507. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  6508. */
  6509. export class SmartArray<T> implements ISmartArrayLike<T> {
  6510. /**
  6511. * The full set of data from the array.
  6512. */
  6513. data: Array<T>;
  6514. /**
  6515. * The active length of the array.
  6516. */
  6517. length: number;
  6518. protected _id: number;
  6519. /**
  6520. * Instantiates a Smart Array.
  6521. * @param capacity defines the default capacity of the array.
  6522. */
  6523. constructor(capacity: number);
  6524. /**
  6525. * Pushes a value at the end of the active data.
  6526. * @param value defines the object to push in the array.
  6527. */
  6528. push(value: T): void;
  6529. /**
  6530. * Iterates over the active data and apply the lambda to them.
  6531. * @param func defines the action to apply on each value.
  6532. */
  6533. forEach(func: (content: T) => void): void;
  6534. /**
  6535. * Sorts the full sets of data.
  6536. * @param compareFn defines the comparison function to apply.
  6537. */
  6538. sort(compareFn: (a: T, b: T) => number): void;
  6539. /**
  6540. * Resets the active data to an empty array.
  6541. */
  6542. reset(): void;
  6543. /**
  6544. * Releases all the data from the array as well as the array.
  6545. */
  6546. dispose(): void;
  6547. /**
  6548. * Concats the active data with a given array.
  6549. * @param array defines the data to concatenate with.
  6550. */
  6551. concat(array: any): void;
  6552. /**
  6553. * Returns the position of a value in the active data.
  6554. * @param value defines the value to find the index for
  6555. * @returns the index if found in the active data otherwise -1
  6556. */
  6557. indexOf(value: T): number;
  6558. /**
  6559. * Returns whether an element is part of the active data.
  6560. * @param value defines the value to look for
  6561. * @returns true if found in the active data otherwise false
  6562. */
  6563. contains(value: T): boolean;
  6564. private static _GlobalId;
  6565. }
  6566. /**
  6567. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  6568. * The data in this array can only be present once
  6569. */
  6570. export class SmartArrayNoDuplicate<T> extends SmartArray<T> {
  6571. private _duplicateId;
  6572. /**
  6573. * Pushes a value at the end of the active data.
  6574. * THIS DOES NOT PREVENT DUPPLICATE DATA
  6575. * @param value defines the object to push in the array.
  6576. */
  6577. push(value: T): void;
  6578. /**
  6579. * Pushes a value at the end of the active data.
  6580. * If the data is already present, it won t be added again
  6581. * @param value defines the object to push in the array.
  6582. * @returns true if added false if it was already present
  6583. */
  6584. pushNoDuplicate(value: T): boolean;
  6585. /**
  6586. * Resets the active data to an empty array.
  6587. */
  6588. reset(): void;
  6589. /**
  6590. * Concats the active data with a given array.
  6591. * This ensures no dupplicate will be present in the result.
  6592. * @param array defines the data to concatenate with.
  6593. */
  6594. concatWithNoDuplicate(array: any): void;
  6595. }
  6596. }
  6597. declare module "babylonjs/Cameras/cameraInputsManager" {
  6598. import { Nullable } from "babylonjs/types";
  6599. import { Camera } from "babylonjs/Cameras/camera";
  6600. /**
  6601. * @ignore
  6602. * This is a list of all the different input types that are available in the application.
  6603. * Fo instance: ArcRotateCameraGamepadInput...
  6604. */
  6605. export var CameraInputTypes: {};
  6606. /**
  6607. * This is the contract to implement in order to create a new input class.
  6608. * Inputs are dealing with listening to user actions and moving the camera accordingly.
  6609. */
  6610. export interface ICameraInput<TCamera extends Camera> {
  6611. /**
  6612. * Defines the camera the input is attached to.
  6613. */
  6614. camera: Nullable<TCamera>;
  6615. /**
  6616. * Gets the class name of the current intput.
  6617. * @returns the class name
  6618. */
  6619. getClassName(): string;
  6620. /**
  6621. * Get the friendly name associated with the input class.
  6622. * @returns the input friendly name
  6623. */
  6624. getSimpleName(): string;
  6625. /**
  6626. * Attach the input controls to a specific dom element to get the input from.
  6627. * @param element Defines the element the controls should be listened from
  6628. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6629. */
  6630. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  6631. /**
  6632. * Detach the current controls from the specified dom element.
  6633. * @param element Defines the element to stop listening the inputs from
  6634. */
  6635. detachControl(element: Nullable<HTMLElement>): void;
  6636. /**
  6637. * Update the current camera state depending on the inputs that have been used this frame.
  6638. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  6639. */
  6640. checkInputs?: () => void;
  6641. }
  6642. /**
  6643. * Represents a map of input types to input instance or input index to input instance.
  6644. */
  6645. export interface CameraInputsMap<TCamera extends Camera> {
  6646. /**
  6647. * Accessor to the input by input type.
  6648. */
  6649. [name: string]: ICameraInput<TCamera>;
  6650. /**
  6651. * Accessor to the input by input index.
  6652. */
  6653. [idx: number]: ICameraInput<TCamera>;
  6654. }
  6655. /**
  6656. * This represents the input manager used within a camera.
  6657. * It helps dealing with all the different kind of input attached to a camera.
  6658. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  6659. */
  6660. export class CameraInputsManager<TCamera extends Camera> {
  6661. /**
  6662. * Defines the list of inputs attahed to the camera.
  6663. */
  6664. attached: CameraInputsMap<TCamera>;
  6665. /**
  6666. * Defines the dom element the camera is collecting inputs from.
  6667. * This is null if the controls have not been attached.
  6668. */
  6669. attachedElement: Nullable<HTMLElement>;
  6670. /**
  6671. * Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6672. */
  6673. noPreventDefault: boolean;
  6674. /**
  6675. * Defined the camera the input manager belongs to.
  6676. */
  6677. camera: TCamera;
  6678. /**
  6679. * Update the current camera state depending on the inputs that have been used this frame.
  6680. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  6681. */
  6682. checkInputs: () => void;
  6683. /**
  6684. * Instantiate a new Camera Input Manager.
  6685. * @param camera Defines the camera the input manager blongs to
  6686. */
  6687. constructor(camera: TCamera);
  6688. /**
  6689. * Add an input method to a camera
  6690. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  6691. * @param input camera input method
  6692. */
  6693. add(input: ICameraInput<TCamera>): void;
  6694. /**
  6695. * Remove a specific input method from a camera
  6696. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  6697. * @param inputToRemove camera input method
  6698. */
  6699. remove(inputToRemove: ICameraInput<TCamera>): void;
  6700. /**
  6701. * Remove a specific input type from a camera
  6702. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  6703. * @param inputType the type of the input to remove
  6704. */
  6705. removeByType(inputType: string): void;
  6706. private _addCheckInputs;
  6707. /**
  6708. * Attach the input controls to the currently attached dom element to listen the events from.
  6709. * @param input Defines the input to attach
  6710. */
  6711. attachInput(input: ICameraInput<TCamera>): void;
  6712. /**
  6713. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  6714. * @param element Defines the dom element to collect the events from
  6715. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6716. */
  6717. attachElement(element: HTMLElement, noPreventDefault?: boolean): void;
  6718. /**
  6719. * Detach the current manager inputs controls from a specific dom element.
  6720. * @param element Defines the dom element to collect the events from
  6721. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  6722. */
  6723. detachElement(element: HTMLElement, disconnect?: boolean): void;
  6724. /**
  6725. * Rebuild the dynamic inputCheck function from the current list of
  6726. * defined inputs in the manager.
  6727. */
  6728. rebuildInputCheck(): void;
  6729. /**
  6730. * Remove all attached input methods from a camera
  6731. */
  6732. clear(): void;
  6733. /**
  6734. * Serialize the current input manager attached to a camera.
  6735. * This ensures than once parsed,
  6736. * the input associated to the camera will be identical to the current ones
  6737. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  6738. */
  6739. serialize(serializedCamera: any): void;
  6740. /**
  6741. * Parses an input manager serialized JSON to restore the previous list of inputs
  6742. * and states associated to a camera.
  6743. * @param parsedCamera Defines the JSON to parse
  6744. */
  6745. parse(parsedCamera: any): void;
  6746. }
  6747. }
  6748. declare module "babylonjs/Collisions/intersectionInfo" {
  6749. import { Nullable } from "babylonjs/types";
  6750. /**
  6751. * @hidden
  6752. */
  6753. export class IntersectionInfo {
  6754. bu: Nullable<number>;
  6755. bv: Nullable<number>;
  6756. distance: number;
  6757. faceId: number;
  6758. subMeshId: number;
  6759. constructor(bu: Nullable<number>, bv: Nullable<number>, distance: number);
  6760. }
  6761. }
  6762. declare module "babylonjs/Maths/math.plane" {
  6763. import { DeepImmutable } from "babylonjs/types";
  6764. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  6765. /**
  6766. * Represens a plane by the equation ax + by + cz + d = 0
  6767. */
  6768. export class Plane {
  6769. private static _TmpMatrix;
  6770. /**
  6771. * Normal of the plane (a,b,c)
  6772. */
  6773. normal: Vector3;
  6774. /**
  6775. * d component of the plane
  6776. */
  6777. d: number;
  6778. /**
  6779. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  6780. * @param a a component of the plane
  6781. * @param b b component of the plane
  6782. * @param c c component of the plane
  6783. * @param d d component of the plane
  6784. */
  6785. constructor(a: number, b: number, c: number, d: number);
  6786. /**
  6787. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  6788. */
  6789. asArray(): number[];
  6790. /**
  6791. * @returns a new plane copied from the current Plane.
  6792. */
  6793. clone(): Plane;
  6794. /**
  6795. * @returns the string "Plane".
  6796. */
  6797. getClassName(): string;
  6798. /**
  6799. * @returns the Plane hash code.
  6800. */
  6801. getHashCode(): number;
  6802. /**
  6803. * Normalize the current Plane in place.
  6804. * @returns the updated Plane.
  6805. */
  6806. normalize(): Plane;
  6807. /**
  6808. * Applies a transformation the plane and returns the result
  6809. * @param transformation the transformation matrix to be applied to the plane
  6810. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  6811. */
  6812. transform(transformation: DeepImmutable<Matrix>): Plane;
  6813. /**
  6814. * Calcualtte the dot product between the point and the plane normal
  6815. * @param point point to calculate the dot product with
  6816. * @returns the dot product (float) of the point coordinates and the plane normal.
  6817. */
  6818. dotCoordinate(point: DeepImmutable<Vector3>): number;
  6819. /**
  6820. * Updates the current Plane from the plane defined by the three given points.
  6821. * @param point1 one of the points used to contruct the plane
  6822. * @param point2 one of the points used to contruct the plane
  6823. * @param point3 one of the points used to contruct the plane
  6824. * @returns the updated Plane.
  6825. */
  6826. copyFromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  6827. /**
  6828. * Checks if the plane is facing a given direction
  6829. * @param direction the direction to check if the plane is facing
  6830. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  6831. * @returns True is the vector "direction" is the same side than the plane normal.
  6832. */
  6833. isFrontFacingTo(direction: DeepImmutable<Vector3>, epsilon: number): boolean;
  6834. /**
  6835. * Calculates the distance to a point
  6836. * @param point point to calculate distance to
  6837. * @returns the signed distance (float) from the given point to the Plane.
  6838. */
  6839. signedDistanceTo(point: DeepImmutable<Vector3>): number;
  6840. /**
  6841. * Creates a plane from an array
  6842. * @param array the array to create a plane from
  6843. * @returns a new Plane from the given array.
  6844. */
  6845. static FromArray(array: DeepImmutable<ArrayLike<number>>): Plane;
  6846. /**
  6847. * Creates a plane from three points
  6848. * @param point1 point used to create the plane
  6849. * @param point2 point used to create the plane
  6850. * @param point3 point used to create the plane
  6851. * @returns a new Plane defined by the three given points.
  6852. */
  6853. static FromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  6854. /**
  6855. * Creates a plane from an origin point and a normal
  6856. * @param origin origin of the plane to be constructed
  6857. * @param normal normal of the plane to be constructed
  6858. * @returns a new Plane the normal vector to this plane at the given origin point.
  6859. * Note : the vector "normal" is updated because normalized.
  6860. */
  6861. static FromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): Plane;
  6862. /**
  6863. * Calculates the distance from a plane and a point
  6864. * @param origin origin of the plane to be constructed
  6865. * @param normal normal of the plane to be constructed
  6866. * @param point point to calculate distance to
  6867. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  6868. */
  6869. static SignedDistanceToPlaneFromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>, point: DeepImmutable<Vector3>): number;
  6870. }
  6871. }
  6872. declare module "babylonjs/Culling/boundingSphere" {
  6873. import { DeepImmutable } from "babylonjs/types";
  6874. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  6875. import { Plane } from "babylonjs/Maths/math.plane";
  6876. /**
  6877. * Class used to store bounding sphere information
  6878. */
  6879. export class BoundingSphere {
  6880. /**
  6881. * Gets the center of the bounding sphere in local space
  6882. */
  6883. readonly center: Vector3;
  6884. /**
  6885. * Radius of the bounding sphere in local space
  6886. */
  6887. radius: number;
  6888. /**
  6889. * Gets the center of the bounding sphere in world space
  6890. */
  6891. readonly centerWorld: Vector3;
  6892. /**
  6893. * Radius of the bounding sphere in world space
  6894. */
  6895. radiusWorld: number;
  6896. /**
  6897. * Gets the minimum vector in local space
  6898. */
  6899. readonly minimum: Vector3;
  6900. /**
  6901. * Gets the maximum vector in local space
  6902. */
  6903. readonly maximum: Vector3;
  6904. private _worldMatrix;
  6905. private static readonly TmpVector3;
  6906. /**
  6907. * Creates a new bounding sphere
  6908. * @param min defines the minimum vector (in local space)
  6909. * @param max defines the maximum vector (in local space)
  6910. * @param worldMatrix defines the new world matrix
  6911. */
  6912. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  6913. /**
  6914. * Recreates the entire bounding sphere from scratch as if we call the constructor in place
  6915. * @param min defines the new minimum vector (in local space)
  6916. * @param max defines the new maximum vector (in local space)
  6917. * @param worldMatrix defines the new world matrix
  6918. */
  6919. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  6920. /**
  6921. * Scale the current bounding sphere by applying a scale factor
  6922. * @param factor defines the scale factor to apply
  6923. * @returns the current bounding box
  6924. */
  6925. scale(factor: number): BoundingSphere;
  6926. /**
  6927. * Gets the world matrix of the bounding box
  6928. * @returns a matrix
  6929. */
  6930. getWorldMatrix(): DeepImmutable<Matrix>;
  6931. /** @hidden */
  6932. _update(worldMatrix: DeepImmutable<Matrix>): void;
  6933. /**
  6934. * Tests if the bounding sphere is intersecting the frustum planes
  6935. * @param frustumPlanes defines the frustum planes to test
  6936. * @returns true if there is an intersection
  6937. */
  6938. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6939. /**
  6940. * Tests if the bounding sphere center is in between the frustum planes.
  6941. * Used for optimistic fast inclusion.
  6942. * @param frustumPlanes defines the frustum planes to test
  6943. * @returns true if the sphere center is in between the frustum planes
  6944. */
  6945. isCenterInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6946. /**
  6947. * Tests if a point is inside the bounding sphere
  6948. * @param point defines the point to test
  6949. * @returns true if the point is inside the bounding sphere
  6950. */
  6951. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  6952. /**
  6953. * Checks if two sphere intersct
  6954. * @param sphere0 sphere 0
  6955. * @param sphere1 sphere 1
  6956. * @returns true if the speres intersect
  6957. */
  6958. static Intersects(sphere0: DeepImmutable<BoundingSphere>, sphere1: DeepImmutable<BoundingSphere>): boolean;
  6959. }
  6960. }
  6961. declare module "babylonjs/Culling/boundingBox" {
  6962. import { DeepImmutable } from "babylonjs/types";
  6963. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  6964. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  6965. import { ICullable } from "babylonjs/Culling/boundingInfo";
  6966. import { Plane } from "babylonjs/Maths/math.plane";
  6967. /**
  6968. * Class used to store bounding box information
  6969. */
  6970. export class BoundingBox implements ICullable {
  6971. /**
  6972. * Gets the 8 vectors representing the bounding box in local space
  6973. */
  6974. readonly vectors: Vector3[];
  6975. /**
  6976. * Gets the center of the bounding box in local space
  6977. */
  6978. readonly center: Vector3;
  6979. /**
  6980. * Gets the center of the bounding box in world space
  6981. */
  6982. readonly centerWorld: Vector3;
  6983. /**
  6984. * Gets the extend size in local space
  6985. */
  6986. readonly extendSize: Vector3;
  6987. /**
  6988. * Gets the extend size in world space
  6989. */
  6990. readonly extendSizeWorld: Vector3;
  6991. /**
  6992. * Gets the OBB (object bounding box) directions
  6993. */
  6994. readonly directions: Vector3[];
  6995. /**
  6996. * Gets the 8 vectors representing the bounding box in world space
  6997. */
  6998. readonly vectorsWorld: Vector3[];
  6999. /**
  7000. * Gets the minimum vector in world space
  7001. */
  7002. readonly minimumWorld: Vector3;
  7003. /**
  7004. * Gets the maximum vector in world space
  7005. */
  7006. readonly maximumWorld: Vector3;
  7007. /**
  7008. * Gets the minimum vector in local space
  7009. */
  7010. readonly minimum: Vector3;
  7011. /**
  7012. * Gets the maximum vector in local space
  7013. */
  7014. readonly maximum: Vector3;
  7015. private _worldMatrix;
  7016. private static readonly TmpVector3;
  7017. /**
  7018. * @hidden
  7019. */
  7020. _tag: number;
  7021. /**
  7022. * Creates a new bounding box
  7023. * @param min defines the minimum vector (in local space)
  7024. * @param max defines the maximum vector (in local space)
  7025. * @param worldMatrix defines the new world matrix
  7026. */
  7027. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  7028. /**
  7029. * Recreates the entire bounding box from scratch as if we call the constructor in place
  7030. * @param min defines the new minimum vector (in local space)
  7031. * @param max defines the new maximum vector (in local space)
  7032. * @param worldMatrix defines the new world matrix
  7033. */
  7034. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  7035. /**
  7036. * Scale the current bounding box by applying a scale factor
  7037. * @param factor defines the scale factor to apply
  7038. * @returns the current bounding box
  7039. */
  7040. scale(factor: number): BoundingBox;
  7041. /**
  7042. * Gets the world matrix of the bounding box
  7043. * @returns a matrix
  7044. */
  7045. getWorldMatrix(): DeepImmutable<Matrix>;
  7046. /** @hidden */
  7047. _update(world: DeepImmutable<Matrix>): void;
  7048. /**
  7049. * Tests if the bounding box is intersecting the frustum planes
  7050. * @param frustumPlanes defines the frustum planes to test
  7051. * @returns true if there is an intersection
  7052. */
  7053. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7054. /**
  7055. * Tests if the bounding box is entirely inside the frustum planes
  7056. * @param frustumPlanes defines the frustum planes to test
  7057. * @returns true if there is an inclusion
  7058. */
  7059. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7060. /**
  7061. * Tests if a point is inside the bounding box
  7062. * @param point defines the point to test
  7063. * @returns true if the point is inside the bounding box
  7064. */
  7065. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  7066. /**
  7067. * Tests if the bounding box intersects with a bounding sphere
  7068. * @param sphere defines the sphere to test
  7069. * @returns true if there is an intersection
  7070. */
  7071. intersectsSphere(sphere: DeepImmutable<BoundingSphere>): boolean;
  7072. /**
  7073. * Tests if the bounding box intersects with a box defined by a min and max vectors
  7074. * @param min defines the min vector to use
  7075. * @param max defines the max vector to use
  7076. * @returns true if there is an intersection
  7077. */
  7078. intersectsMinMax(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): boolean;
  7079. /**
  7080. * Tests if two bounding boxes are intersections
  7081. * @param box0 defines the first box to test
  7082. * @param box1 defines the second box to test
  7083. * @returns true if there is an intersection
  7084. */
  7085. static Intersects(box0: DeepImmutable<BoundingBox>, box1: DeepImmutable<BoundingBox>): boolean;
  7086. /**
  7087. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  7088. * @param minPoint defines the minimum vector of the bounding box
  7089. * @param maxPoint defines the maximum vector of the bounding box
  7090. * @param sphereCenter defines the sphere center
  7091. * @param sphereRadius defines the sphere radius
  7092. * @returns true if there is an intersection
  7093. */
  7094. static IntersectsSphere(minPoint: DeepImmutable<Vector3>, maxPoint: DeepImmutable<Vector3>, sphereCenter: DeepImmutable<Vector3>, sphereRadius: number): boolean;
  7095. /**
  7096. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  7097. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  7098. * @param frustumPlanes defines the frustum planes to test
  7099. * @return true if there is an inclusion
  7100. */
  7101. static IsCompletelyInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7102. /**
  7103. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  7104. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  7105. * @param frustumPlanes defines the frustum planes to test
  7106. * @return true if there is an intersection
  7107. */
  7108. static IsInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7109. }
  7110. }
  7111. declare module "babylonjs/Collisions/collider" {
  7112. import { Nullable, IndicesArray } from "babylonjs/types";
  7113. import { Vector3 } from "babylonjs/Maths/math.vector";
  7114. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  7115. import { Plane } from "babylonjs/Maths/math.plane";
  7116. /** @hidden */
  7117. export class Collider {
  7118. /** Define if a collision was found */
  7119. collisionFound: boolean;
  7120. /**
  7121. * Define last intersection point in local space
  7122. */
  7123. intersectionPoint: Vector3;
  7124. /**
  7125. * Define last collided mesh
  7126. */
  7127. collidedMesh: Nullable<AbstractMesh>;
  7128. private _collisionPoint;
  7129. private _planeIntersectionPoint;
  7130. private _tempVector;
  7131. private _tempVector2;
  7132. private _tempVector3;
  7133. private _tempVector4;
  7134. private _edge;
  7135. private _baseToVertex;
  7136. private _destinationPoint;
  7137. private _slidePlaneNormal;
  7138. private _displacementVector;
  7139. /** @hidden */
  7140. _radius: Vector3;
  7141. /** @hidden */
  7142. _retry: number;
  7143. private _velocity;
  7144. private _basePoint;
  7145. private _epsilon;
  7146. /** @hidden */
  7147. _velocityWorldLength: number;
  7148. /** @hidden */
  7149. _basePointWorld: Vector3;
  7150. private _velocityWorld;
  7151. private _normalizedVelocity;
  7152. /** @hidden */
  7153. _initialVelocity: Vector3;
  7154. /** @hidden */
  7155. _initialPosition: Vector3;
  7156. private _nearestDistance;
  7157. private _collisionMask;
  7158. collisionMask: number;
  7159. /**
  7160. * Gets the plane normal used to compute the sliding response (in local space)
  7161. */
  7162. readonly slidePlaneNormal: Vector3;
  7163. /** @hidden */
  7164. _initialize(source: Vector3, dir: Vector3, e: number): void;
  7165. /** @hidden */
  7166. _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
  7167. /** @hidden */
  7168. _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
  7169. /** @hidden */
  7170. _testTriangle(faceIndex: number, trianglePlaneArray: Array<Plane>, p1: Vector3, p2: Vector3, p3: Vector3, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  7171. /** @hidden */
  7172. _collide(trianglePlaneArray: Array<Plane>, pts: Vector3[], indices: IndicesArray, indexStart: number, indexEnd: number, decal: number, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  7173. /** @hidden */
  7174. _getResponse(pos: Vector3, vel: Vector3): void;
  7175. }
  7176. }
  7177. declare module "babylonjs/Culling/boundingInfo" {
  7178. import { DeepImmutable } from "babylonjs/types";
  7179. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  7180. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  7181. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  7182. import { Plane } from "babylonjs/Maths/math.plane";
  7183. import { Collider } from "babylonjs/Collisions/collider";
  7184. /**
  7185. * Interface for cullable objects
  7186. * @see https://doc.babylonjs.com/babylon101/materials#back-face-culling
  7187. */
  7188. export interface ICullable {
  7189. /**
  7190. * Checks if the object or part of the object is in the frustum
  7191. * @param frustumPlanes Camera near/planes
  7192. * @returns true if the object is in frustum otherwise false
  7193. */
  7194. isInFrustum(frustumPlanes: Plane[]): boolean;
  7195. /**
  7196. * Checks if a cullable object (mesh...) is in the camera frustum
  7197. * Unlike isInFrustum this cheks the full bounding box
  7198. * @param frustumPlanes Camera near/planes
  7199. * @returns true if the object is in frustum otherwise false
  7200. */
  7201. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  7202. }
  7203. /**
  7204. * Info for a bounding data of a mesh
  7205. */
  7206. export class BoundingInfo implements ICullable {
  7207. /**
  7208. * Bounding box for the mesh
  7209. */
  7210. readonly boundingBox: BoundingBox;
  7211. /**
  7212. * Bounding sphere for the mesh
  7213. */
  7214. readonly boundingSphere: BoundingSphere;
  7215. private _isLocked;
  7216. private static readonly TmpVector3;
  7217. /**
  7218. * Constructs bounding info
  7219. * @param minimum min vector of the bounding box/sphere
  7220. * @param maximum max vector of the bounding box/sphere
  7221. * @param worldMatrix defines the new world matrix
  7222. */
  7223. constructor(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  7224. /**
  7225. * Recreates the entire bounding info from scratch as if we call the constructor in place
  7226. * @param min defines the new minimum vector (in local space)
  7227. * @param max defines the new maximum vector (in local space)
  7228. * @param worldMatrix defines the new world matrix
  7229. */
  7230. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  7231. /**
  7232. * min vector of the bounding box/sphere
  7233. */
  7234. readonly minimum: Vector3;
  7235. /**
  7236. * max vector of the bounding box/sphere
  7237. */
  7238. readonly maximum: Vector3;
  7239. /**
  7240. * If the info is locked and won't be updated to avoid perf overhead
  7241. */
  7242. isLocked: boolean;
  7243. /**
  7244. * Updates the bounding sphere and box
  7245. * @param world world matrix to be used to update
  7246. */
  7247. update(world: DeepImmutable<Matrix>): void;
  7248. /**
  7249. * Recreate the bounding info to be centered around a specific point given a specific extend.
  7250. * @param center New center of the bounding info
  7251. * @param extend New extend of the bounding info
  7252. * @returns the current bounding info
  7253. */
  7254. centerOn(center: DeepImmutable<Vector3>, extend: DeepImmutable<Vector3>): BoundingInfo;
  7255. /**
  7256. * Scale the current bounding info by applying a scale factor
  7257. * @param factor defines the scale factor to apply
  7258. * @returns the current bounding info
  7259. */
  7260. scale(factor: number): BoundingInfo;
  7261. /**
  7262. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  7263. * @param frustumPlanes defines the frustum to test
  7264. * @param strategy defines the strategy to use for the culling (default is BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD)
  7265. * @returns true if the bounding info is in the frustum planes
  7266. */
  7267. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>, strategy?: number): boolean;
  7268. /**
  7269. * Gets the world distance between the min and max points of the bounding box
  7270. */
  7271. readonly diagonalLength: number;
  7272. /**
  7273. * Checks if a cullable object (mesh...) is in the camera frustum
  7274. * Unlike isInFrustum this cheks the full bounding box
  7275. * @param frustumPlanes Camera near/planes
  7276. * @returns true if the object is in frustum otherwise false
  7277. */
  7278. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7279. /** @hidden */
  7280. _checkCollision(collider: Collider): boolean;
  7281. /**
  7282. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  7283. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  7284. * @param point the point to check intersection with
  7285. * @returns if the point intersects
  7286. */
  7287. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  7288. /**
  7289. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  7290. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  7291. * @param boundingInfo the bounding info to check intersection with
  7292. * @param precise if the intersection should be done using OBB
  7293. * @returns if the bounding info intersects
  7294. */
  7295. intersects(boundingInfo: DeepImmutable<BoundingInfo>, precise: boolean): boolean;
  7296. }
  7297. }
  7298. declare module "babylonjs/Maths/math.functions" {
  7299. import { FloatArray, Nullable, IndicesArray } from "babylonjs/types";
  7300. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  7301. /**
  7302. * Extracts minimum and maximum values from a list of indexed positions
  7303. * @param positions defines the positions to use
  7304. * @param indices defines the indices to the positions
  7305. * @param indexStart defines the start index
  7306. * @param indexCount defines the end index
  7307. * @param bias defines bias value to add to the result
  7308. * @return minimum and maximum values
  7309. */
  7310. export function extractMinAndMaxIndexed(positions: FloatArray, indices: IndicesArray, indexStart: number, indexCount: number, bias?: Nullable<Vector2>): {
  7311. minimum: Vector3;
  7312. maximum: Vector3;
  7313. };
  7314. /**
  7315. * Extracts minimum and maximum values from a list of positions
  7316. * @param positions defines the positions to use
  7317. * @param start defines the start index in the positions array
  7318. * @param count defines the number of positions to handle
  7319. * @param bias defines bias value to add to the result
  7320. * @param stride defines the stride size to use (distance between two positions in the positions array)
  7321. * @return minimum and maximum values
  7322. */
  7323. export function extractMinAndMax(positions: FloatArray, start: number, count: number, bias?: Nullable<Vector2>, stride?: number): {
  7324. minimum: Vector3;
  7325. maximum: Vector3;
  7326. };
  7327. }
  7328. declare module "babylonjs/Misc/iInspectable" {
  7329. /**
  7330. * Enum that determines the text-wrapping mode to use.
  7331. */
  7332. export enum InspectableType {
  7333. /**
  7334. * Checkbox for booleans
  7335. */
  7336. Checkbox = 0,
  7337. /**
  7338. * Sliders for numbers
  7339. */
  7340. Slider = 1,
  7341. /**
  7342. * Vector3
  7343. */
  7344. Vector3 = 2,
  7345. /**
  7346. * Quaternions
  7347. */
  7348. Quaternion = 3,
  7349. /**
  7350. * Color3
  7351. */
  7352. Color3 = 4,
  7353. /**
  7354. * String
  7355. */
  7356. String = 5
  7357. }
  7358. /**
  7359. * Interface used to define custom inspectable properties.
  7360. * This interface is used by the inspector to display custom property grids
  7361. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  7362. */
  7363. export interface IInspectable {
  7364. /**
  7365. * Gets the label to display
  7366. */
  7367. label: string;
  7368. /**
  7369. * Gets the name of the property to edit
  7370. */
  7371. propertyName: string;
  7372. /**
  7373. * Gets the type of the editor to use
  7374. */
  7375. type: InspectableType;
  7376. /**
  7377. * Gets the minimum value of the property when using in "slider" mode
  7378. */
  7379. min?: number;
  7380. /**
  7381. * Gets the maximum value of the property when using in "slider" mode
  7382. */
  7383. max?: number;
  7384. /**
  7385. * Gets the setp to use when using in "slider" mode
  7386. */
  7387. step?: number;
  7388. }
  7389. }
  7390. declare module "babylonjs/Misc/timingTools" {
  7391. /**
  7392. * Class used to provide helper for timing
  7393. */
  7394. export class TimingTools {
  7395. /**
  7396. * Polyfill for setImmediate
  7397. * @param action defines the action to execute after the current execution block
  7398. */
  7399. static SetImmediate(action: () => void): void;
  7400. }
  7401. }
  7402. declare module "babylonjs/Misc/instantiationTools" {
  7403. /**
  7404. * Class used to enable instatition of objects by class name
  7405. */
  7406. export class InstantiationTools {
  7407. /**
  7408. * Use this object to register external classes like custom textures or material
  7409. * to allow the laoders to instantiate them
  7410. */
  7411. static RegisteredExternalClasses: {
  7412. [key: string]: Object;
  7413. };
  7414. /**
  7415. * Tries to instantiate a new object from a given class name
  7416. * @param className defines the class name to instantiate
  7417. * @returns the new object or null if the system was not able to do the instantiation
  7418. */
  7419. static Instantiate(className: string): any;
  7420. }
  7421. }
  7422. declare module "babylonjs/Materials/Textures/internalTextureLoader" {
  7423. import { Nullable } from "babylonjs/types";
  7424. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  7425. /**
  7426. * This represents the required contract to create a new type of texture loader.
  7427. */
  7428. export interface IInternalTextureLoader {
  7429. /**
  7430. * Defines wether the loader supports cascade loading the different faces.
  7431. */
  7432. supportCascades: boolean;
  7433. /**
  7434. * This returns if the loader support the current file information.
  7435. * @param extension defines the file extension of the file being loaded
  7436. * @param textureFormatInUse defines the current compressed format in use iun the engine
  7437. * @param fallback defines the fallback internal texture if any
  7438. * @param isBase64 defines whether the texture is encoded as a base64
  7439. * @param isBuffer defines whether the texture data are stored as a buffer
  7440. * @returns true if the loader can load the specified file
  7441. */
  7442. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  7443. /**
  7444. * Transform the url before loading if required.
  7445. * @param rootUrl the url of the texture
  7446. * @param textureFormatInUse defines the current compressed format in use iun the engine
  7447. * @returns the transformed texture
  7448. */
  7449. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  7450. /**
  7451. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  7452. * @param rootUrl the url of the texture
  7453. * @param textureFormatInUse defines the current compressed format in use iun the engine
  7454. * @returns the fallback texture
  7455. */
  7456. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  7457. /**
  7458. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  7459. * @param data contains the texture data
  7460. * @param texture defines the BabylonJS internal texture
  7461. * @param createPolynomials will be true if polynomials have been requested
  7462. * @param onLoad defines the callback to trigger once the texture is ready
  7463. * @param onError defines the callback to trigger in case of error
  7464. */
  7465. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  7466. /**
  7467. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  7468. * @param data contains the texture data
  7469. * @param texture defines the BabylonJS internal texture
  7470. * @param callback defines the method to call once ready to upload
  7471. */
  7472. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed?: boolean) => void): void;
  7473. }
  7474. }
  7475. declare module "babylonjs/Engines/Extensions/engine.cubeTexture" {
  7476. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  7477. import { Nullable } from "babylonjs/types";
  7478. import { Scene } from "babylonjs/scene";
  7479. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  7480. module "babylonjs/Engines/engine" {
  7481. interface Engine {
  7482. /**
  7483. * Creates a depth stencil cube texture.
  7484. * This is only available in WebGL 2.
  7485. * @param size The size of face edge in the cube texture.
  7486. * @param options The options defining the cube texture.
  7487. * @returns The cube texture
  7488. */
  7489. _createDepthStencilCubeTexture(size: number, options: DepthTextureCreationOptions): InternalTexture;
  7490. /**
  7491. * Creates a cube texture
  7492. * @param rootUrl defines the url where the files to load is located
  7493. * @param scene defines the current scene
  7494. * @param files defines the list of files to load (1 per face)
  7495. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7496. * @param onLoad defines an optional callback raised when the texture is loaded
  7497. * @param onError defines an optional callback raised if there is an issue to load the texture
  7498. * @param format defines the format of the data
  7499. * @param forcedExtension defines the extension to use to pick the right loader
  7500. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  7501. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7502. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7503. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  7504. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (defualt: empty array)
  7505. * @returns the cube texture as an InternalTexture
  7506. */
  7507. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean | undefined, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any, createPolynomials: boolean, lodScale: number, lodOffset: number, fallback: Nullable<InternalTexture>, excludeLoaders: Array<IInternalTextureLoader>): InternalTexture;
  7508. /**
  7509. * Creates a cube texture
  7510. * @param rootUrl defines the url where the files to load is located
  7511. * @param scene defines the current scene
  7512. * @param files defines the list of files to load (1 per face)
  7513. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7514. * @param onLoad defines an optional callback raised when the texture is loaded
  7515. * @param onError defines an optional callback raised if there is an issue to load the texture
  7516. * @param format defines the format of the data
  7517. * @param forcedExtension defines the extension to use to pick the right loader
  7518. * @returns the cube texture as an InternalTexture
  7519. */
  7520. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any): InternalTexture;
  7521. /**
  7522. * Creates a cube texture
  7523. * @param rootUrl defines the url where the files to load is located
  7524. * @param scene defines the current scene
  7525. * @param files defines the list of files to load (1 per face)
  7526. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7527. * @param onLoad defines an optional callback raised when the texture is loaded
  7528. * @param onError defines an optional callback raised if there is an issue to load the texture
  7529. * @param format defines the format of the data
  7530. * @param forcedExtension defines the extension to use to pick the right loader
  7531. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  7532. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7533. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7534. * @returns the cube texture as an InternalTexture
  7535. */
  7536. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any, createPolynomials: boolean, lodScale: number, lodOffset: number): InternalTexture;
  7537. /** @hidden */
  7538. _partialLoadFile(url: string, index: number, loadedFiles: (string | ArrayBuffer)[], onfinish: (files: (string | ArrayBuffer)[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  7539. /** @hidden */
  7540. _cascadeLoadFiles(scene: Nullable<Scene>, onfinish: (images: (string | ArrayBuffer)[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  7541. /** @hidden */
  7542. _cascadeLoadImgs(scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  7543. /** @hidden */
  7544. _partialLoadImg(url: string, index: number, loadedImages: HTMLImageElement[], scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  7545. }
  7546. }
  7547. }
  7548. declare module "babylonjs/Materials/Textures/cubeTexture" {
  7549. import { Nullable } from "babylonjs/types";
  7550. import { Scene } from "babylonjs/scene";
  7551. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  7552. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  7553. import "babylonjs/Engines/Extensions/engine.cubeTexture";
  7554. /**
  7555. * Class for creating a cube texture
  7556. */
  7557. export class CubeTexture extends BaseTexture {
  7558. private _delayedOnLoad;
  7559. /**
  7560. * The url of the texture
  7561. */
  7562. url: string;
  7563. /**
  7564. * Gets or sets the center of the bounding box associated with the cube texture.
  7565. * It must define where the camera used to render the texture was set
  7566. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  7567. */
  7568. boundingBoxPosition: Vector3;
  7569. private _boundingBoxSize;
  7570. /**
  7571. * Gets or sets the size of the bounding box associated with the cube texture
  7572. * When defined, the cubemap will switch to local mode
  7573. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  7574. * @example https://www.babylonjs-playground.com/#RNASML
  7575. */
  7576. /**
  7577. * Returns the bounding box size
  7578. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  7579. */
  7580. boundingBoxSize: Vector3;
  7581. protected _rotationY: number;
  7582. /**
  7583. * Sets texture matrix rotation angle around Y axis in radians.
  7584. */
  7585. /**
  7586. * Gets texture matrix rotation angle around Y axis radians.
  7587. */
  7588. rotationY: number;
  7589. /**
  7590. * Are mip maps generated for this texture or not.
  7591. */
  7592. readonly noMipmap: boolean;
  7593. private _noMipmap;
  7594. private _files;
  7595. private _extensions;
  7596. private _textureMatrix;
  7597. private _format;
  7598. private _createPolynomials;
  7599. /** @hidden */
  7600. _prefiltered: boolean;
  7601. /**
  7602. * Creates a cube texture from an array of image urls
  7603. * @param files defines an array of image urls
  7604. * @param scene defines the hosting scene
  7605. * @param noMipmap specifies if mip maps are not used
  7606. * @returns a cube texture
  7607. */
  7608. static CreateFromImages(files: string[], scene: Scene, noMipmap?: boolean): CubeTexture;
  7609. /**
  7610. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  7611. * @param url defines the url of the prefiltered texture
  7612. * @param scene defines the scene the texture is attached to
  7613. * @param forcedExtension defines the extension of the file if different from the url
  7614. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  7615. * @return the prefiltered texture
  7616. */
  7617. static CreateFromPrefilteredData(url: string, scene: Scene, forcedExtension?: any, createPolynomials?: boolean): CubeTexture;
  7618. /**
  7619. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  7620. * as prefiltered data.
  7621. * @param rootUrl defines the url of the texture or the root name of the six images
  7622. * @param scene defines the scene the texture is attached to
  7623. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  7624. * @param noMipmap defines if mipmaps should be created or not
  7625. * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz
  7626. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  7627. * @param onError defines a callback triggered in case of error during load
  7628. * @param format defines the internal format to use for the texture once loaded
  7629. * @param prefiltered defines whether or not the texture is created from prefiltered data
  7630. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  7631. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  7632. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7633. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7634. * @return the cube texture
  7635. */
  7636. constructor(rootUrl: string, scene: Scene, extensions?: Nullable<string[]>, noMipmap?: boolean, files?: Nullable<string[]>, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number, prefiltered?: boolean, forcedExtension?: any, createPolynomials?: boolean, lodScale?: number, lodOffset?: number);
  7637. /**
  7638. * Gets a boolean indicating if the cube texture contains prefiltered mips (used to simulate roughness with PBR)
  7639. */
  7640. readonly isPrefiltered: boolean;
  7641. /**
  7642. * Get the current class name of the texture useful for serialization or dynamic coding.
  7643. * @returns "CubeTexture"
  7644. */
  7645. getClassName(): string;
  7646. /**
  7647. * Update the url (and optional buffer) of this texture if url was null during construction.
  7648. * @param url the url of the texture
  7649. * @param forcedExtension defines the extension to use
  7650. * @param onLoad callback called when the texture is loaded (defaults to null)
  7651. */
  7652. updateURL(url: string, forcedExtension?: string, onLoad?: () => void): void;
  7653. /**
  7654. * Delays loading of the cube texture
  7655. * @param forcedExtension defines the extension to use
  7656. */
  7657. delayLoad(forcedExtension?: string): void;
  7658. /**
  7659. * Returns the reflection texture matrix
  7660. * @returns the reflection texture matrix
  7661. */
  7662. getReflectionTextureMatrix(): Matrix;
  7663. /**
  7664. * Sets the reflection texture matrix
  7665. * @param value Reflection texture matrix
  7666. */
  7667. setReflectionTextureMatrix(value: Matrix): void;
  7668. /**
  7669. * Parses text to create a cube texture
  7670. * @param parsedTexture define the serialized text to read from
  7671. * @param scene defines the hosting scene
  7672. * @param rootUrl defines the root url of the cube texture
  7673. * @returns a cube texture
  7674. */
  7675. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CubeTexture;
  7676. /**
  7677. * Makes a clone, or deep copy, of the cube texture
  7678. * @returns a new cube texture
  7679. */
  7680. clone(): CubeTexture;
  7681. }
  7682. }
  7683. declare module "babylonjs/Materials/materialDefines" {
  7684. /**
  7685. * Manages the defines for the Material
  7686. */
  7687. export class MaterialDefines {
  7688. /** @hidden */
  7689. protected _keys: string[];
  7690. private _isDirty;
  7691. /** @hidden */
  7692. _renderId: number;
  7693. /** @hidden */
  7694. _areLightsDirty: boolean;
  7695. /** @hidden */
  7696. _areLightsDisposed: boolean;
  7697. /** @hidden */
  7698. _areAttributesDirty: boolean;
  7699. /** @hidden */
  7700. _areTexturesDirty: boolean;
  7701. /** @hidden */
  7702. _areFresnelDirty: boolean;
  7703. /** @hidden */
  7704. _areMiscDirty: boolean;
  7705. /** @hidden */
  7706. _areImageProcessingDirty: boolean;
  7707. /** @hidden */
  7708. _normals: boolean;
  7709. /** @hidden */
  7710. _uvs: boolean;
  7711. /** @hidden */
  7712. _needNormals: boolean;
  7713. /** @hidden */
  7714. _needUVs: boolean;
  7715. [id: string]: any;
  7716. /**
  7717. * Specifies if the material needs to be re-calculated
  7718. */
  7719. readonly isDirty: boolean;
  7720. /**
  7721. * Marks the material to indicate that it has been re-calculated
  7722. */
  7723. markAsProcessed(): void;
  7724. /**
  7725. * Marks the material to indicate that it needs to be re-calculated
  7726. */
  7727. markAsUnprocessed(): void;
  7728. /**
  7729. * Marks the material to indicate all of its defines need to be re-calculated
  7730. */
  7731. markAllAsDirty(): void;
  7732. /**
  7733. * Marks the material to indicate that image processing needs to be re-calculated
  7734. */
  7735. markAsImageProcessingDirty(): void;
  7736. /**
  7737. * Marks the material to indicate the lights need to be re-calculated
  7738. * @param disposed Defines whether the light is dirty due to dispose or not
  7739. */
  7740. markAsLightDirty(disposed?: boolean): void;
  7741. /**
  7742. * Marks the attribute state as changed
  7743. */
  7744. markAsAttributesDirty(): void;
  7745. /**
  7746. * Marks the texture state as changed
  7747. */
  7748. markAsTexturesDirty(): void;
  7749. /**
  7750. * Marks the fresnel state as changed
  7751. */
  7752. markAsFresnelDirty(): void;
  7753. /**
  7754. * Marks the misc state as changed
  7755. */
  7756. markAsMiscDirty(): void;
  7757. /**
  7758. * Rebuilds the material defines
  7759. */
  7760. rebuild(): void;
  7761. /**
  7762. * Specifies if two material defines are equal
  7763. * @param other - A material define instance to compare to
  7764. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  7765. */
  7766. isEqual(other: MaterialDefines): boolean;
  7767. /**
  7768. * Clones this instance's defines to another instance
  7769. * @param other - material defines to clone values to
  7770. */
  7771. cloneTo(other: MaterialDefines): void;
  7772. /**
  7773. * Resets the material define values
  7774. */
  7775. reset(): void;
  7776. /**
  7777. * Converts the material define values to a string
  7778. * @returns - String of material define information
  7779. */
  7780. toString(): string;
  7781. }
  7782. }
  7783. declare module "babylonjs/Materials/colorCurves" {
  7784. import { Effect } from "babylonjs/Materials/effect";
  7785. /**
  7786. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  7787. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  7788. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  7789. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  7790. */
  7791. export class ColorCurves {
  7792. private _dirty;
  7793. private _tempColor;
  7794. private _globalCurve;
  7795. private _highlightsCurve;
  7796. private _midtonesCurve;
  7797. private _shadowsCurve;
  7798. private _positiveCurve;
  7799. private _negativeCurve;
  7800. private _globalHue;
  7801. private _globalDensity;
  7802. private _globalSaturation;
  7803. private _globalExposure;
  7804. /**
  7805. * Gets the global Hue value.
  7806. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7807. */
  7808. /**
  7809. * Sets the global Hue value.
  7810. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7811. */
  7812. globalHue: number;
  7813. /**
  7814. * Gets the global Density value.
  7815. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7816. * Values less than zero provide a filter of opposite hue.
  7817. */
  7818. /**
  7819. * Sets the global Density value.
  7820. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7821. * Values less than zero provide a filter of opposite hue.
  7822. */
  7823. globalDensity: number;
  7824. /**
  7825. * Gets the global Saturation value.
  7826. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7827. */
  7828. /**
  7829. * Sets the global Saturation value.
  7830. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7831. */
  7832. globalSaturation: number;
  7833. /**
  7834. * Gets the global Exposure value.
  7835. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7836. */
  7837. /**
  7838. * Sets the global Exposure value.
  7839. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7840. */
  7841. globalExposure: number;
  7842. private _highlightsHue;
  7843. private _highlightsDensity;
  7844. private _highlightsSaturation;
  7845. private _highlightsExposure;
  7846. /**
  7847. * Gets the highlights Hue value.
  7848. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7849. */
  7850. /**
  7851. * Sets the highlights Hue value.
  7852. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7853. */
  7854. highlightsHue: number;
  7855. /**
  7856. * Gets the highlights Density value.
  7857. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7858. * Values less than zero provide a filter of opposite hue.
  7859. */
  7860. /**
  7861. * Sets the highlights Density value.
  7862. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7863. * Values less than zero provide a filter of opposite hue.
  7864. */
  7865. highlightsDensity: number;
  7866. /**
  7867. * Gets the highlights Saturation value.
  7868. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7869. */
  7870. /**
  7871. * Sets the highlights Saturation value.
  7872. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7873. */
  7874. highlightsSaturation: number;
  7875. /**
  7876. * Gets the highlights Exposure value.
  7877. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7878. */
  7879. /**
  7880. * Sets the highlights Exposure value.
  7881. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7882. */
  7883. highlightsExposure: number;
  7884. private _midtonesHue;
  7885. private _midtonesDensity;
  7886. private _midtonesSaturation;
  7887. private _midtonesExposure;
  7888. /**
  7889. * Gets the midtones Hue value.
  7890. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7891. */
  7892. /**
  7893. * Sets the midtones Hue value.
  7894. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7895. */
  7896. midtonesHue: number;
  7897. /**
  7898. * Gets the midtones Density value.
  7899. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7900. * Values less than zero provide a filter of opposite hue.
  7901. */
  7902. /**
  7903. * Sets the midtones Density value.
  7904. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7905. * Values less than zero provide a filter of opposite hue.
  7906. */
  7907. midtonesDensity: number;
  7908. /**
  7909. * Gets the midtones Saturation value.
  7910. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7911. */
  7912. /**
  7913. * Sets the midtones Saturation value.
  7914. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7915. */
  7916. midtonesSaturation: number;
  7917. /**
  7918. * Gets the midtones Exposure value.
  7919. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7920. */
  7921. /**
  7922. * Sets the midtones Exposure value.
  7923. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7924. */
  7925. midtonesExposure: number;
  7926. private _shadowsHue;
  7927. private _shadowsDensity;
  7928. private _shadowsSaturation;
  7929. private _shadowsExposure;
  7930. /**
  7931. * Gets the shadows Hue value.
  7932. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7933. */
  7934. /**
  7935. * Sets the shadows Hue value.
  7936. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7937. */
  7938. shadowsHue: number;
  7939. /**
  7940. * Gets the shadows Density value.
  7941. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7942. * Values less than zero provide a filter of opposite hue.
  7943. */
  7944. /**
  7945. * Sets the shadows Density value.
  7946. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7947. * Values less than zero provide a filter of opposite hue.
  7948. */
  7949. shadowsDensity: number;
  7950. /**
  7951. * Gets the shadows Saturation value.
  7952. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7953. */
  7954. /**
  7955. * Sets the shadows Saturation value.
  7956. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7957. */
  7958. shadowsSaturation: number;
  7959. /**
  7960. * Gets the shadows Exposure value.
  7961. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7962. */
  7963. /**
  7964. * Sets the shadows Exposure value.
  7965. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7966. */
  7967. shadowsExposure: number;
  7968. /**
  7969. * Returns the class name
  7970. * @returns The class name
  7971. */
  7972. getClassName(): string;
  7973. /**
  7974. * Binds the color curves to the shader.
  7975. * @param colorCurves The color curve to bind
  7976. * @param effect The effect to bind to
  7977. * @param positiveUniform The positive uniform shader parameter
  7978. * @param neutralUniform The neutral uniform shader parameter
  7979. * @param negativeUniform The negative uniform shader parameter
  7980. */
  7981. static Bind(colorCurves: ColorCurves, effect: Effect, positiveUniform?: string, neutralUniform?: string, negativeUniform?: string): void;
  7982. /**
  7983. * Prepare the list of uniforms associated with the ColorCurves effects.
  7984. * @param uniformsList The list of uniforms used in the effect
  7985. */
  7986. static PrepareUniforms(uniformsList: string[]): void;
  7987. /**
  7988. * Returns color grading data based on a hue, density, saturation and exposure value.
  7989. * @param filterHue The hue of the color filter.
  7990. * @param filterDensity The density of the color filter.
  7991. * @param saturation The saturation.
  7992. * @param exposure The exposure.
  7993. * @param result The result data container.
  7994. */
  7995. private getColorGradingDataToRef;
  7996. /**
  7997. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  7998. * @param value The input slider value in range [-100,100].
  7999. * @returns Adjusted value.
  8000. */
  8001. private static applyColorGradingSliderNonlinear;
  8002. /**
  8003. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  8004. * @param hue The hue (H) input.
  8005. * @param saturation The saturation (S) input.
  8006. * @param brightness The brightness (B) input.
  8007. * @result An RGBA color represented as Vector4.
  8008. */
  8009. private static fromHSBToRef;
  8010. /**
  8011. * Returns a value clamped between min and max
  8012. * @param value The value to clamp
  8013. * @param min The minimum of value
  8014. * @param max The maximum of value
  8015. * @returns The clamped value.
  8016. */
  8017. private static clamp;
  8018. /**
  8019. * Clones the current color curve instance.
  8020. * @return The cloned curves
  8021. */
  8022. clone(): ColorCurves;
  8023. /**
  8024. * Serializes the current color curve instance to a json representation.
  8025. * @return a JSON representation
  8026. */
  8027. serialize(): any;
  8028. /**
  8029. * Parses the color curve from a json representation.
  8030. * @param source the JSON source to parse
  8031. * @return The parsed curves
  8032. */
  8033. static Parse(source: any): ColorCurves;
  8034. }
  8035. }
  8036. declare module "babylonjs/Materials/imageProcessingConfiguration" {
  8037. import { Observable } from "babylonjs/Misc/observable";
  8038. import { Nullable } from "babylonjs/types";
  8039. import { Color4 } from "babylonjs/Maths/math.color";
  8040. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  8041. import { Effect } from "babylonjs/Materials/effect";
  8042. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  8043. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  8044. /**
  8045. * Interface to follow in your material defines to integrate easily the
  8046. * Image proccessing functions.
  8047. * @hidden
  8048. */
  8049. export interface IImageProcessingConfigurationDefines {
  8050. IMAGEPROCESSING: boolean;
  8051. VIGNETTE: boolean;
  8052. VIGNETTEBLENDMODEMULTIPLY: boolean;
  8053. VIGNETTEBLENDMODEOPAQUE: boolean;
  8054. TONEMAPPING: boolean;
  8055. TONEMAPPING_ACES: boolean;
  8056. CONTRAST: boolean;
  8057. EXPOSURE: boolean;
  8058. COLORCURVES: boolean;
  8059. COLORGRADING: boolean;
  8060. COLORGRADING3D: boolean;
  8061. SAMPLER3DGREENDEPTH: boolean;
  8062. SAMPLER3DBGRMAP: boolean;
  8063. IMAGEPROCESSINGPOSTPROCESS: boolean;
  8064. }
  8065. /**
  8066. * @hidden
  8067. */
  8068. export class ImageProcessingConfigurationDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  8069. IMAGEPROCESSING: boolean;
  8070. VIGNETTE: boolean;
  8071. VIGNETTEBLENDMODEMULTIPLY: boolean;
  8072. VIGNETTEBLENDMODEOPAQUE: boolean;
  8073. TONEMAPPING: boolean;
  8074. TONEMAPPING_ACES: boolean;
  8075. CONTRAST: boolean;
  8076. COLORCURVES: boolean;
  8077. COLORGRADING: boolean;
  8078. COLORGRADING3D: boolean;
  8079. SAMPLER3DGREENDEPTH: boolean;
  8080. SAMPLER3DBGRMAP: boolean;
  8081. IMAGEPROCESSINGPOSTPROCESS: boolean;
  8082. EXPOSURE: boolean;
  8083. constructor();
  8084. }
  8085. /**
  8086. * This groups together the common properties used for image processing either in direct forward pass
  8087. * or through post processing effect depending on the use of the image processing pipeline in your scene
  8088. * or not.
  8089. */
  8090. export class ImageProcessingConfiguration {
  8091. /**
  8092. * Default tone mapping applied in BabylonJS.
  8093. */
  8094. static readonly TONEMAPPING_STANDARD: number;
  8095. /**
  8096. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  8097. * to other engines rendering to increase portability.
  8098. */
  8099. static readonly TONEMAPPING_ACES: number;
  8100. /**
  8101. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  8102. */
  8103. colorCurves: Nullable<ColorCurves>;
  8104. private _colorCurvesEnabled;
  8105. /**
  8106. * Gets wether the color curves effect is enabled.
  8107. */
  8108. /**
  8109. * Sets wether the color curves effect is enabled.
  8110. */
  8111. colorCurvesEnabled: boolean;
  8112. private _colorGradingTexture;
  8113. /**
  8114. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  8115. */
  8116. /**
  8117. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  8118. */
  8119. colorGradingTexture: Nullable<BaseTexture>;
  8120. private _colorGradingEnabled;
  8121. /**
  8122. * Gets wether the color grading effect is enabled.
  8123. */
  8124. /**
  8125. * Sets wether the color grading effect is enabled.
  8126. */
  8127. colorGradingEnabled: boolean;
  8128. private _colorGradingWithGreenDepth;
  8129. /**
  8130. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  8131. */
  8132. /**
  8133. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  8134. */
  8135. colorGradingWithGreenDepth: boolean;
  8136. private _colorGradingBGR;
  8137. /**
  8138. * Gets wether the color grading texture contains BGR values.
  8139. */
  8140. /**
  8141. * Sets wether the color grading texture contains BGR values.
  8142. */
  8143. colorGradingBGR: boolean;
  8144. /** @hidden */
  8145. _exposure: number;
  8146. /**
  8147. * Gets the Exposure used in the effect.
  8148. */
  8149. /**
  8150. * Sets the Exposure used in the effect.
  8151. */
  8152. exposure: number;
  8153. private _toneMappingEnabled;
  8154. /**
  8155. * Gets wether the tone mapping effect is enabled.
  8156. */
  8157. /**
  8158. * Sets wether the tone mapping effect is enabled.
  8159. */
  8160. toneMappingEnabled: boolean;
  8161. private _toneMappingType;
  8162. /**
  8163. * Gets the type of tone mapping effect.
  8164. */
  8165. /**
  8166. * Sets the type of tone mapping effect used in BabylonJS.
  8167. */
  8168. toneMappingType: number;
  8169. protected _contrast: number;
  8170. /**
  8171. * Gets the contrast used in the effect.
  8172. */
  8173. /**
  8174. * Sets the contrast used in the effect.
  8175. */
  8176. contrast: number;
  8177. /**
  8178. * Vignette stretch size.
  8179. */
  8180. vignetteStretch: number;
  8181. /**
  8182. * Vignette centre X Offset.
  8183. */
  8184. vignetteCentreX: number;
  8185. /**
  8186. * Vignette centre Y Offset.
  8187. */
  8188. vignetteCentreY: number;
  8189. /**
  8190. * Vignette weight or intensity of the vignette effect.
  8191. */
  8192. vignetteWeight: number;
  8193. /**
  8194. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  8195. * if vignetteEnabled is set to true.
  8196. */
  8197. vignetteColor: Color4;
  8198. /**
  8199. * Camera field of view used by the Vignette effect.
  8200. */
  8201. vignetteCameraFov: number;
  8202. private _vignetteBlendMode;
  8203. /**
  8204. * Gets the vignette blend mode allowing different kind of effect.
  8205. */
  8206. /**
  8207. * Sets the vignette blend mode allowing different kind of effect.
  8208. */
  8209. vignetteBlendMode: number;
  8210. private _vignetteEnabled;
  8211. /**
  8212. * Gets wether the vignette effect is enabled.
  8213. */
  8214. /**
  8215. * Sets wether the vignette effect is enabled.
  8216. */
  8217. vignetteEnabled: boolean;
  8218. private _applyByPostProcess;
  8219. /**
  8220. * Gets wether the image processing is applied through a post process or not.
  8221. */
  8222. /**
  8223. * Sets wether the image processing is applied through a post process or not.
  8224. */
  8225. applyByPostProcess: boolean;
  8226. private _isEnabled;
  8227. /**
  8228. * Gets wether the image processing is enabled or not.
  8229. */
  8230. /**
  8231. * Sets wether the image processing is enabled or not.
  8232. */
  8233. isEnabled: boolean;
  8234. /**
  8235. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  8236. */
  8237. onUpdateParameters: Observable<ImageProcessingConfiguration>;
  8238. /**
  8239. * Method called each time the image processing information changes requires to recompile the effect.
  8240. */
  8241. protected _updateParameters(): void;
  8242. /**
  8243. * Gets the current class name.
  8244. * @return "ImageProcessingConfiguration"
  8245. */
  8246. getClassName(): string;
  8247. /**
  8248. * Prepare the list of uniforms associated with the Image Processing effects.
  8249. * @param uniforms The list of uniforms used in the effect
  8250. * @param defines the list of defines currently in use
  8251. */
  8252. static PrepareUniforms(uniforms: string[], defines: IImageProcessingConfigurationDefines): void;
  8253. /**
  8254. * Prepare the list of samplers associated with the Image Processing effects.
  8255. * @param samplersList The list of uniforms used in the effect
  8256. * @param defines the list of defines currently in use
  8257. */
  8258. static PrepareSamplers(samplersList: string[], defines: IImageProcessingConfigurationDefines): void;
  8259. /**
  8260. * Prepare the list of defines associated to the shader.
  8261. * @param defines the list of defines to complete
  8262. * @param forPostProcess Define if we are currently in post process mode or not
  8263. */
  8264. prepareDefines(defines: IImageProcessingConfigurationDefines, forPostProcess?: boolean): void;
  8265. /**
  8266. * Returns true if all the image processing information are ready.
  8267. * @returns True if ready, otherwise, false
  8268. */
  8269. isReady(): boolean;
  8270. /**
  8271. * Binds the image processing to the shader.
  8272. * @param effect The effect to bind to
  8273. * @param aspectRatio Define the current aspect ratio of the effect
  8274. */
  8275. bind(effect: Effect, aspectRatio?: number): void;
  8276. /**
  8277. * Clones the current image processing instance.
  8278. * @return The cloned image processing
  8279. */
  8280. clone(): ImageProcessingConfiguration;
  8281. /**
  8282. * Serializes the current image processing instance to a json representation.
  8283. * @return a JSON representation
  8284. */
  8285. serialize(): any;
  8286. /**
  8287. * Parses the image processing from a json representation.
  8288. * @param source the JSON source to parse
  8289. * @return The parsed image processing
  8290. */
  8291. static Parse(source: any): ImageProcessingConfiguration;
  8292. private static _VIGNETTEMODE_MULTIPLY;
  8293. private static _VIGNETTEMODE_OPAQUE;
  8294. /**
  8295. * Used to apply the vignette as a mix with the pixel color.
  8296. */
  8297. static readonly VIGNETTEMODE_MULTIPLY: number;
  8298. /**
  8299. * Used to apply the vignette as a replacement of the pixel color.
  8300. */
  8301. static readonly VIGNETTEMODE_OPAQUE: number;
  8302. }
  8303. }
  8304. declare module "babylonjs/Shaders/postprocess.vertex" {
  8305. /** @hidden */
  8306. export var postprocessVertexShader: {
  8307. name: string;
  8308. shader: string;
  8309. };
  8310. }
  8311. declare module "babylonjs/Maths/math.axis" {
  8312. import { Vector3 } from "babylonjs/Maths/math.vector";
  8313. /** Defines supported spaces */
  8314. export enum Space {
  8315. /** Local (object) space */
  8316. LOCAL = 0,
  8317. /** World space */
  8318. WORLD = 1,
  8319. /** Bone space */
  8320. BONE = 2
  8321. }
  8322. /** Defines the 3 main axes */
  8323. export class Axis {
  8324. /** X axis */
  8325. static X: Vector3;
  8326. /** Y axis */
  8327. static Y: Vector3;
  8328. /** Z axis */
  8329. static Z: Vector3;
  8330. }
  8331. }
  8332. declare module "babylonjs/Cameras/targetCamera" {
  8333. import { Nullable } from "babylonjs/types";
  8334. import { Camera } from "babylonjs/Cameras/camera";
  8335. import { Scene } from "babylonjs/scene";
  8336. import { Quaternion, Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  8337. /**
  8338. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  8339. * This is the base of the follow, arc rotate cameras and Free camera
  8340. * @see http://doc.babylonjs.com/features/cameras
  8341. */
  8342. export class TargetCamera extends Camera {
  8343. private static _RigCamTransformMatrix;
  8344. private static _TargetTransformMatrix;
  8345. private static _TargetFocalPoint;
  8346. /**
  8347. * Define the current direction the camera is moving to
  8348. */
  8349. cameraDirection: Vector3;
  8350. /**
  8351. * Define the current rotation the camera is rotating to
  8352. */
  8353. cameraRotation: Vector2;
  8354. /**
  8355. * When set, the up vector of the camera will be updated by the rotation of the camera
  8356. */
  8357. updateUpVectorFromRotation: boolean;
  8358. private _tmpQuaternion;
  8359. /**
  8360. * Define the current rotation of the camera
  8361. */
  8362. rotation: Vector3;
  8363. /**
  8364. * Define the current rotation of the camera as a quaternion to prevent Gimbal lock
  8365. */
  8366. rotationQuaternion: Quaternion;
  8367. /**
  8368. * Define the current speed of the camera
  8369. */
  8370. speed: number;
  8371. /**
  8372. * Add cconstraint to the camera to prevent it to move freely in all directions and
  8373. * around all axis.
  8374. */
  8375. noRotationConstraint: boolean;
  8376. /**
  8377. * Define the current target of the camera as an object or a position.
  8378. */
  8379. lockedTarget: any;
  8380. /** @hidden */
  8381. _currentTarget: Vector3;
  8382. /** @hidden */
  8383. _initialFocalDistance: number;
  8384. /** @hidden */
  8385. _viewMatrix: Matrix;
  8386. /** @hidden */
  8387. _camMatrix: Matrix;
  8388. /** @hidden */
  8389. _cameraTransformMatrix: Matrix;
  8390. /** @hidden */
  8391. _cameraRotationMatrix: Matrix;
  8392. /** @hidden */
  8393. _referencePoint: Vector3;
  8394. /** @hidden */
  8395. _transformedReferencePoint: Vector3;
  8396. protected _globalCurrentTarget: Vector3;
  8397. protected _globalCurrentUpVector: Vector3;
  8398. /** @hidden */
  8399. _reset: () => void;
  8400. private _defaultUp;
  8401. /**
  8402. * Instantiates a target camera that takes a mesh or position as a target and continues to look at it while it moves.
  8403. * This is the base of the follow, arc rotate cameras and Free camera
  8404. * @see http://doc.babylonjs.com/features/cameras
  8405. * @param name Defines the name of the camera in the scene
  8406. * @param position Defines the start position of the camera in the scene
  8407. * @param scene Defines the scene the camera belongs to
  8408. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  8409. */
  8410. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  8411. /**
  8412. * Gets the position in front of the camera at a given distance.
  8413. * @param distance The distance from the camera we want the position to be
  8414. * @returns the position
  8415. */
  8416. getFrontPosition(distance: number): Vector3;
  8417. /** @hidden */
  8418. _getLockedTargetPosition(): Nullable<Vector3>;
  8419. private _storedPosition;
  8420. private _storedRotation;
  8421. private _storedRotationQuaternion;
  8422. /**
  8423. * Store current camera state of the camera (fov, position, rotation, etc..)
  8424. * @returns the camera
  8425. */
  8426. storeState(): Camera;
  8427. /**
  8428. * Restored camera state. You must call storeState() first
  8429. * @returns whether it was successful or not
  8430. * @hidden
  8431. */
  8432. _restoreStateValues(): boolean;
  8433. /** @hidden */
  8434. _initCache(): void;
  8435. /** @hidden */
  8436. _updateCache(ignoreParentClass?: boolean): void;
  8437. /** @hidden */
  8438. _isSynchronizedViewMatrix(): boolean;
  8439. /** @hidden */
  8440. _computeLocalCameraSpeed(): number;
  8441. /**
  8442. * Defines the target the camera should look at.
  8443. * @param target Defines the new target as a Vector or a mesh
  8444. */
  8445. setTarget(target: Vector3): void;
  8446. /**
  8447. * Return the current target position of the camera. This value is expressed in local space.
  8448. * @returns the target position
  8449. */
  8450. getTarget(): Vector3;
  8451. /** @hidden */
  8452. _decideIfNeedsToMove(): boolean;
  8453. /** @hidden */
  8454. _updatePosition(): void;
  8455. /** @hidden */
  8456. _checkInputs(): void;
  8457. protected _updateCameraRotationMatrix(): void;
  8458. /**
  8459. * Update the up vector to apply the rotation of the camera (So if you changed the camera rotation.z this will let you update the up vector as well)
  8460. * @returns the current camera
  8461. */
  8462. private _rotateUpVectorWithCameraRotationMatrix;
  8463. private _cachedRotationZ;
  8464. private _cachedQuaternionRotationZ;
  8465. /** @hidden */
  8466. _getViewMatrix(): Matrix;
  8467. protected _computeViewMatrix(position: Vector3, target: Vector3, up: Vector3): void;
  8468. /**
  8469. * @hidden
  8470. */
  8471. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  8472. /**
  8473. * @hidden
  8474. */
  8475. _updateRigCameras(): void;
  8476. private _getRigCamPositionAndTarget;
  8477. /**
  8478. * Gets the current object class name.
  8479. * @return the class name
  8480. */
  8481. getClassName(): string;
  8482. }
  8483. }
  8484. declare module "babylonjs/Events/keyboardEvents" {
  8485. /**
  8486. * Gather the list of keyboard event types as constants.
  8487. */
  8488. export class KeyboardEventTypes {
  8489. /**
  8490. * The keydown event is fired when a key becomes active (pressed).
  8491. */
  8492. static readonly KEYDOWN: number;
  8493. /**
  8494. * The keyup event is fired when a key has been released.
  8495. */
  8496. static readonly KEYUP: number;
  8497. }
  8498. /**
  8499. * This class is used to store keyboard related info for the onKeyboardObservable event.
  8500. */
  8501. export class KeyboardInfo {
  8502. /**
  8503. * Defines the type of event (KeyboardEventTypes)
  8504. */
  8505. type: number;
  8506. /**
  8507. * Defines the related dom event
  8508. */
  8509. event: KeyboardEvent;
  8510. /**
  8511. * Instantiates a new keyboard info.
  8512. * This class is used to store keyboard related info for the onKeyboardObservable event.
  8513. * @param type Defines the type of event (KeyboardEventTypes)
  8514. * @param event Defines the related dom event
  8515. */
  8516. constructor(
  8517. /**
  8518. * Defines the type of event (KeyboardEventTypes)
  8519. */
  8520. type: number,
  8521. /**
  8522. * Defines the related dom event
  8523. */
  8524. event: KeyboardEvent);
  8525. }
  8526. /**
  8527. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  8528. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  8529. */
  8530. export class KeyboardInfoPre extends KeyboardInfo {
  8531. /**
  8532. * Defines the type of event (KeyboardEventTypes)
  8533. */
  8534. type: number;
  8535. /**
  8536. * Defines the related dom event
  8537. */
  8538. event: KeyboardEvent;
  8539. /**
  8540. * Defines whether the engine should skip the next onKeyboardObservable associated to this pre.
  8541. */
  8542. skipOnPointerObservable: boolean;
  8543. /**
  8544. * Instantiates a new keyboard pre info.
  8545. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  8546. * @param type Defines the type of event (KeyboardEventTypes)
  8547. * @param event Defines the related dom event
  8548. */
  8549. constructor(
  8550. /**
  8551. * Defines the type of event (KeyboardEventTypes)
  8552. */
  8553. type: number,
  8554. /**
  8555. * Defines the related dom event
  8556. */
  8557. event: KeyboardEvent);
  8558. }
  8559. }
  8560. declare module "babylonjs/Cameras/Inputs/freeCameraKeyboardMoveInput" {
  8561. import { Nullable } from "babylonjs/types";
  8562. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  8563. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  8564. /**
  8565. * Manage the keyboard inputs to control the movement of a free camera.
  8566. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  8567. */
  8568. export class FreeCameraKeyboardMoveInput implements ICameraInput<FreeCamera> {
  8569. /**
  8570. * Defines the camera the input is attached to.
  8571. */
  8572. camera: FreeCamera;
  8573. /**
  8574. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  8575. */
  8576. keysUp: number[];
  8577. /**
  8578. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  8579. */
  8580. keysDown: number[];
  8581. /**
  8582. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  8583. */
  8584. keysLeft: number[];
  8585. /**
  8586. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  8587. */
  8588. keysRight: number[];
  8589. private _keys;
  8590. private _onCanvasBlurObserver;
  8591. private _onKeyboardObserver;
  8592. private _engine;
  8593. private _scene;
  8594. /**
  8595. * Attach the input controls to a specific dom element to get the input from.
  8596. * @param element Defines the element the controls should be listened from
  8597. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  8598. */
  8599. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  8600. /**
  8601. * Detach the current controls from the specified dom element.
  8602. * @param element Defines the element to stop listening the inputs from
  8603. */
  8604. detachControl(element: Nullable<HTMLElement>): void;
  8605. /**
  8606. * Update the current camera state depending on the inputs that have been used this frame.
  8607. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  8608. */
  8609. checkInputs(): void;
  8610. /**
  8611. * Gets the class name of the current intput.
  8612. * @returns the class name
  8613. */
  8614. getClassName(): string;
  8615. /** @hidden */
  8616. _onLostFocus(): void;
  8617. /**
  8618. * Get the friendly name associated with the input class.
  8619. * @returns the input friendly name
  8620. */
  8621. getSimpleName(): string;
  8622. }
  8623. }
  8624. declare module "babylonjs/Lights/shadowLight" {
  8625. import { Camera } from "babylonjs/Cameras/camera";
  8626. import { Scene } from "babylonjs/scene";
  8627. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  8628. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  8629. import { Light } from "babylonjs/Lights/light";
  8630. /**
  8631. * Interface describing all the common properties and methods a shadow light needs to implement.
  8632. * This helps both the shadow generator and materials to genrate the corresponding shadow maps
  8633. * as well as binding the different shadow properties to the effects.
  8634. */
  8635. export interface IShadowLight extends Light {
  8636. /**
  8637. * The light id in the scene (used in scene.findLighById for instance)
  8638. */
  8639. id: string;
  8640. /**
  8641. * The position the shdow will be casted from.
  8642. */
  8643. position: Vector3;
  8644. /**
  8645. * In 2d mode (needCube being false), the direction used to cast the shadow.
  8646. */
  8647. direction: Vector3;
  8648. /**
  8649. * The transformed position. Position of the light in world space taking parenting in account.
  8650. */
  8651. transformedPosition: Vector3;
  8652. /**
  8653. * The transformed direction. Direction of the light in world space taking parenting in account.
  8654. */
  8655. transformedDirection: Vector3;
  8656. /**
  8657. * The friendly name of the light in the scene.
  8658. */
  8659. name: string;
  8660. /**
  8661. * Defines the shadow projection clipping minimum z value.
  8662. */
  8663. shadowMinZ: number;
  8664. /**
  8665. * Defines the shadow projection clipping maximum z value.
  8666. */
  8667. shadowMaxZ: number;
  8668. /**
  8669. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  8670. * @returns true if the information has been computed, false if it does not need to (no parenting)
  8671. */
  8672. computeTransformedInformation(): boolean;
  8673. /**
  8674. * Gets the scene the light belongs to.
  8675. * @returns The scene
  8676. */
  8677. getScene(): Scene;
  8678. /**
  8679. * Callback defining a custom Projection Matrix Builder.
  8680. * This can be used to override the default projection matrix computation.
  8681. */
  8682. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  8683. /**
  8684. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  8685. * @param matrix The materix to updated with the projection information
  8686. * @param viewMatrix The transform matrix of the light
  8687. * @param renderList The list of mesh to render in the map
  8688. * @returns The current light
  8689. */
  8690. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  8691. /**
  8692. * Gets the current depth scale used in ESM.
  8693. * @returns The scale
  8694. */
  8695. getDepthScale(): number;
  8696. /**
  8697. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  8698. * @returns true if a cube texture needs to be use
  8699. */
  8700. needCube(): boolean;
  8701. /**
  8702. * Detects if the projection matrix requires to be recomputed this frame.
  8703. * @returns true if it requires to be recomputed otherwise, false.
  8704. */
  8705. needProjectionMatrixCompute(): boolean;
  8706. /**
  8707. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  8708. */
  8709. forceProjectionMatrixCompute(): void;
  8710. /**
  8711. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  8712. * @param faceIndex The index of the face we are computed the direction to generate shadow
  8713. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  8714. */
  8715. getShadowDirection(faceIndex?: number): Vector3;
  8716. /**
  8717. * Gets the minZ used for shadow according to both the scene and the light.
  8718. * @param activeCamera The camera we are returning the min for
  8719. * @returns the depth min z
  8720. */
  8721. getDepthMinZ(activeCamera: Camera): number;
  8722. /**
  8723. * Gets the maxZ used for shadow according to both the scene and the light.
  8724. * @param activeCamera The camera we are returning the max for
  8725. * @returns the depth max z
  8726. */
  8727. getDepthMaxZ(activeCamera: Camera): number;
  8728. }
  8729. /**
  8730. * Base implementation IShadowLight
  8731. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  8732. */
  8733. export abstract class ShadowLight extends Light implements IShadowLight {
  8734. protected abstract _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  8735. protected _position: Vector3;
  8736. protected _setPosition(value: Vector3): void;
  8737. /**
  8738. * Sets the position the shadow will be casted from. Also use as the light position for both
  8739. * point and spot lights.
  8740. */
  8741. /**
  8742. * Sets the position the shadow will be casted from. Also use as the light position for both
  8743. * point and spot lights.
  8744. */
  8745. position: Vector3;
  8746. protected _direction: Vector3;
  8747. protected _setDirection(value: Vector3): void;
  8748. /**
  8749. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  8750. * Also use as the light direction on spot and directional lights.
  8751. */
  8752. /**
  8753. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  8754. * Also use as the light direction on spot and directional lights.
  8755. */
  8756. direction: Vector3;
  8757. private _shadowMinZ;
  8758. /**
  8759. * Gets the shadow projection clipping minimum z value.
  8760. */
  8761. /**
  8762. * Sets the shadow projection clipping minimum z value.
  8763. */
  8764. shadowMinZ: number;
  8765. private _shadowMaxZ;
  8766. /**
  8767. * Sets the shadow projection clipping maximum z value.
  8768. */
  8769. /**
  8770. * Gets the shadow projection clipping maximum z value.
  8771. */
  8772. shadowMaxZ: number;
  8773. /**
  8774. * Callback defining a custom Projection Matrix Builder.
  8775. * This can be used to override the default projection matrix computation.
  8776. */
  8777. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  8778. /**
  8779. * The transformed position. Position of the light in world space taking parenting in account.
  8780. */
  8781. transformedPosition: Vector3;
  8782. /**
  8783. * The transformed direction. Direction of the light in world space taking parenting in account.
  8784. */
  8785. transformedDirection: Vector3;
  8786. private _needProjectionMatrixCompute;
  8787. /**
  8788. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  8789. * @returns true if the information has been computed, false if it does not need to (no parenting)
  8790. */
  8791. computeTransformedInformation(): boolean;
  8792. /**
  8793. * Return the depth scale used for the shadow map.
  8794. * @returns the depth scale.
  8795. */
  8796. getDepthScale(): number;
  8797. /**
  8798. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  8799. * @param faceIndex The index of the face we are computed the direction to generate shadow
  8800. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  8801. */
  8802. getShadowDirection(faceIndex?: number): Vector3;
  8803. /**
  8804. * Returns the ShadowLight absolute position in the World.
  8805. * @returns the position vector in world space
  8806. */
  8807. getAbsolutePosition(): Vector3;
  8808. /**
  8809. * Sets the ShadowLight direction toward the passed target.
  8810. * @param target The point to target in local space
  8811. * @returns the updated ShadowLight direction
  8812. */
  8813. setDirectionToTarget(target: Vector3): Vector3;
  8814. /**
  8815. * Returns the light rotation in euler definition.
  8816. * @returns the x y z rotation in local space.
  8817. */
  8818. getRotation(): Vector3;
  8819. /**
  8820. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  8821. * @returns true if a cube texture needs to be use
  8822. */
  8823. needCube(): boolean;
  8824. /**
  8825. * Detects if the projection matrix requires to be recomputed this frame.
  8826. * @returns true if it requires to be recomputed otherwise, false.
  8827. */
  8828. needProjectionMatrixCompute(): boolean;
  8829. /**
  8830. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  8831. */
  8832. forceProjectionMatrixCompute(): void;
  8833. /** @hidden */
  8834. _initCache(): void;
  8835. /** @hidden */
  8836. _isSynchronized(): boolean;
  8837. /**
  8838. * Computes the world matrix of the node
  8839. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  8840. * @returns the world matrix
  8841. */
  8842. computeWorldMatrix(force?: boolean): Matrix;
  8843. /**
  8844. * Gets the minZ used for shadow according to both the scene and the light.
  8845. * @param activeCamera The camera we are returning the min for
  8846. * @returns the depth min z
  8847. */
  8848. getDepthMinZ(activeCamera: Camera): number;
  8849. /**
  8850. * Gets the maxZ used for shadow according to both the scene and the light.
  8851. * @param activeCamera The camera we are returning the max for
  8852. * @returns the depth max z
  8853. */
  8854. getDepthMaxZ(activeCamera: Camera): number;
  8855. /**
  8856. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  8857. * @param matrix The materix to updated with the projection information
  8858. * @param viewMatrix The transform matrix of the light
  8859. * @param renderList The list of mesh to render in the map
  8860. * @returns The current light
  8861. */
  8862. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  8863. }
  8864. }
  8865. declare module "babylonjs/Materials/materialHelper" {
  8866. import { Nullable } from "babylonjs/types";
  8867. import { Scene } from "babylonjs/scene";
  8868. import { Engine } from "babylonjs/Engines/engine";
  8869. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  8870. import { Light } from "babylonjs/Lights/light";
  8871. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  8872. import { Effect, EffectFallbacks, EffectCreationOptions } from "babylonjs/Materials/effect";
  8873. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  8874. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  8875. /**
  8876. * "Static Class" containing the most commonly used helper while dealing with material for
  8877. * rendering purpose.
  8878. *
  8879. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  8880. *
  8881. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  8882. */
  8883. export class MaterialHelper {
  8884. /**
  8885. * Bind the current view position to an effect.
  8886. * @param effect The effect to be bound
  8887. * @param scene The scene the eyes position is used from
  8888. */
  8889. static BindEyePosition(effect: Effect, scene: Scene): void;
  8890. /**
  8891. * Helps preparing the defines values about the UVs in used in the effect.
  8892. * UVs are shared as much as we can accross channels in the shaders.
  8893. * @param texture The texture we are preparing the UVs for
  8894. * @param defines The defines to update
  8895. * @param key The channel key "diffuse", "specular"... used in the shader
  8896. */
  8897. static PrepareDefinesForMergedUV(texture: BaseTexture, defines: any, key: string): void;
  8898. /**
  8899. * Binds a texture matrix value to its corrsponding uniform
  8900. * @param texture The texture to bind the matrix for
  8901. * @param uniformBuffer The uniform buffer receivin the data
  8902. * @param key The channel key "diffuse", "specular"... used in the shader
  8903. */
  8904. static BindTextureMatrix(texture: BaseTexture, uniformBuffer: UniformBuffer, key: string): void;
  8905. /**
  8906. * Gets the current status of the fog (should it be enabled?)
  8907. * @param mesh defines the mesh to evaluate for fog support
  8908. * @param scene defines the hosting scene
  8909. * @returns true if fog must be enabled
  8910. */
  8911. static GetFogState(mesh: AbstractMesh, scene: Scene): boolean;
  8912. /**
  8913. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  8914. * @param mesh defines the current mesh
  8915. * @param scene defines the current scene
  8916. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  8917. * @param pointsCloud defines if point cloud rendering has to be turned on
  8918. * @param fogEnabled defines if fog has to be turned on
  8919. * @param alphaTest defines if alpha testing has to be turned on
  8920. * @param defines defines the current list of defines
  8921. */
  8922. static PrepareDefinesForMisc(mesh: AbstractMesh, scene: Scene, useLogarithmicDepth: boolean, pointsCloud: boolean, fogEnabled: boolean, alphaTest: boolean, defines: any): void;
  8923. /**
  8924. * Helper used to prepare the list of defines associated with frame values for shader compilation
  8925. * @param scene defines the current scene
  8926. * @param engine defines the current engine
  8927. * @param defines specifies the list of active defines
  8928. * @param useInstances defines if instances have to be turned on
  8929. * @param useClipPlane defines if clip plane have to be turned on
  8930. */
  8931. static PrepareDefinesForFrameBoundValues(scene: Scene, engine: Engine, defines: any, useInstances: boolean, useClipPlane?: Nullable<boolean>): void;
  8932. /**
  8933. * Prepares the defines for bones
  8934. * @param mesh The mesh containing the geometry data we will draw
  8935. * @param defines The defines to update
  8936. */
  8937. static PrepareDefinesForBones(mesh: AbstractMesh, defines: any): void;
  8938. /**
  8939. * Prepares the defines for morph targets
  8940. * @param mesh The mesh containing the geometry data we will draw
  8941. * @param defines The defines to update
  8942. */
  8943. static PrepareDefinesForMorphTargets(mesh: AbstractMesh, defines: any): void;
  8944. /**
  8945. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  8946. * @param mesh The mesh containing the geometry data we will draw
  8947. * @param defines The defines to update
  8948. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  8949. * @param useBones Precise whether bones should be used or not (override mesh info)
  8950. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  8951. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  8952. * @returns false if defines are considered not dirty and have not been checked
  8953. */
  8954. static PrepareDefinesForAttributes(mesh: AbstractMesh, defines: any, useVertexColor: boolean, useBones: boolean, useMorphTargets?: boolean, useVertexAlpha?: boolean): boolean;
  8955. /**
  8956. * Prepares the defines related to multiview
  8957. * @param scene The scene we are intending to draw
  8958. * @param defines The defines to update
  8959. */
  8960. static PrepareDefinesForMultiview(scene: Scene, defines: any): void;
  8961. /**
  8962. * Prepares the defines related to the light information passed in parameter
  8963. * @param scene The scene we are intending to draw
  8964. * @param mesh The mesh the effect is compiling for
  8965. * @param light The light the effect is compiling for
  8966. * @param lightIndex The index of the light
  8967. * @param defines The defines to update
  8968. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  8969. * @param state Defines the current state regarding what is needed (normals, etc...)
  8970. */
  8971. static PrepareDefinesForLight(scene: Scene, mesh: AbstractMesh, light: Light, lightIndex: number, defines: any, specularSupported: boolean, state: {
  8972. needNormals: boolean;
  8973. needRebuild: boolean;
  8974. shadowEnabled: boolean;
  8975. specularEnabled: boolean;
  8976. lightmapMode: boolean;
  8977. }): void;
  8978. /**
  8979. * Prepares the defines related to the light information passed in parameter
  8980. * @param scene The scene we are intending to draw
  8981. * @param mesh The mesh the effect is compiling for
  8982. * @param defines The defines to update
  8983. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  8984. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  8985. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  8986. * @returns true if normals will be required for the rest of the effect
  8987. */
  8988. static PrepareDefinesForLights(scene: Scene, mesh: AbstractMesh, defines: any, specularSupported: boolean, maxSimultaneousLights?: number, disableLighting?: boolean): boolean;
  8989. /**
  8990. * Prepares the uniforms and samplers list to be used in the effect (for a specific light)
  8991. * @param lightIndex defines the light index
  8992. * @param uniformsList The uniform list
  8993. * @param samplersList The sampler list
  8994. * @param projectedLightTexture defines if projected texture must be used
  8995. * @param uniformBuffersList defines an optional list of uniform buffers
  8996. */
  8997. static PrepareUniformsAndSamplersForLight(lightIndex: number, uniformsList: string[], samplersList: string[], projectedLightTexture?: any, uniformBuffersList?: Nullable<string[]>): void;
  8998. /**
  8999. * Prepares the uniforms and samplers list to be used in the effect
  9000. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  9001. * @param samplersList The sampler list
  9002. * @param defines The defines helping in the list generation
  9003. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  9004. */
  9005. static PrepareUniformsAndSamplersList(uniformsListOrOptions: string[] | EffectCreationOptions, samplersList?: string[], defines?: any, maxSimultaneousLights?: number): void;
  9006. /**
  9007. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  9008. * @param defines The defines to update while falling back
  9009. * @param fallbacks The authorized effect fallbacks
  9010. * @param maxSimultaneousLights The maximum number of lights allowed
  9011. * @param rank the current rank of the Effect
  9012. * @returns The newly affected rank
  9013. */
  9014. static HandleFallbacksForShadows(defines: any, fallbacks: EffectFallbacks, maxSimultaneousLights?: number, rank?: number): number;
  9015. private static _TmpMorphInfluencers;
  9016. /**
  9017. * Prepares the list of attributes required for morph targets according to the effect defines.
  9018. * @param attribs The current list of supported attribs
  9019. * @param mesh The mesh to prepare the morph targets attributes for
  9020. * @param influencers The number of influencers
  9021. */
  9022. static PrepareAttributesForMorphTargetsInfluencers(attribs: string[], mesh: AbstractMesh, influencers: number): void;
  9023. /**
  9024. * Prepares the list of attributes required for morph targets according to the effect defines.
  9025. * @param attribs The current list of supported attribs
  9026. * @param mesh The mesh to prepare the morph targets attributes for
  9027. * @param defines The current Defines of the effect
  9028. */
  9029. static PrepareAttributesForMorphTargets(attribs: string[], mesh: AbstractMesh, defines: any): void;
  9030. /**
  9031. * Prepares the list of attributes required for bones according to the effect defines.
  9032. * @param attribs The current list of supported attribs
  9033. * @param mesh The mesh to prepare the bones attributes for
  9034. * @param defines The current Defines of the effect
  9035. * @param fallbacks The current efffect fallback strategy
  9036. */
  9037. static PrepareAttributesForBones(attribs: string[], mesh: AbstractMesh, defines: any, fallbacks: EffectFallbacks): void;
  9038. /**
  9039. * Check and prepare the list of attributes required for instances according to the effect defines.
  9040. * @param attribs The current list of supported attribs
  9041. * @param defines The current MaterialDefines of the effect
  9042. */
  9043. static PrepareAttributesForInstances(attribs: string[], defines: MaterialDefines): void;
  9044. /**
  9045. * Add the list of attributes required for instances to the attribs array.
  9046. * @param attribs The current list of supported attribs
  9047. */
  9048. static PushAttributesForInstances(attribs: string[]): void;
  9049. /**
  9050. * Binds the light shadow information to the effect for the given mesh.
  9051. * @param light The light containing the generator
  9052. * @param scene The scene the lights belongs to
  9053. * @param mesh The mesh we are binding the information to render
  9054. * @param lightIndex The light index in the effect used to render the mesh
  9055. * @param effect The effect we are binding the data to
  9056. */
  9057. static BindLightShadow(light: Light, mesh: AbstractMesh, lightIndex: string, effect: Effect): void;
  9058. /**
  9059. * Binds the light information to the effect.
  9060. * @param light The light containing the generator
  9061. * @param effect The effect we are binding the data to
  9062. * @param lightIndex The light index in the effect used to render
  9063. */
  9064. static BindLightProperties(light: Light, effect: Effect, lightIndex: number): void;
  9065. /**
  9066. * Binds the lights information from the scene to the effect for the given mesh.
  9067. * @param light Light to bind
  9068. * @param lightIndex Light index
  9069. * @param scene The scene where the light belongs to
  9070. * @param mesh The mesh we are binding the information to render
  9071. * @param effect The effect we are binding the data to
  9072. * @param useSpecular Defines if specular is supported
  9073. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  9074. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  9075. */
  9076. static BindLight(light: Light, lightIndex: number, scene: Scene, mesh: AbstractMesh, effect: Effect, useSpecular: boolean, usePhysicalLightFalloff?: boolean, rebuildInParallel?: boolean): void;
  9077. /**
  9078. * Binds the lights information from the scene to the effect for the given mesh.
  9079. * @param scene The scene the lights belongs to
  9080. * @param mesh The mesh we are binding the information to render
  9081. * @param effect The effect we are binding the data to
  9082. * @param defines The generated defines for the effect
  9083. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  9084. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  9085. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  9086. */
  9087. static BindLights(scene: Scene, mesh: AbstractMesh, effect: Effect, defines: any, maxSimultaneousLights?: number, usePhysicalLightFalloff?: boolean, rebuildInParallel?: boolean): void;
  9088. private static _tempFogColor;
  9089. /**
  9090. * Binds the fog information from the scene to the effect for the given mesh.
  9091. * @param scene The scene the lights belongs to
  9092. * @param mesh The mesh we are binding the information to render
  9093. * @param effect The effect we are binding the data to
  9094. * @param linearSpace Defines if the fog effect is applied in linear space
  9095. */
  9096. static BindFogParameters(scene: Scene, mesh: AbstractMesh, effect: Effect, linearSpace?: boolean): void;
  9097. /**
  9098. * Binds the bones information from the mesh to the effect.
  9099. * @param mesh The mesh we are binding the information to render
  9100. * @param effect The effect we are binding the data to
  9101. */
  9102. static BindBonesParameters(mesh?: AbstractMesh, effect?: Effect): void;
  9103. /**
  9104. * Binds the morph targets information from the mesh to the effect.
  9105. * @param abstractMesh The mesh we are binding the information to render
  9106. * @param effect The effect we are binding the data to
  9107. */
  9108. static BindMorphTargetParameters(abstractMesh: AbstractMesh, effect: Effect): void;
  9109. /**
  9110. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  9111. * @param defines The generated defines used in the effect
  9112. * @param effect The effect we are binding the data to
  9113. * @param scene The scene we are willing to render with logarithmic scale for
  9114. */
  9115. static BindLogDepth(defines: any, effect: Effect, scene: Scene): void;
  9116. /**
  9117. * Binds the clip plane information from the scene to the effect.
  9118. * @param scene The scene the clip plane information are extracted from
  9119. * @param effect The effect we are binding the data to
  9120. */
  9121. static BindClipPlane(effect: Effect, scene: Scene): void;
  9122. }
  9123. }
  9124. declare module "babylonjs/Shaders/ShadersInclude/packingFunctions" {
  9125. /** @hidden */
  9126. export var packingFunctions: {
  9127. name: string;
  9128. shader: string;
  9129. };
  9130. }
  9131. declare module "babylonjs/Shaders/shadowMap.fragment" {
  9132. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  9133. /** @hidden */
  9134. export var shadowMapPixelShader: {
  9135. name: string;
  9136. shader: string;
  9137. };
  9138. }
  9139. declare module "babylonjs/Shaders/ShadersInclude/bonesDeclaration" {
  9140. /** @hidden */
  9141. export var bonesDeclaration: {
  9142. name: string;
  9143. shader: string;
  9144. };
  9145. }
  9146. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration" {
  9147. /** @hidden */
  9148. export var morphTargetsVertexGlobalDeclaration: {
  9149. name: string;
  9150. shader: string;
  9151. };
  9152. }
  9153. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration" {
  9154. /** @hidden */
  9155. export var morphTargetsVertexDeclaration: {
  9156. name: string;
  9157. shader: string;
  9158. };
  9159. }
  9160. declare module "babylonjs/Shaders/ShadersInclude/instancesDeclaration" {
  9161. /** @hidden */
  9162. export var instancesDeclaration: {
  9163. name: string;
  9164. shader: string;
  9165. };
  9166. }
  9167. declare module "babylonjs/Shaders/ShadersInclude/helperFunctions" {
  9168. /** @hidden */
  9169. export var helperFunctions: {
  9170. name: string;
  9171. shader: string;
  9172. };
  9173. }
  9174. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertex" {
  9175. /** @hidden */
  9176. export var morphTargetsVertex: {
  9177. name: string;
  9178. shader: string;
  9179. };
  9180. }
  9181. declare module "babylonjs/Shaders/ShadersInclude/instancesVertex" {
  9182. /** @hidden */
  9183. export var instancesVertex: {
  9184. name: string;
  9185. shader: string;
  9186. };
  9187. }
  9188. declare module "babylonjs/Shaders/ShadersInclude/bonesVertex" {
  9189. /** @hidden */
  9190. export var bonesVertex: {
  9191. name: string;
  9192. shader: string;
  9193. };
  9194. }
  9195. declare module "babylonjs/Shaders/shadowMap.vertex" {
  9196. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  9197. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  9198. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  9199. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  9200. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  9201. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  9202. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  9203. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  9204. /** @hidden */
  9205. export var shadowMapVertexShader: {
  9206. name: string;
  9207. shader: string;
  9208. };
  9209. }
  9210. declare module "babylonjs/Shaders/depthBoxBlur.fragment" {
  9211. /** @hidden */
  9212. export var depthBoxBlurPixelShader: {
  9213. name: string;
  9214. shader: string;
  9215. };
  9216. }
  9217. declare module "babylonjs/Lights/Shadows/shadowGenerator" {
  9218. import { Nullable } from "babylonjs/types";
  9219. import { Scene } from "babylonjs/scene";
  9220. import { Matrix } from "babylonjs/Maths/math.vector";
  9221. import { SubMesh } from "babylonjs/Meshes/subMesh";
  9222. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  9223. import { Mesh } from "babylonjs/Meshes/mesh";
  9224. import { IShadowLight } from "babylonjs/Lights/shadowLight";
  9225. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  9226. import { Effect } from "babylonjs/Materials/effect";
  9227. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  9228. import "babylonjs/Shaders/shadowMap.fragment";
  9229. import "babylonjs/Shaders/shadowMap.vertex";
  9230. import "babylonjs/Shaders/depthBoxBlur.fragment";
  9231. import { Observable } from "babylonjs/Misc/observable";
  9232. /**
  9233. * Defines the options associated with the creation of a custom shader for a shadow generator.
  9234. */
  9235. export interface ICustomShaderOptions {
  9236. /**
  9237. * Gets or sets the custom shader name to use
  9238. */
  9239. shaderName: string;
  9240. /**
  9241. * The list of attribute names used in the shader
  9242. */
  9243. attributes?: string[];
  9244. /**
  9245. * The list of unifrom names used in the shader
  9246. */
  9247. uniforms?: string[];
  9248. /**
  9249. * The list of sampler names used in the shader
  9250. */
  9251. samplers?: string[];
  9252. /**
  9253. * The list of defines used in the shader
  9254. */
  9255. defines?: string[];
  9256. }
  9257. /**
  9258. * Interface to implement to create a shadow generator compatible with BJS.
  9259. */
  9260. export interface IShadowGenerator {
  9261. /**
  9262. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  9263. * @returns The render target texture if present otherwise, null
  9264. */
  9265. getShadowMap(): Nullable<RenderTargetTexture>;
  9266. /**
  9267. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  9268. * @returns The render target texture if the shadow map is present otherwise, null
  9269. */
  9270. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  9271. /**
  9272. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  9273. * @param subMesh The submesh we want to render in the shadow map
  9274. * @param useInstances Defines wether will draw in the map using instances
  9275. * @returns true if ready otherwise, false
  9276. */
  9277. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  9278. /**
  9279. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  9280. * @param defines Defines of the material we want to update
  9281. * @param lightIndex Index of the light in the enabled light list of the material
  9282. */
  9283. prepareDefines(defines: MaterialDefines, lightIndex: number): void;
  9284. /**
  9285. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  9286. * defined in the generator but impacting the effect).
  9287. * It implies the unifroms available on the materials are the standard BJS ones.
  9288. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  9289. * @param effect The effect we are binfing the information for
  9290. */
  9291. bindShadowLight(lightIndex: string, effect: Effect): void;
  9292. /**
  9293. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  9294. * (eq to shadow prjection matrix * light transform matrix)
  9295. * @returns The transform matrix used to create the shadow map
  9296. */
  9297. getTransformMatrix(): Matrix;
  9298. /**
  9299. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  9300. * Cube and 2D textures for instance.
  9301. */
  9302. recreateShadowMap(): void;
  9303. /**
  9304. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9305. * @param onCompiled Callback triggered at the and of the effects compilation
  9306. * @param options Sets of optional options forcing the compilation with different modes
  9307. */
  9308. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  9309. useInstances: boolean;
  9310. }>): void;
  9311. /**
  9312. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9313. * @param options Sets of optional options forcing the compilation with different modes
  9314. * @returns A promise that resolves when the compilation completes
  9315. */
  9316. forceCompilationAsync(options?: Partial<{
  9317. useInstances: boolean;
  9318. }>): Promise<void>;
  9319. /**
  9320. * Serializes the shadow generator setup to a json object.
  9321. * @returns The serialized JSON object
  9322. */
  9323. serialize(): any;
  9324. /**
  9325. * Disposes the Shadow map and related Textures and effects.
  9326. */
  9327. dispose(): void;
  9328. }
  9329. /**
  9330. * Default implementation IShadowGenerator.
  9331. * This is the main object responsible of generating shadows in the framework.
  9332. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  9333. */
  9334. export class ShadowGenerator implements IShadowGenerator {
  9335. /**
  9336. * Shadow generator mode None: no filtering applied.
  9337. */
  9338. static readonly FILTER_NONE: number;
  9339. /**
  9340. * Shadow generator mode ESM: Exponential Shadow Mapping.
  9341. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9342. */
  9343. static readonly FILTER_EXPONENTIALSHADOWMAP: number;
  9344. /**
  9345. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  9346. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  9347. */
  9348. static readonly FILTER_POISSONSAMPLING: number;
  9349. /**
  9350. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  9351. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9352. */
  9353. static readonly FILTER_BLUREXPONENTIALSHADOWMAP: number;
  9354. /**
  9355. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  9356. * edge artifacts on steep falloff.
  9357. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9358. */
  9359. static readonly FILTER_CLOSEEXPONENTIALSHADOWMAP: number;
  9360. /**
  9361. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  9362. * edge artifacts on steep falloff.
  9363. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9364. */
  9365. static readonly FILTER_BLURCLOSEEXPONENTIALSHADOWMAP: number;
  9366. /**
  9367. * Shadow generator mode PCF: Percentage Closer Filtering
  9368. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  9369. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  9370. */
  9371. static readonly FILTER_PCF: number;
  9372. /**
  9373. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  9374. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  9375. * Contact Hardening
  9376. */
  9377. static readonly FILTER_PCSS: number;
  9378. /**
  9379. * Reserved for PCF and PCSS
  9380. * Highest Quality.
  9381. *
  9382. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  9383. *
  9384. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  9385. */
  9386. static readonly QUALITY_HIGH: number;
  9387. /**
  9388. * Reserved for PCF and PCSS
  9389. * Good tradeoff for quality/perf cross devices
  9390. *
  9391. * Execute PCF on a 3*3 kernel.
  9392. *
  9393. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  9394. */
  9395. static readonly QUALITY_MEDIUM: number;
  9396. /**
  9397. * Reserved for PCF and PCSS
  9398. * The lowest quality but the fastest.
  9399. *
  9400. * Execute PCF on a 1*1 kernel.
  9401. *
  9402. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  9403. */
  9404. static readonly QUALITY_LOW: number;
  9405. /** Gets or sets the custom shader name to use */
  9406. customShaderOptions: ICustomShaderOptions;
  9407. /**
  9408. * Observable triggered before the shadow is rendered. Can be used to update internal effect state
  9409. */
  9410. onBeforeShadowMapRenderObservable: Observable<Effect>;
  9411. /**
  9412. * Observable triggered after the shadow is rendered. Can be used to restore internal effect state
  9413. */
  9414. onAfterShadowMapRenderObservable: Observable<Effect>;
  9415. /**
  9416. * Observable triggered before a mesh is rendered in the shadow map.
  9417. * Can be used to update internal effect state (that you can get from the onBeforeShadowMapRenderObservable)
  9418. */
  9419. onBeforeShadowMapRenderMeshObservable: Observable<Mesh>;
  9420. /**
  9421. * Observable triggered after a mesh is rendered in the shadow map.
  9422. * Can be used to update internal effect state (that you can get from the onAfterShadowMapRenderObservable)
  9423. */
  9424. onAfterShadowMapRenderMeshObservable: Observable<Mesh>;
  9425. private _bias;
  9426. /**
  9427. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  9428. */
  9429. /**
  9430. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  9431. */
  9432. bias: number;
  9433. private _normalBias;
  9434. /**
  9435. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  9436. */
  9437. /**
  9438. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  9439. */
  9440. normalBias: number;
  9441. private _blurBoxOffset;
  9442. /**
  9443. * Gets the blur box offset: offset applied during the blur pass.
  9444. * Only useful if useKernelBlur = false
  9445. */
  9446. /**
  9447. * Sets the blur box offset: offset applied during the blur pass.
  9448. * Only useful if useKernelBlur = false
  9449. */
  9450. blurBoxOffset: number;
  9451. private _blurScale;
  9452. /**
  9453. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  9454. * 2 means half of the size.
  9455. */
  9456. /**
  9457. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  9458. * 2 means half of the size.
  9459. */
  9460. blurScale: number;
  9461. private _blurKernel;
  9462. /**
  9463. * Gets the blur kernel: kernel size of the blur pass.
  9464. * Only useful if useKernelBlur = true
  9465. */
  9466. /**
  9467. * Sets the blur kernel: kernel size of the blur pass.
  9468. * Only useful if useKernelBlur = true
  9469. */
  9470. blurKernel: number;
  9471. private _useKernelBlur;
  9472. /**
  9473. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  9474. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  9475. */
  9476. /**
  9477. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  9478. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  9479. */
  9480. useKernelBlur: boolean;
  9481. private _depthScale;
  9482. /**
  9483. * Gets the depth scale used in ESM mode.
  9484. */
  9485. /**
  9486. * Sets the depth scale used in ESM mode.
  9487. * This can override the scale stored on the light.
  9488. */
  9489. depthScale: number;
  9490. private _filter;
  9491. /**
  9492. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  9493. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  9494. */
  9495. /**
  9496. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  9497. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  9498. */
  9499. filter: number;
  9500. /**
  9501. * Gets if the current filter is set to Poisson Sampling.
  9502. */
  9503. /**
  9504. * Sets the current filter to Poisson Sampling.
  9505. */
  9506. usePoissonSampling: boolean;
  9507. /**
  9508. * Gets if the current filter is set to ESM.
  9509. */
  9510. /**
  9511. * Sets the current filter is to ESM.
  9512. */
  9513. useExponentialShadowMap: boolean;
  9514. /**
  9515. * Gets if the current filter is set to filtered ESM.
  9516. */
  9517. /**
  9518. * Gets if the current filter is set to filtered ESM.
  9519. */
  9520. useBlurExponentialShadowMap: boolean;
  9521. /**
  9522. * Gets if the current filter is set to "close ESM" (using the inverse of the
  9523. * exponential to prevent steep falloff artifacts).
  9524. */
  9525. /**
  9526. * Sets the current filter to "close ESM" (using the inverse of the
  9527. * exponential to prevent steep falloff artifacts).
  9528. */
  9529. useCloseExponentialShadowMap: boolean;
  9530. /**
  9531. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  9532. * exponential to prevent steep falloff artifacts).
  9533. */
  9534. /**
  9535. * Sets the current filter to filtered "close ESM" (using the inverse of the
  9536. * exponential to prevent steep falloff artifacts).
  9537. */
  9538. useBlurCloseExponentialShadowMap: boolean;
  9539. /**
  9540. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  9541. */
  9542. /**
  9543. * Sets the current filter to "PCF" (percentage closer filtering).
  9544. */
  9545. usePercentageCloserFiltering: boolean;
  9546. private _filteringQuality;
  9547. /**
  9548. * Gets the PCF or PCSS Quality.
  9549. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  9550. */
  9551. /**
  9552. * Sets the PCF or PCSS Quality.
  9553. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  9554. */
  9555. filteringQuality: number;
  9556. /**
  9557. * Gets if the current filter is set to "PCSS" (contact hardening).
  9558. */
  9559. /**
  9560. * Sets the current filter to "PCSS" (contact hardening).
  9561. */
  9562. useContactHardeningShadow: boolean;
  9563. private _contactHardeningLightSizeUVRatio;
  9564. /**
  9565. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  9566. * Using a ratio helps keeping shape stability independently of the map size.
  9567. *
  9568. * It does not account for the light projection as it was having too much
  9569. * instability during the light setup or during light position changes.
  9570. *
  9571. * Only valid if useContactHardeningShadow is true.
  9572. */
  9573. /**
  9574. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  9575. * Using a ratio helps keeping shape stability independently of the map size.
  9576. *
  9577. * It does not account for the light projection as it was having too much
  9578. * instability during the light setup or during light position changes.
  9579. *
  9580. * Only valid if useContactHardeningShadow is true.
  9581. */
  9582. contactHardeningLightSizeUVRatio: number;
  9583. private _darkness;
  9584. /** Gets or sets the actual darkness of a shadow */
  9585. darkness: number;
  9586. /**
  9587. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  9588. * 0 means strongest and 1 would means no shadow.
  9589. * @returns the darkness.
  9590. */
  9591. getDarkness(): number;
  9592. /**
  9593. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  9594. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  9595. * @returns the shadow generator allowing fluent coding.
  9596. */
  9597. setDarkness(darkness: number): ShadowGenerator;
  9598. private _transparencyShadow;
  9599. /** Gets or sets the ability to have transparent shadow */
  9600. transparencyShadow: boolean;
  9601. /**
  9602. * Sets the ability to have transparent shadow (boolean).
  9603. * @param transparent True if transparent else False
  9604. * @returns the shadow generator allowing fluent coding
  9605. */
  9606. setTransparencyShadow(transparent: boolean): ShadowGenerator;
  9607. private _shadowMap;
  9608. private _shadowMap2;
  9609. /**
  9610. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  9611. * @returns The render target texture if present otherwise, null
  9612. */
  9613. getShadowMap(): Nullable<RenderTargetTexture>;
  9614. /**
  9615. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  9616. * @returns The render target texture if the shadow map is present otherwise, null
  9617. */
  9618. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  9619. /**
  9620. * Gets the class name of that object
  9621. * @returns "ShadowGenerator"
  9622. */
  9623. getClassName(): string;
  9624. /**
  9625. * Helper function to add a mesh and its descendants to the list of shadow casters.
  9626. * @param mesh Mesh to add
  9627. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  9628. * @returns the Shadow Generator itself
  9629. */
  9630. addShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  9631. /**
  9632. * Helper function to remove a mesh and its descendants from the list of shadow casters
  9633. * @param mesh Mesh to remove
  9634. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  9635. * @returns the Shadow Generator itself
  9636. */
  9637. removeShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  9638. /**
  9639. * Controls the extent to which the shadows fade out at the edge of the frustum
  9640. * Used only by directionals and spots
  9641. */
  9642. frustumEdgeFalloff: number;
  9643. private _light;
  9644. /**
  9645. * Returns the associated light object.
  9646. * @returns the light generating the shadow
  9647. */
  9648. getLight(): IShadowLight;
  9649. /**
  9650. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  9651. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  9652. * It might on the other hand introduce peter panning.
  9653. */
  9654. forceBackFacesOnly: boolean;
  9655. private _scene;
  9656. private _lightDirection;
  9657. private _effect;
  9658. private _viewMatrix;
  9659. private _projectionMatrix;
  9660. private _transformMatrix;
  9661. private _cachedPosition;
  9662. private _cachedDirection;
  9663. private _cachedDefines;
  9664. private _currentRenderID;
  9665. private _boxBlurPostprocess;
  9666. private _kernelBlurXPostprocess;
  9667. private _kernelBlurYPostprocess;
  9668. private _blurPostProcesses;
  9669. private _mapSize;
  9670. private _currentFaceIndex;
  9671. private _currentFaceIndexCache;
  9672. private _textureType;
  9673. private _defaultTextureMatrix;
  9674. /** @hidden */
  9675. static _SceneComponentInitialization: (scene: Scene) => void;
  9676. /**
  9677. * Creates a ShadowGenerator object.
  9678. * A ShadowGenerator is the required tool to use the shadows.
  9679. * Each light casting shadows needs to use its own ShadowGenerator.
  9680. * Documentation : https://doc.babylonjs.com/babylon101/shadows
  9681. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  9682. * @param light The light object generating the shadows.
  9683. * @param usefulFloatFirst By default the generator will try to use half float textures but if you need precision (for self shadowing for instance), you can use this option to enforce full float texture.
  9684. */
  9685. constructor(mapSize: number, light: IShadowLight, usefulFloatFirst?: boolean);
  9686. private _initializeGenerator;
  9687. private _initializeShadowMap;
  9688. private _initializeBlurRTTAndPostProcesses;
  9689. private _renderForShadowMap;
  9690. private _renderSubMeshForShadowMap;
  9691. private _applyFilterValues;
  9692. /**
  9693. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9694. * @param onCompiled Callback triggered at the and of the effects compilation
  9695. * @param options Sets of optional options forcing the compilation with different modes
  9696. */
  9697. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  9698. useInstances: boolean;
  9699. }>): void;
  9700. /**
  9701. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9702. * @param options Sets of optional options forcing the compilation with different modes
  9703. * @returns A promise that resolves when the compilation completes
  9704. */
  9705. forceCompilationAsync(options?: Partial<{
  9706. useInstances: boolean;
  9707. }>): Promise<void>;
  9708. /**
  9709. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  9710. * @param subMesh The submesh we want to render in the shadow map
  9711. * @param useInstances Defines wether will draw in the map using instances
  9712. * @returns true if ready otherwise, false
  9713. */
  9714. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  9715. /**
  9716. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  9717. * @param defines Defines of the material we want to update
  9718. * @param lightIndex Index of the light in the enabled light list of the material
  9719. */
  9720. prepareDefines(defines: any, lightIndex: number): void;
  9721. /**
  9722. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  9723. * defined in the generator but impacting the effect).
  9724. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  9725. * @param effect The effect we are binfing the information for
  9726. */
  9727. bindShadowLight(lightIndex: string, effect: Effect): void;
  9728. /**
  9729. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  9730. * (eq to shadow prjection matrix * light transform matrix)
  9731. * @returns The transform matrix used to create the shadow map
  9732. */
  9733. getTransformMatrix(): Matrix;
  9734. /**
  9735. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  9736. * Cube and 2D textures for instance.
  9737. */
  9738. recreateShadowMap(): void;
  9739. private _disposeBlurPostProcesses;
  9740. private _disposeRTTandPostProcesses;
  9741. /**
  9742. * Disposes the ShadowGenerator.
  9743. * Returns nothing.
  9744. */
  9745. dispose(): void;
  9746. /**
  9747. * Serializes the shadow generator setup to a json object.
  9748. * @returns The serialized JSON object
  9749. */
  9750. serialize(): any;
  9751. /**
  9752. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  9753. * @param parsedShadowGenerator The JSON object to parse
  9754. * @param scene The scene to create the shadow map for
  9755. * @returns The parsed shadow generator
  9756. */
  9757. static Parse(parsedShadowGenerator: any, scene: Scene): ShadowGenerator;
  9758. }
  9759. }
  9760. declare module "babylonjs/Lights/light" {
  9761. import { Nullable } from "babylonjs/types";
  9762. import { Scene } from "babylonjs/scene";
  9763. import { Vector3 } from "babylonjs/Maths/math.vector";
  9764. import { Color3 } from "babylonjs/Maths/math.color";
  9765. import { Node } from "babylonjs/node";
  9766. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  9767. import { Effect } from "babylonjs/Materials/effect";
  9768. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  9769. import { IShadowGenerator } from "babylonjs/Lights/Shadows/shadowGenerator";
  9770. /**
  9771. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  9772. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  9773. * All meshes allow light to pass through them unless shadow generation is activated. The default number of lights allowed is four but this can be increased.
  9774. */
  9775. export abstract class Light extends Node {
  9776. /**
  9777. * Falloff Default: light is falling off following the material specification:
  9778. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  9779. */
  9780. static readonly FALLOFF_DEFAULT: number;
  9781. /**
  9782. * Falloff Physical: light is falling off following the inverse squared distance law.
  9783. */
  9784. static readonly FALLOFF_PHYSICAL: number;
  9785. /**
  9786. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  9787. * to enhance interoperability with other engines.
  9788. */
  9789. static readonly FALLOFF_GLTF: number;
  9790. /**
  9791. * Falloff Standard: light is falling off like in the standard material
  9792. * to enhance interoperability with other materials.
  9793. */
  9794. static readonly FALLOFF_STANDARD: number;
  9795. /**
  9796. * If every light affecting the material is in this lightmapMode,
  9797. * material.lightmapTexture adds or multiplies
  9798. * (depends on material.useLightmapAsShadowmap)
  9799. * after every other light calculations.
  9800. */
  9801. static readonly LIGHTMAP_DEFAULT: number;
  9802. /**
  9803. * material.lightmapTexture as only diffuse lighting from this light
  9804. * adds only specular lighting from this light
  9805. * adds dynamic shadows
  9806. */
  9807. static readonly LIGHTMAP_SPECULAR: number;
  9808. /**
  9809. * material.lightmapTexture as only lighting
  9810. * no light calculation from this light
  9811. * only adds dynamic shadows from this light
  9812. */
  9813. static readonly LIGHTMAP_SHADOWSONLY: number;
  9814. /**
  9815. * Each light type uses the default quantity according to its type:
  9816. * point/spot lights use luminous intensity
  9817. * directional lights use illuminance
  9818. */
  9819. static readonly INTENSITYMODE_AUTOMATIC: number;
  9820. /**
  9821. * lumen (lm)
  9822. */
  9823. static readonly INTENSITYMODE_LUMINOUSPOWER: number;
  9824. /**
  9825. * candela (lm/sr)
  9826. */
  9827. static readonly INTENSITYMODE_LUMINOUSINTENSITY: number;
  9828. /**
  9829. * lux (lm/m^2)
  9830. */
  9831. static readonly INTENSITYMODE_ILLUMINANCE: number;
  9832. /**
  9833. * nit (cd/m^2)
  9834. */
  9835. static readonly INTENSITYMODE_LUMINANCE: number;
  9836. /**
  9837. * Light type const id of the point light.
  9838. */
  9839. static readonly LIGHTTYPEID_POINTLIGHT: number;
  9840. /**
  9841. * Light type const id of the directional light.
  9842. */
  9843. static readonly LIGHTTYPEID_DIRECTIONALLIGHT: number;
  9844. /**
  9845. * Light type const id of the spot light.
  9846. */
  9847. static readonly LIGHTTYPEID_SPOTLIGHT: number;
  9848. /**
  9849. * Light type const id of the hemispheric light.
  9850. */
  9851. static readonly LIGHTTYPEID_HEMISPHERICLIGHT: number;
  9852. /**
  9853. * Diffuse gives the basic color to an object.
  9854. */
  9855. diffuse: Color3;
  9856. /**
  9857. * Specular produces a highlight color on an object.
  9858. * Note: This is note affecting PBR materials.
  9859. */
  9860. specular: Color3;
  9861. /**
  9862. * Defines the falloff type for this light. This lets overrriding how punctual light are
  9863. * falling off base on range or angle.
  9864. * This can be set to any values in Light.FALLOFF_x.
  9865. *
  9866. * Note: This is only useful for PBR Materials at the moment. This could be extended if required to
  9867. * other types of materials.
  9868. */
  9869. falloffType: number;
  9870. /**
  9871. * Strength of the light.
  9872. * Note: By default it is define in the framework own unit.
  9873. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  9874. */
  9875. intensity: number;
  9876. private _range;
  9877. protected _inverseSquaredRange: number;
  9878. /**
  9879. * Defines how far from the source the light is impacting in scene units.
  9880. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  9881. */
  9882. /**
  9883. * Defines how far from the source the light is impacting in scene units.
  9884. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  9885. */
  9886. range: number;
  9887. /**
  9888. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  9889. * of light.
  9890. */
  9891. private _photometricScale;
  9892. private _intensityMode;
  9893. /**
  9894. * Gets the photometric scale used to interpret the intensity.
  9895. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  9896. */
  9897. /**
  9898. * Sets the photometric scale used to interpret the intensity.
  9899. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  9900. */
  9901. intensityMode: number;
  9902. private _radius;
  9903. /**
  9904. * Gets the light radius used by PBR Materials to simulate soft area lights.
  9905. */
  9906. /**
  9907. * sets the light radius used by PBR Materials to simulate soft area lights.
  9908. */
  9909. radius: number;
  9910. private _renderPriority;
  9911. /**
  9912. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  9913. * exceeding the number allowed of the materials.
  9914. */
  9915. renderPriority: number;
  9916. private _shadowEnabled;
  9917. /**
  9918. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  9919. * the current shadow generator.
  9920. */
  9921. /**
  9922. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  9923. * the current shadow generator.
  9924. */
  9925. shadowEnabled: boolean;
  9926. private _includedOnlyMeshes;
  9927. /**
  9928. * Gets the only meshes impacted by this light.
  9929. */
  9930. /**
  9931. * Sets the only meshes impacted by this light.
  9932. */
  9933. includedOnlyMeshes: AbstractMesh[];
  9934. private _excludedMeshes;
  9935. /**
  9936. * Gets the meshes not impacted by this light.
  9937. */
  9938. /**
  9939. * Sets the meshes not impacted by this light.
  9940. */
  9941. excludedMeshes: AbstractMesh[];
  9942. private _excludeWithLayerMask;
  9943. /**
  9944. * Gets the layer id use to find what meshes are not impacted by the light.
  9945. * Inactive if 0
  9946. */
  9947. /**
  9948. * Sets the layer id use to find what meshes are not impacted by the light.
  9949. * Inactive if 0
  9950. */
  9951. excludeWithLayerMask: number;
  9952. private _includeOnlyWithLayerMask;
  9953. /**
  9954. * Gets the layer id use to find what meshes are impacted by the light.
  9955. * Inactive if 0
  9956. */
  9957. /**
  9958. * Sets the layer id use to find what meshes are impacted by the light.
  9959. * Inactive if 0
  9960. */
  9961. includeOnlyWithLayerMask: number;
  9962. private _lightmapMode;
  9963. /**
  9964. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  9965. */
  9966. /**
  9967. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  9968. */
  9969. lightmapMode: number;
  9970. /**
  9971. * Shadow generator associted to the light.
  9972. * @hidden Internal use only.
  9973. */
  9974. _shadowGenerator: Nullable<IShadowGenerator>;
  9975. /**
  9976. * @hidden Internal use only.
  9977. */
  9978. _excludedMeshesIds: string[];
  9979. /**
  9980. * @hidden Internal use only.
  9981. */
  9982. _includedOnlyMeshesIds: string[];
  9983. /**
  9984. * The current light unifom buffer.
  9985. * @hidden Internal use only.
  9986. */
  9987. _uniformBuffer: UniformBuffer;
  9988. /**
  9989. * Creates a Light object in the scene.
  9990. * Documentation : https://doc.babylonjs.com/babylon101/lights
  9991. * @param name The firendly name of the light
  9992. * @param scene The scene the light belongs too
  9993. */
  9994. constructor(name: string, scene: Scene);
  9995. protected abstract _buildUniformLayout(): void;
  9996. /**
  9997. * Sets the passed Effect "effect" with the Light information.
  9998. * @param effect The effect to update
  9999. * @param lightIndex The index of the light in the effect to update
  10000. * @returns The light
  10001. */
  10002. abstract transferToEffect(effect: Effect, lightIndex: string): Light;
  10003. /**
  10004. * Sets the passed Effect "effect" with the Light information.
  10005. * @param effect The effect to update
  10006. * @param lightDataUniformName The uniform used to store light data (position or direction)
  10007. * @returns The light
  10008. */
  10009. abstract transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  10010. /**
  10011. * Returns the string "Light".
  10012. * @returns the class name
  10013. */
  10014. getClassName(): string;
  10015. /** @hidden */
  10016. readonly _isLight: boolean;
  10017. /**
  10018. * Converts the light information to a readable string for debug purpose.
  10019. * @param fullDetails Supports for multiple levels of logging within scene loading
  10020. * @returns the human readable light info
  10021. */
  10022. toString(fullDetails?: boolean): string;
  10023. /** @hidden */
  10024. protected _syncParentEnabledState(): void;
  10025. /**
  10026. * Set the enabled state of this node.
  10027. * @param value - the new enabled state
  10028. */
  10029. setEnabled(value: boolean): void;
  10030. /**
  10031. * Returns the Light associated shadow generator if any.
  10032. * @return the associated shadow generator.
  10033. */
  10034. getShadowGenerator(): Nullable<IShadowGenerator>;
  10035. /**
  10036. * Returns a Vector3, the absolute light position in the World.
  10037. * @returns the world space position of the light
  10038. */
  10039. getAbsolutePosition(): Vector3;
  10040. /**
  10041. * Specifies if the light will affect the passed mesh.
  10042. * @param mesh The mesh to test against the light
  10043. * @return true the mesh is affected otherwise, false.
  10044. */
  10045. canAffectMesh(mesh: AbstractMesh): boolean;
  10046. /**
  10047. * Sort function to order lights for rendering.
  10048. * @param a First Light object to compare to second.
  10049. * @param b Second Light object to compare first.
  10050. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  10051. */
  10052. static CompareLightsPriority(a: Light, b: Light): number;
  10053. /**
  10054. * Releases resources associated with this node.
  10055. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  10056. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  10057. */
  10058. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  10059. /**
  10060. * Returns the light type ID (integer).
  10061. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  10062. */
  10063. getTypeID(): number;
  10064. /**
  10065. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  10066. * @returns the scaled intensity in intensity mode unit
  10067. */
  10068. getScaledIntensity(): number;
  10069. /**
  10070. * Returns a new Light object, named "name", from the current one.
  10071. * @param name The name of the cloned light
  10072. * @returns the new created light
  10073. */
  10074. clone(name: string): Nullable<Light>;
  10075. /**
  10076. * Serializes the current light into a Serialization object.
  10077. * @returns the serialized object.
  10078. */
  10079. serialize(): any;
  10080. /**
  10081. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  10082. * This new light is named "name" and added to the passed scene.
  10083. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  10084. * @param name The friendly name of the light
  10085. * @param scene The scene the new light will belong to
  10086. * @returns the constructor function
  10087. */
  10088. static GetConstructorFromName(type: number, name: string, scene: Scene): Nullable<() => Light>;
  10089. /**
  10090. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  10091. * @param parsedLight The JSON representation of the light
  10092. * @param scene The scene to create the parsed light in
  10093. * @returns the created light after parsing
  10094. */
  10095. static Parse(parsedLight: any, scene: Scene): Nullable<Light>;
  10096. private _hookArrayForExcluded;
  10097. private _hookArrayForIncludedOnly;
  10098. private _resyncMeshes;
  10099. /**
  10100. * Forces the meshes to update their light related information in their rendering used effects
  10101. * @hidden Internal Use Only
  10102. */
  10103. _markMeshesAsLightDirty(): void;
  10104. /**
  10105. * Recomputes the cached photometric scale if needed.
  10106. */
  10107. private _computePhotometricScale;
  10108. /**
  10109. * Returns the Photometric Scale according to the light type and intensity mode.
  10110. */
  10111. private _getPhotometricScale;
  10112. /**
  10113. * Reorder the light in the scene according to their defined priority.
  10114. * @hidden Internal Use Only
  10115. */
  10116. _reorderLightsInScene(): void;
  10117. /**
  10118. * Prepares the list of defines specific to the light type.
  10119. * @param defines the list of defines
  10120. * @param lightIndex defines the index of the light for the effect
  10121. */
  10122. abstract prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  10123. }
  10124. }
  10125. declare module "babylonjs/Actions/action" {
  10126. import { Observable } from "babylonjs/Misc/observable";
  10127. import { Condition } from "babylonjs/Actions/condition";
  10128. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  10129. import { ActionManager } from "babylonjs/Actions/actionManager";
  10130. import { ActionEvent } from "babylonjs/Actions/actionEvent";
  10131. /**
  10132. * Interface used to define Action
  10133. */
  10134. export interface IAction {
  10135. /**
  10136. * Trigger for the action
  10137. */
  10138. trigger: number;
  10139. /** Options of the trigger */
  10140. triggerOptions: any;
  10141. /**
  10142. * Gets the trigger parameters
  10143. * @returns the trigger parameters
  10144. */
  10145. getTriggerParameter(): any;
  10146. /**
  10147. * Internal only - executes current action event
  10148. * @hidden
  10149. */
  10150. _executeCurrent(evt?: ActionEvent): void;
  10151. /**
  10152. * Serialize placeholder for child classes
  10153. * @param parent of child
  10154. * @returns the serialized object
  10155. */
  10156. serialize(parent: any): any;
  10157. /**
  10158. * Internal only
  10159. * @hidden
  10160. */
  10161. _prepare(): void;
  10162. /**
  10163. * Internal only - manager for action
  10164. * @hidden
  10165. */
  10166. _actionManager: AbstractActionManager;
  10167. /**
  10168. * Adds action to chain of actions, may be a DoNothingAction
  10169. * @param action defines the next action to execute
  10170. * @returns The action passed in
  10171. * @see https://www.babylonjs-playground.com/#1T30HR#0
  10172. */
  10173. then(action: IAction): IAction;
  10174. }
  10175. /**
  10176. * The action to be carried out following a trigger
  10177. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  10178. */
  10179. export class Action implements IAction {
  10180. /** the trigger, with or without parameters, for the action */
  10181. triggerOptions: any;
  10182. /**
  10183. * Trigger for the action
  10184. */
  10185. trigger: number;
  10186. /**
  10187. * Internal only - manager for action
  10188. * @hidden
  10189. */
  10190. _actionManager: ActionManager;
  10191. private _nextActiveAction;
  10192. private _child;
  10193. private _condition?;
  10194. private _triggerParameter;
  10195. /**
  10196. * An event triggered prior to action being executed.
  10197. */
  10198. onBeforeExecuteObservable: Observable<Action>;
  10199. /**
  10200. * Creates a new Action
  10201. * @param triggerOptions the trigger, with or without parameters, for the action
  10202. * @param condition an optional determinant of action
  10203. */
  10204. constructor(
  10205. /** the trigger, with or without parameters, for the action */
  10206. triggerOptions: any, condition?: Condition);
  10207. /**
  10208. * Internal only
  10209. * @hidden
  10210. */
  10211. _prepare(): void;
  10212. /**
  10213. * Gets the trigger parameters
  10214. * @returns the trigger parameters
  10215. */
  10216. getTriggerParameter(): any;
  10217. /**
  10218. * Internal only - executes current action event
  10219. * @hidden
  10220. */
  10221. _executeCurrent(evt?: ActionEvent): void;
  10222. /**
  10223. * Execute placeholder for child classes
  10224. * @param evt optional action event
  10225. */
  10226. execute(evt?: ActionEvent): void;
  10227. /**
  10228. * Skips to next active action
  10229. */
  10230. skipToNextActiveAction(): void;
  10231. /**
  10232. * Adds action to chain of actions, may be a DoNothingAction
  10233. * @param action defines the next action to execute
  10234. * @returns The action passed in
  10235. * @see https://www.babylonjs-playground.com/#1T30HR#0
  10236. */
  10237. then(action: Action): Action;
  10238. /**
  10239. * Internal only
  10240. * @hidden
  10241. */
  10242. _getProperty(propertyPath: string): string;
  10243. /**
  10244. * Internal only
  10245. * @hidden
  10246. */
  10247. _getEffectiveTarget(target: any, propertyPath: string): any;
  10248. /**
  10249. * Serialize placeholder for child classes
  10250. * @param parent of child
  10251. * @returns the serialized object
  10252. */
  10253. serialize(parent: any): any;
  10254. /**
  10255. * Internal only called by serialize
  10256. * @hidden
  10257. */
  10258. protected _serialize(serializedAction: any, parent?: any): any;
  10259. /**
  10260. * Internal only
  10261. * @hidden
  10262. */
  10263. static _SerializeValueAsString: (value: any) => string;
  10264. /**
  10265. * Internal only
  10266. * @hidden
  10267. */
  10268. static _GetTargetProperty: (target: import("babylonjs/node").Node | import("babylonjs/scene").Scene) => {
  10269. name: string;
  10270. targetType: string;
  10271. value: string;
  10272. };
  10273. }
  10274. }
  10275. declare module "babylonjs/Actions/condition" {
  10276. import { ActionManager } from "babylonjs/Actions/actionManager";
  10277. /**
  10278. * A Condition applied to an Action
  10279. */
  10280. export class Condition {
  10281. /**
  10282. * Internal only - manager for action
  10283. * @hidden
  10284. */
  10285. _actionManager: ActionManager;
  10286. /**
  10287. * Internal only
  10288. * @hidden
  10289. */
  10290. _evaluationId: number;
  10291. /**
  10292. * Internal only
  10293. * @hidden
  10294. */
  10295. _currentResult: boolean;
  10296. /**
  10297. * Creates a new Condition
  10298. * @param actionManager the manager of the action the condition is applied to
  10299. */
  10300. constructor(actionManager: ActionManager);
  10301. /**
  10302. * Check if the current condition is valid
  10303. * @returns a boolean
  10304. */
  10305. isValid(): boolean;
  10306. /**
  10307. * Internal only
  10308. * @hidden
  10309. */
  10310. _getProperty(propertyPath: string): string;
  10311. /**
  10312. * Internal only
  10313. * @hidden
  10314. */
  10315. _getEffectiveTarget(target: any, propertyPath: string): any;
  10316. /**
  10317. * Serialize placeholder for child classes
  10318. * @returns the serialized object
  10319. */
  10320. serialize(): any;
  10321. /**
  10322. * Internal only
  10323. * @hidden
  10324. */
  10325. protected _serialize(serializedCondition: any): any;
  10326. }
  10327. /**
  10328. * Defines specific conditional operators as extensions of Condition
  10329. */
  10330. export class ValueCondition extends Condition {
  10331. /** path to specify the property of the target the conditional operator uses */
  10332. propertyPath: string;
  10333. /** the value compared by the conditional operator against the current value of the property */
  10334. value: any;
  10335. /** the conditional operator, default ValueCondition.IsEqual */
  10336. operator: number;
  10337. /**
  10338. * Internal only
  10339. * @hidden
  10340. */
  10341. private static _IsEqual;
  10342. /**
  10343. * Internal only
  10344. * @hidden
  10345. */
  10346. private static _IsDifferent;
  10347. /**
  10348. * Internal only
  10349. * @hidden
  10350. */
  10351. private static _IsGreater;
  10352. /**
  10353. * Internal only
  10354. * @hidden
  10355. */
  10356. private static _IsLesser;
  10357. /**
  10358. * returns the number for IsEqual
  10359. */
  10360. static readonly IsEqual: number;
  10361. /**
  10362. * Returns the number for IsDifferent
  10363. */
  10364. static readonly IsDifferent: number;
  10365. /**
  10366. * Returns the number for IsGreater
  10367. */
  10368. static readonly IsGreater: number;
  10369. /**
  10370. * Returns the number for IsLesser
  10371. */
  10372. static readonly IsLesser: number;
  10373. /**
  10374. * Internal only The action manager for the condition
  10375. * @hidden
  10376. */
  10377. _actionManager: ActionManager;
  10378. /**
  10379. * Internal only
  10380. * @hidden
  10381. */
  10382. private _target;
  10383. /**
  10384. * Internal only
  10385. * @hidden
  10386. */
  10387. private _effectiveTarget;
  10388. /**
  10389. * Internal only
  10390. * @hidden
  10391. */
  10392. private _property;
  10393. /**
  10394. * Creates a new ValueCondition
  10395. * @param actionManager manager for the action the condition applies to
  10396. * @param target for the action
  10397. * @param propertyPath path to specify the property of the target the conditional operator uses
  10398. * @param value the value compared by the conditional operator against the current value of the property
  10399. * @param operator the conditional operator, default ValueCondition.IsEqual
  10400. */
  10401. constructor(actionManager: ActionManager, target: any,
  10402. /** path to specify the property of the target the conditional operator uses */
  10403. propertyPath: string,
  10404. /** the value compared by the conditional operator against the current value of the property */
  10405. value: any,
  10406. /** the conditional operator, default ValueCondition.IsEqual */
  10407. operator?: number);
  10408. /**
  10409. * Compares the given value with the property value for the specified conditional operator
  10410. * @returns the result of the comparison
  10411. */
  10412. isValid(): boolean;
  10413. /**
  10414. * Serialize the ValueCondition into a JSON compatible object
  10415. * @returns serialization object
  10416. */
  10417. serialize(): any;
  10418. /**
  10419. * Gets the name of the conditional operator for the ValueCondition
  10420. * @param operator the conditional operator
  10421. * @returns the name
  10422. */
  10423. static GetOperatorName(operator: number): string;
  10424. }
  10425. /**
  10426. * Defines a predicate condition as an extension of Condition
  10427. */
  10428. export class PredicateCondition extends Condition {
  10429. /** defines the predicate function used to validate the condition */
  10430. predicate: () => boolean;
  10431. /**
  10432. * Internal only - manager for action
  10433. * @hidden
  10434. */
  10435. _actionManager: ActionManager;
  10436. /**
  10437. * Creates a new PredicateCondition
  10438. * @param actionManager manager for the action the condition applies to
  10439. * @param predicate defines the predicate function used to validate the condition
  10440. */
  10441. constructor(actionManager: ActionManager,
  10442. /** defines the predicate function used to validate the condition */
  10443. predicate: () => boolean);
  10444. /**
  10445. * @returns the validity of the predicate condition
  10446. */
  10447. isValid(): boolean;
  10448. }
  10449. /**
  10450. * Defines a state condition as an extension of Condition
  10451. */
  10452. export class StateCondition extends Condition {
  10453. /** Value to compare with target state */
  10454. value: string;
  10455. /**
  10456. * Internal only - manager for action
  10457. * @hidden
  10458. */
  10459. _actionManager: ActionManager;
  10460. /**
  10461. * Internal only
  10462. * @hidden
  10463. */
  10464. private _target;
  10465. /**
  10466. * Creates a new StateCondition
  10467. * @param actionManager manager for the action the condition applies to
  10468. * @param target of the condition
  10469. * @param value to compare with target state
  10470. */
  10471. constructor(actionManager: ActionManager, target: any,
  10472. /** Value to compare with target state */
  10473. value: string);
  10474. /**
  10475. * Gets a boolean indicating if the current condition is met
  10476. * @returns the validity of the state
  10477. */
  10478. isValid(): boolean;
  10479. /**
  10480. * Serialize the StateCondition into a JSON compatible object
  10481. * @returns serialization object
  10482. */
  10483. serialize(): any;
  10484. }
  10485. }
  10486. declare module "babylonjs/Actions/directActions" {
  10487. import { Action } from "babylonjs/Actions/action";
  10488. import { Condition } from "babylonjs/Actions/condition";
  10489. import { ActionEvent } from "babylonjs/Actions/actionEvent";
  10490. /**
  10491. * This defines an action responsible to toggle a boolean once triggered.
  10492. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10493. */
  10494. export class SwitchBooleanAction extends Action {
  10495. /**
  10496. * The path to the boolean property in the target object
  10497. */
  10498. propertyPath: string;
  10499. private _target;
  10500. private _effectiveTarget;
  10501. private _property;
  10502. /**
  10503. * Instantiate the action
  10504. * @param triggerOptions defines the trigger options
  10505. * @param target defines the object containing the boolean
  10506. * @param propertyPath defines the path to the boolean property in the target object
  10507. * @param condition defines the trigger related conditions
  10508. */
  10509. constructor(triggerOptions: any, target: any, propertyPath: string, condition?: Condition);
  10510. /** @hidden */
  10511. _prepare(): void;
  10512. /**
  10513. * Execute the action toggle the boolean value.
  10514. */
  10515. execute(): void;
  10516. /**
  10517. * Serializes the actions and its related information.
  10518. * @param parent defines the object to serialize in
  10519. * @returns the serialized object
  10520. */
  10521. serialize(parent: any): any;
  10522. }
  10523. /**
  10524. * This defines an action responsible to set a the state field of the target
  10525. * to a desired value once triggered.
  10526. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10527. */
  10528. export class SetStateAction extends Action {
  10529. /**
  10530. * The value to store in the state field.
  10531. */
  10532. value: string;
  10533. private _target;
  10534. /**
  10535. * Instantiate the action
  10536. * @param triggerOptions defines the trigger options
  10537. * @param target defines the object containing the state property
  10538. * @param value defines the value to store in the state field
  10539. * @param condition defines the trigger related conditions
  10540. */
  10541. constructor(triggerOptions: any, target: any, value: string, condition?: Condition);
  10542. /**
  10543. * Execute the action and store the value on the target state property.
  10544. */
  10545. execute(): void;
  10546. /**
  10547. * Serializes the actions and its related information.
  10548. * @param parent defines the object to serialize in
  10549. * @returns the serialized object
  10550. */
  10551. serialize(parent: any): any;
  10552. }
  10553. /**
  10554. * This defines an action responsible to set a property of the target
  10555. * to a desired value once triggered.
  10556. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10557. */
  10558. export class SetValueAction extends Action {
  10559. /**
  10560. * The path of the property to set in the target.
  10561. */
  10562. propertyPath: string;
  10563. /**
  10564. * The value to set in the property
  10565. */
  10566. value: any;
  10567. private _target;
  10568. private _effectiveTarget;
  10569. private _property;
  10570. /**
  10571. * Instantiate the action
  10572. * @param triggerOptions defines the trigger options
  10573. * @param target defines the object containing the property
  10574. * @param propertyPath defines the path of the property to set in the target
  10575. * @param value defines the value to set in the property
  10576. * @param condition defines the trigger related conditions
  10577. */
  10578. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  10579. /** @hidden */
  10580. _prepare(): void;
  10581. /**
  10582. * Execute the action and set the targetted property to the desired value.
  10583. */
  10584. execute(): void;
  10585. /**
  10586. * Serializes the actions and its related information.
  10587. * @param parent defines the object to serialize in
  10588. * @returns the serialized object
  10589. */
  10590. serialize(parent: any): any;
  10591. }
  10592. /**
  10593. * This defines an action responsible to increment the target value
  10594. * to a desired value once triggered.
  10595. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10596. */
  10597. export class IncrementValueAction extends Action {
  10598. /**
  10599. * The path of the property to increment in the target.
  10600. */
  10601. propertyPath: string;
  10602. /**
  10603. * The value we should increment the property by.
  10604. */
  10605. value: any;
  10606. private _target;
  10607. private _effectiveTarget;
  10608. private _property;
  10609. /**
  10610. * Instantiate the action
  10611. * @param triggerOptions defines the trigger options
  10612. * @param target defines the object containing the property
  10613. * @param propertyPath defines the path of the property to increment in the target
  10614. * @param value defines the value value we should increment the property by
  10615. * @param condition defines the trigger related conditions
  10616. */
  10617. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  10618. /** @hidden */
  10619. _prepare(): void;
  10620. /**
  10621. * Execute the action and increment the target of the value amount.
  10622. */
  10623. execute(): void;
  10624. /**
  10625. * Serializes the actions and its related information.
  10626. * @param parent defines the object to serialize in
  10627. * @returns the serialized object
  10628. */
  10629. serialize(parent: any): any;
  10630. }
  10631. /**
  10632. * This defines an action responsible to start an animation once triggered.
  10633. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10634. */
  10635. export class PlayAnimationAction extends Action {
  10636. /**
  10637. * Where the animation should start (animation frame)
  10638. */
  10639. from: number;
  10640. /**
  10641. * Where the animation should stop (animation frame)
  10642. */
  10643. to: number;
  10644. /**
  10645. * Define if the animation should loop or stop after the first play.
  10646. */
  10647. loop?: boolean;
  10648. private _target;
  10649. /**
  10650. * Instantiate the action
  10651. * @param triggerOptions defines the trigger options
  10652. * @param target defines the target animation or animation name
  10653. * @param from defines from where the animation should start (animation frame)
  10654. * @param end defines where the animation should stop (animation frame)
  10655. * @param loop defines if the animation should loop or stop after the first play
  10656. * @param condition defines the trigger related conditions
  10657. */
  10658. constructor(triggerOptions: any, target: any, from: number, to: number, loop?: boolean, condition?: Condition);
  10659. /** @hidden */
  10660. _prepare(): void;
  10661. /**
  10662. * Execute the action and play the animation.
  10663. */
  10664. execute(): void;
  10665. /**
  10666. * Serializes the actions and its related information.
  10667. * @param parent defines the object to serialize in
  10668. * @returns the serialized object
  10669. */
  10670. serialize(parent: any): any;
  10671. }
  10672. /**
  10673. * This defines an action responsible to stop an animation once triggered.
  10674. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10675. */
  10676. export class StopAnimationAction extends Action {
  10677. private _target;
  10678. /**
  10679. * Instantiate the action
  10680. * @param triggerOptions defines the trigger options
  10681. * @param target defines the target animation or animation name
  10682. * @param condition defines the trigger related conditions
  10683. */
  10684. constructor(triggerOptions: any, target: any, condition?: Condition);
  10685. /** @hidden */
  10686. _prepare(): void;
  10687. /**
  10688. * Execute the action and stop the animation.
  10689. */
  10690. execute(): void;
  10691. /**
  10692. * Serializes the actions and its related information.
  10693. * @param parent defines the object to serialize in
  10694. * @returns the serialized object
  10695. */
  10696. serialize(parent: any): any;
  10697. }
  10698. /**
  10699. * This defines an action responsible that does nothing once triggered.
  10700. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10701. */
  10702. export class DoNothingAction extends Action {
  10703. /**
  10704. * Instantiate the action
  10705. * @param triggerOptions defines the trigger options
  10706. * @param condition defines the trigger related conditions
  10707. */
  10708. constructor(triggerOptions?: any, condition?: Condition);
  10709. /**
  10710. * Execute the action and do nothing.
  10711. */
  10712. execute(): void;
  10713. /**
  10714. * Serializes the actions and its related information.
  10715. * @param parent defines the object to serialize in
  10716. * @returns the serialized object
  10717. */
  10718. serialize(parent: any): any;
  10719. }
  10720. /**
  10721. * This defines an action responsible to trigger several actions once triggered.
  10722. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10723. */
  10724. export class CombineAction extends Action {
  10725. /**
  10726. * The list of aggregated animations to run.
  10727. */
  10728. children: Action[];
  10729. /**
  10730. * Instantiate the action
  10731. * @param triggerOptions defines the trigger options
  10732. * @param children defines the list of aggregated animations to run
  10733. * @param condition defines the trigger related conditions
  10734. */
  10735. constructor(triggerOptions: any, children: Action[], condition?: Condition);
  10736. /** @hidden */
  10737. _prepare(): void;
  10738. /**
  10739. * Execute the action and executes all the aggregated actions.
  10740. */
  10741. execute(evt: ActionEvent): void;
  10742. /**
  10743. * Serializes the actions and its related information.
  10744. * @param parent defines the object to serialize in
  10745. * @returns the serialized object
  10746. */
  10747. serialize(parent: any): any;
  10748. }
  10749. /**
  10750. * This defines an action responsible to run code (external event) once triggered.
  10751. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10752. */
  10753. export class ExecuteCodeAction extends Action {
  10754. /**
  10755. * The callback function to run.
  10756. */
  10757. func: (evt: ActionEvent) => void;
  10758. /**
  10759. * Instantiate the action
  10760. * @param triggerOptions defines the trigger options
  10761. * @param func defines the callback function to run
  10762. * @param condition defines the trigger related conditions
  10763. */
  10764. constructor(triggerOptions: any, func: (evt: ActionEvent) => void, condition?: Condition);
  10765. /**
  10766. * Execute the action and run the attached code.
  10767. */
  10768. execute(evt: ActionEvent): void;
  10769. }
  10770. /**
  10771. * This defines an action responsible to set the parent property of the target once triggered.
  10772. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10773. */
  10774. export class SetParentAction extends Action {
  10775. private _parent;
  10776. private _target;
  10777. /**
  10778. * Instantiate the action
  10779. * @param triggerOptions defines the trigger options
  10780. * @param target defines the target containing the parent property
  10781. * @param parent defines from where the animation should start (animation frame)
  10782. * @param condition defines the trigger related conditions
  10783. */
  10784. constructor(triggerOptions: any, target: any, parent: any, condition?: Condition);
  10785. /** @hidden */
  10786. _prepare(): void;
  10787. /**
  10788. * Execute the action and set the parent property.
  10789. */
  10790. execute(): void;
  10791. /**
  10792. * Serializes the actions and its related information.
  10793. * @param parent defines the object to serialize in
  10794. * @returns the serialized object
  10795. */
  10796. serialize(parent: any): any;
  10797. }
  10798. }
  10799. declare module "babylonjs/Actions/actionManager" {
  10800. import { Nullable } from "babylonjs/types";
  10801. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  10802. import { Scene } from "babylonjs/scene";
  10803. import { IAction } from "babylonjs/Actions/action";
  10804. import { IActionEvent } from "babylonjs/Actions/actionEvent";
  10805. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  10806. /**
  10807. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  10808. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  10809. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10810. */
  10811. export class ActionManager extends AbstractActionManager {
  10812. /**
  10813. * Nothing
  10814. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10815. */
  10816. static readonly NothingTrigger: number;
  10817. /**
  10818. * On pick
  10819. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10820. */
  10821. static readonly OnPickTrigger: number;
  10822. /**
  10823. * On left pick
  10824. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10825. */
  10826. static readonly OnLeftPickTrigger: number;
  10827. /**
  10828. * On right pick
  10829. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10830. */
  10831. static readonly OnRightPickTrigger: number;
  10832. /**
  10833. * On center pick
  10834. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10835. */
  10836. static readonly OnCenterPickTrigger: number;
  10837. /**
  10838. * On pick down
  10839. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10840. */
  10841. static readonly OnPickDownTrigger: number;
  10842. /**
  10843. * On double pick
  10844. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10845. */
  10846. static readonly OnDoublePickTrigger: number;
  10847. /**
  10848. * On pick up
  10849. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10850. */
  10851. static readonly OnPickUpTrigger: number;
  10852. /**
  10853. * On pick out.
  10854. * This trigger will only be raised if you also declared a OnPickDown
  10855. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10856. */
  10857. static readonly OnPickOutTrigger: number;
  10858. /**
  10859. * On long press
  10860. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10861. */
  10862. static readonly OnLongPressTrigger: number;
  10863. /**
  10864. * On pointer over
  10865. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10866. */
  10867. static readonly OnPointerOverTrigger: number;
  10868. /**
  10869. * On pointer out
  10870. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10871. */
  10872. static readonly OnPointerOutTrigger: number;
  10873. /**
  10874. * On every frame
  10875. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10876. */
  10877. static readonly OnEveryFrameTrigger: number;
  10878. /**
  10879. * On intersection enter
  10880. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10881. */
  10882. static readonly OnIntersectionEnterTrigger: number;
  10883. /**
  10884. * On intersection exit
  10885. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10886. */
  10887. static readonly OnIntersectionExitTrigger: number;
  10888. /**
  10889. * On key down
  10890. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10891. */
  10892. static readonly OnKeyDownTrigger: number;
  10893. /**
  10894. * On key up
  10895. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10896. */
  10897. static readonly OnKeyUpTrigger: number;
  10898. private _scene;
  10899. /**
  10900. * Creates a new action manager
  10901. * @param scene defines the hosting scene
  10902. */
  10903. constructor(scene: Scene);
  10904. /**
  10905. * Releases all associated resources
  10906. */
  10907. dispose(): void;
  10908. /**
  10909. * Gets hosting scene
  10910. * @returns the hosting scene
  10911. */
  10912. getScene(): Scene;
  10913. /**
  10914. * Does this action manager handles actions of any of the given triggers
  10915. * @param triggers defines the triggers to be tested
  10916. * @return a boolean indicating whether one (or more) of the triggers is handled
  10917. */
  10918. hasSpecificTriggers(triggers: number[]): boolean;
  10919. /**
  10920. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  10921. * speed.
  10922. * @param triggerA defines the trigger to be tested
  10923. * @param triggerB defines the trigger to be tested
  10924. * @return a boolean indicating whether one (or more) of the triggers is handled
  10925. */
  10926. hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  10927. /**
  10928. * Does this action manager handles actions of a given trigger
  10929. * @param trigger defines the trigger to be tested
  10930. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  10931. * @return whether the trigger is handled
  10932. */
  10933. hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  10934. /**
  10935. * Does this action manager has pointer triggers
  10936. */
  10937. readonly hasPointerTriggers: boolean;
  10938. /**
  10939. * Does this action manager has pick triggers
  10940. */
  10941. readonly hasPickTriggers: boolean;
  10942. /**
  10943. * Registers an action to this action manager
  10944. * @param action defines the action to be registered
  10945. * @return the action amended (prepared) after registration
  10946. */
  10947. registerAction(action: IAction): Nullable<IAction>;
  10948. /**
  10949. * Unregisters an action to this action manager
  10950. * @param action defines the action to be unregistered
  10951. * @return a boolean indicating whether the action has been unregistered
  10952. */
  10953. unregisterAction(action: IAction): Boolean;
  10954. /**
  10955. * Process a specific trigger
  10956. * @param trigger defines the trigger to process
  10957. * @param evt defines the event details to be processed
  10958. */
  10959. processTrigger(trigger: number, evt?: IActionEvent): void;
  10960. /** @hidden */
  10961. _getEffectiveTarget(target: any, propertyPath: string): any;
  10962. /** @hidden */
  10963. _getProperty(propertyPath: string): string;
  10964. /**
  10965. * Serialize this manager to a JSON object
  10966. * @param name defines the property name to store this manager
  10967. * @returns a JSON representation of this manager
  10968. */
  10969. serialize(name: string): any;
  10970. /**
  10971. * Creates a new ActionManager from a JSON data
  10972. * @param parsedActions defines the JSON data to read from
  10973. * @param object defines the hosting mesh
  10974. * @param scene defines the hosting scene
  10975. */
  10976. static Parse(parsedActions: any, object: Nullable<AbstractMesh>, scene: Scene): void;
  10977. /**
  10978. * Get a trigger name by index
  10979. * @param trigger defines the trigger index
  10980. * @returns a trigger name
  10981. */
  10982. static GetTriggerName(trigger: number): string;
  10983. }
  10984. }
  10985. declare module "babylonjs/Culling/ray" {
  10986. import { DeepImmutable, Nullable, float } from "babylonjs/types";
  10987. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  10988. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  10989. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  10990. import { IntersectionInfo } from "babylonjs/Collisions/intersectionInfo";
  10991. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  10992. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  10993. import { Plane } from "babylonjs/Maths/math.plane";
  10994. /**
  10995. * Class representing a ray with position and direction
  10996. */
  10997. export class Ray {
  10998. /** origin point */
  10999. origin: Vector3;
  11000. /** direction */
  11001. direction: Vector3;
  11002. /** length of the ray */
  11003. length: number;
  11004. private static readonly TmpVector3;
  11005. private _tmpRay;
  11006. /**
  11007. * Creates a new ray
  11008. * @param origin origin point
  11009. * @param direction direction
  11010. * @param length length of the ray
  11011. */
  11012. constructor(
  11013. /** origin point */
  11014. origin: Vector3,
  11015. /** direction */
  11016. direction: Vector3,
  11017. /** length of the ray */
  11018. length?: number);
  11019. /**
  11020. * Checks if the ray intersects a box
  11021. * @param minimum bound of the box
  11022. * @param maximum bound of the box
  11023. * @param intersectionTreshold extra extend to be added to the box in all direction
  11024. * @returns if the box was hit
  11025. */
  11026. intersectsBoxMinMax(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, intersectionTreshold?: number): boolean;
  11027. /**
  11028. * Checks if the ray intersects a box
  11029. * @param box the bounding box to check
  11030. * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
  11031. * @returns if the box was hit
  11032. */
  11033. intersectsBox(box: DeepImmutable<BoundingBox>, intersectionTreshold?: number): boolean;
  11034. /**
  11035. * If the ray hits a sphere
  11036. * @param sphere the bounding sphere to check
  11037. * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction
  11038. * @returns true if it hits the sphere
  11039. */
  11040. intersectsSphere(sphere: DeepImmutable<BoundingSphere>, intersectionTreshold?: number): boolean;
  11041. /**
  11042. * If the ray hits a triange
  11043. * @param vertex0 triangle vertex
  11044. * @param vertex1 triangle vertex
  11045. * @param vertex2 triangle vertex
  11046. * @returns intersection information if hit
  11047. */
  11048. intersectsTriangle(vertex0: DeepImmutable<Vector3>, vertex1: DeepImmutable<Vector3>, vertex2: DeepImmutable<Vector3>): Nullable<IntersectionInfo>;
  11049. /**
  11050. * Checks if ray intersects a plane
  11051. * @param plane the plane to check
  11052. * @returns the distance away it was hit
  11053. */
  11054. intersectsPlane(plane: DeepImmutable<Plane>): Nullable<number>;
  11055. /**
  11056. * Calculate the intercept of a ray on a given axis
  11057. * @param axis to check 'x' | 'y' | 'z'
  11058. * @param offset from axis interception (i.e. an offset of 1y is intercepted above ground)
  11059. * @returns a vector containing the coordinates where 'axis' is equal to zero (else offset), or null if there is no intercept.
  11060. */
  11061. intersectsAxis(axis: string, offset?: number): Nullable<Vector3>;
  11062. /**
  11063. * Checks if ray intersects a mesh
  11064. * @param mesh the mesh to check
  11065. * @param fastCheck if only the bounding box should checked
  11066. * @returns picking info of the intersecton
  11067. */
  11068. intersectsMesh(mesh: DeepImmutable<AbstractMesh>, fastCheck?: boolean): PickingInfo;
  11069. /**
  11070. * Checks if ray intersects a mesh
  11071. * @param meshes the meshes to check
  11072. * @param fastCheck if only the bounding box should checked
  11073. * @param results array to store result in
  11074. * @returns Array of picking infos
  11075. */
  11076. intersectsMeshes(meshes: Array<DeepImmutable<AbstractMesh>>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
  11077. private _comparePickingInfo;
  11078. private static smallnum;
  11079. private static rayl;
  11080. /**
  11081. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  11082. * @param sega the first point of the segment to test the intersection against
  11083. * @param segb the second point of the segment to test the intersection against
  11084. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  11085. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  11086. */
  11087. intersectionSegment(sega: DeepImmutable<Vector3>, segb: DeepImmutable<Vector3>, threshold: number): number;
  11088. /**
  11089. * Update the ray from viewport position
  11090. * @param x position
  11091. * @param y y position
  11092. * @param viewportWidth viewport width
  11093. * @param viewportHeight viewport height
  11094. * @param world world matrix
  11095. * @param view view matrix
  11096. * @param projection projection matrix
  11097. * @returns this ray updated
  11098. */
  11099. update(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  11100. /**
  11101. * Creates a ray with origin and direction of 0,0,0
  11102. * @returns the new ray
  11103. */
  11104. static Zero(): Ray;
  11105. /**
  11106. * Creates a new ray from screen space and viewport
  11107. * @param x position
  11108. * @param y y position
  11109. * @param viewportWidth viewport width
  11110. * @param viewportHeight viewport height
  11111. * @param world world matrix
  11112. * @param view view matrix
  11113. * @param projection projection matrix
  11114. * @returns new ray
  11115. */
  11116. static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  11117. /**
  11118. * Function will create a new transformed ray starting from origin and ending at the end point. Ray's length will be set, and ray will be
  11119. * transformed to the given world matrix.
  11120. * @param origin The origin point
  11121. * @param end The end point
  11122. * @param world a matrix to transform the ray to. Default is the identity matrix.
  11123. * @returns the new ray
  11124. */
  11125. static CreateNewFromTo(origin: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, world?: DeepImmutable<Matrix>): Ray;
  11126. /**
  11127. * Transforms a ray by a matrix
  11128. * @param ray ray to transform
  11129. * @param matrix matrix to apply
  11130. * @returns the resulting new ray
  11131. */
  11132. static Transform(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>): Ray;
  11133. /**
  11134. * Transforms a ray by a matrix
  11135. * @param ray ray to transform
  11136. * @param matrix matrix to apply
  11137. * @param result ray to store result in
  11138. */
  11139. static TransformToRef(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>, result: Ray): void;
  11140. /**
  11141. * Unproject a ray from screen space to object space
  11142. * @param sourceX defines the screen space x coordinate to use
  11143. * @param sourceY defines the screen space y coordinate to use
  11144. * @param viewportWidth defines the current width of the viewport
  11145. * @param viewportHeight defines the current height of the viewport
  11146. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  11147. * @param view defines the view matrix to use
  11148. * @param projection defines the projection matrix to use
  11149. */
  11150. unprojectRayToRef(sourceX: float, sourceY: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): void;
  11151. }
  11152. /**
  11153. * Type used to define predicate used to select faces when a mesh intersection is detected
  11154. */
  11155. export type TrianglePickingPredicate = (p0: Vector3, p1: Vector3, p2: Vector3, ray: Ray) => boolean;
  11156. module "babylonjs/scene" {
  11157. interface Scene {
  11158. /** @hidden */
  11159. _tempPickingRay: Nullable<Ray>;
  11160. /** @hidden */
  11161. _cachedRayForTransform: Ray;
  11162. /** @hidden */
  11163. _pickWithRayInverseMatrix: Matrix;
  11164. /** @hidden */
  11165. _internalPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  11166. /** @hidden */
  11167. _internalMultiPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  11168. }
  11169. }
  11170. }
  11171. declare module "babylonjs/sceneComponent" {
  11172. import { Scene } from "babylonjs/scene";
  11173. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  11174. import { SubMesh } from "babylonjs/Meshes/subMesh";
  11175. import { _InstancesBatch } from "babylonjs/Meshes/mesh";
  11176. import { SmartArrayNoDuplicate } from "babylonjs/Misc/smartArray";
  11177. import { Nullable } from "babylonjs/types";
  11178. import { Camera } from "babylonjs/Cameras/camera";
  11179. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  11180. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11181. import { AbstractScene } from "babylonjs/abstractScene";
  11182. /**
  11183. * Groups all the scene component constants in one place to ease maintenance.
  11184. * @hidden
  11185. */
  11186. export class SceneComponentConstants {
  11187. static readonly NAME_EFFECTLAYER: string;
  11188. static readonly NAME_LAYER: string;
  11189. static readonly NAME_LENSFLARESYSTEM: string;
  11190. static readonly NAME_BOUNDINGBOXRENDERER: string;
  11191. static readonly NAME_PARTICLESYSTEM: string;
  11192. static readonly NAME_GAMEPAD: string;
  11193. static readonly NAME_SIMPLIFICATIONQUEUE: string;
  11194. static readonly NAME_GEOMETRYBUFFERRENDERER: string;
  11195. static readonly NAME_DEPTHRENDERER: string;
  11196. static readonly NAME_POSTPROCESSRENDERPIPELINEMANAGER: string;
  11197. static readonly NAME_SPRITE: string;
  11198. static readonly NAME_OUTLINERENDERER: string;
  11199. static readonly NAME_PROCEDURALTEXTURE: string;
  11200. static readonly NAME_SHADOWGENERATOR: string;
  11201. static readonly NAME_OCTREE: string;
  11202. static readonly NAME_PHYSICSENGINE: string;
  11203. static readonly NAME_AUDIO: string;
  11204. static readonly STEP_ISREADYFORMESH_EFFECTLAYER: number;
  11205. static readonly STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER: number;
  11206. static readonly STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER: number;
  11207. static readonly STEP_ACTIVEMESH_BOUNDINGBOXRENDERER: number;
  11208. static readonly STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER: number;
  11209. static readonly STEP_BEFORECAMERADRAW_EFFECTLAYER: number;
  11210. static readonly STEP_BEFORECAMERADRAW_LAYER: number;
  11211. static readonly STEP_BEFORERENDERTARGETDRAW_LAYER: number;
  11212. static readonly STEP_BEFORERENDERINGMESH_OUTLINE: number;
  11213. static readonly STEP_AFTERRENDERINGMESH_OUTLINE: number;
  11214. static readonly STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW: number;
  11215. static readonly STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER: number;
  11216. static readonly STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE: number;
  11217. static readonly STEP_BEFORECAMERAUPDATE_GAMEPAD: number;
  11218. static readonly STEP_BEFORECLEAR_PROCEDURALTEXTURE: number;
  11219. static readonly STEP_AFTERRENDERTARGETDRAW_LAYER: number;
  11220. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER: number;
  11221. static readonly STEP_AFTERCAMERADRAW_LENSFLARESYSTEM: number;
  11222. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW: number;
  11223. static readonly STEP_AFTERCAMERADRAW_LAYER: number;
  11224. static readonly STEP_AFTERRENDER_AUDIO: number;
  11225. static readonly STEP_GATHERRENDERTARGETS_SHADOWGENERATOR: number;
  11226. static readonly STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER: number;
  11227. static readonly STEP_GATHERRENDERTARGETS_DEPTHRENDERER: number;
  11228. static readonly STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER: number;
  11229. static readonly STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER: number;
  11230. static readonly STEP_POINTERMOVE_SPRITE: number;
  11231. static readonly STEP_POINTERDOWN_SPRITE: number;
  11232. static readonly STEP_POINTERUP_SPRITE: number;
  11233. }
  11234. /**
  11235. * This represents a scene component.
  11236. *
  11237. * This is used to decouple the dependency the scene is having on the different workloads like
  11238. * layers, post processes...
  11239. */
  11240. export interface ISceneComponent {
  11241. /**
  11242. * The name of the component. Each component must have a unique name.
  11243. */
  11244. name: string;
  11245. /**
  11246. * The scene the component belongs to.
  11247. */
  11248. scene: Scene;
  11249. /**
  11250. * Register the component to one instance of a scene.
  11251. */
  11252. register(): void;
  11253. /**
  11254. * Rebuilds the elements related to this component in case of
  11255. * context lost for instance.
  11256. */
  11257. rebuild(): void;
  11258. /**
  11259. * Disposes the component and the associated ressources.
  11260. */
  11261. dispose(): void;
  11262. }
  11263. /**
  11264. * This represents a SERIALIZABLE scene component.
  11265. *
  11266. * This extends Scene Component to add Serialization methods on top.
  11267. */
  11268. export interface ISceneSerializableComponent extends ISceneComponent {
  11269. /**
  11270. * Adds all the elements from the container to the scene
  11271. * @param container the container holding the elements
  11272. */
  11273. addFromContainer(container: AbstractScene): void;
  11274. /**
  11275. * Removes all the elements in the container from the scene
  11276. * @param container contains the elements to remove
  11277. * @param dispose if the removed element should be disposed (default: false)
  11278. */
  11279. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  11280. /**
  11281. * Serializes the component data to the specified json object
  11282. * @param serializationObject The object to serialize to
  11283. */
  11284. serialize(serializationObject: any): void;
  11285. }
  11286. /**
  11287. * Strong typing of a Mesh related stage step action
  11288. */
  11289. export type MeshStageAction = (mesh: AbstractMesh, hardwareInstancedRendering: boolean) => boolean;
  11290. /**
  11291. * Strong typing of a Evaluate Sub Mesh related stage step action
  11292. */
  11293. export type EvaluateSubMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh) => void;
  11294. /**
  11295. * Strong typing of a Active Mesh related stage step action
  11296. */
  11297. export type ActiveMeshStageAction = (sourceMesh: AbstractMesh, mesh: AbstractMesh) => void;
  11298. /**
  11299. * Strong typing of a Camera related stage step action
  11300. */
  11301. export type CameraStageAction = (camera: Camera) => void;
  11302. /**
  11303. * Strong typing of a Camera Frame buffer related stage step action
  11304. */
  11305. export type CameraStageFrameBufferAction = (camera: Camera) => boolean;
  11306. /**
  11307. * Strong typing of a Render Target related stage step action
  11308. */
  11309. export type RenderTargetStageAction = (renderTarget: RenderTargetTexture) => void;
  11310. /**
  11311. * Strong typing of a RenderingGroup related stage step action
  11312. */
  11313. export type RenderingGroupStageAction = (renderingGroupId: number) => void;
  11314. /**
  11315. * Strong typing of a Mesh Render related stage step action
  11316. */
  11317. export type RenderingMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh, batch: _InstancesBatch) => void;
  11318. /**
  11319. * Strong typing of a simple stage step action
  11320. */
  11321. export type SimpleStageAction = () => void;
  11322. /**
  11323. * Strong typing of a render target action.
  11324. */
  11325. export type RenderTargetsStageAction = (renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>) => void;
  11326. /**
  11327. * Strong typing of a pointer move action.
  11328. */
  11329. export type PointerMoveStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, isMeshPicked: boolean, canvas: HTMLCanvasElement) => Nullable<PickingInfo>;
  11330. /**
  11331. * Strong typing of a pointer up/down action.
  11332. */
  11333. export type PointerUpDownStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, evt: PointerEvent) => Nullable<PickingInfo>;
  11334. /**
  11335. * Repressentation of a stage in the scene (Basically a list of ordered steps)
  11336. * @hidden
  11337. */
  11338. export class Stage<T extends Function> extends Array<{
  11339. index: number;
  11340. component: ISceneComponent;
  11341. action: T;
  11342. }> {
  11343. /**
  11344. * Hide ctor from the rest of the world.
  11345. * @param items The items to add.
  11346. */
  11347. private constructor();
  11348. /**
  11349. * Creates a new Stage.
  11350. * @returns A new instance of a Stage
  11351. */
  11352. static Create<T extends Function>(): Stage<T>;
  11353. /**
  11354. * Registers a step in an ordered way in the targeted stage.
  11355. * @param index Defines the position to register the step in
  11356. * @param component Defines the component attached to the step
  11357. * @param action Defines the action to launch during the step
  11358. */
  11359. registerStep(index: number, component: ISceneComponent, action: T): void;
  11360. /**
  11361. * Clears all the steps from the stage.
  11362. */
  11363. clear(): void;
  11364. }
  11365. }
  11366. declare module "babylonjs/Sprites/spriteSceneComponent" {
  11367. import { Nullable } from "babylonjs/types";
  11368. import { Observable } from "babylonjs/Misc/observable";
  11369. import { Scene } from "babylonjs/scene";
  11370. import { Sprite } from "babylonjs/Sprites/sprite";
  11371. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  11372. import { Ray } from "babylonjs/Culling/ray";
  11373. import { Camera } from "babylonjs/Cameras/camera";
  11374. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11375. import { ISceneComponent } from "babylonjs/sceneComponent";
  11376. module "babylonjs/scene" {
  11377. interface Scene {
  11378. /** @hidden */
  11379. _pointerOverSprite: Nullable<Sprite>;
  11380. /** @hidden */
  11381. _pickedDownSprite: Nullable<Sprite>;
  11382. /** @hidden */
  11383. _tempSpritePickingRay: Nullable<Ray>;
  11384. /**
  11385. * All of the sprite managers added to this scene
  11386. * @see http://doc.babylonjs.com/babylon101/sprites
  11387. */
  11388. spriteManagers: Array<ISpriteManager>;
  11389. /**
  11390. * An event triggered when sprites rendering is about to start
  11391. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  11392. */
  11393. onBeforeSpritesRenderingObservable: Observable<Scene>;
  11394. /**
  11395. * An event triggered when sprites rendering is done
  11396. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  11397. */
  11398. onAfterSpritesRenderingObservable: Observable<Scene>;
  11399. /** @hidden */
  11400. _internalPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11401. /** Launch a ray to try to pick a sprite in the scene
  11402. * @param x position on screen
  11403. * @param y position on screen
  11404. * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true
  11405. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  11406. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  11407. * @returns a PickingInfo
  11408. */
  11409. pickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11410. /** Use the given ray to pick a sprite in the scene
  11411. * @param ray The ray (in world space) to use to pick meshes
  11412. * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true
  11413. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  11414. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  11415. * @returns a PickingInfo
  11416. */
  11417. pickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11418. /** @hidden */
  11419. _internalMultiPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  11420. /** Launch a ray to try to pick sprites in the scene
  11421. * @param x position on screen
  11422. * @param y position on screen
  11423. * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true
  11424. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  11425. * @returns a PickingInfo array
  11426. */
  11427. multiPickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  11428. /** Use the given ray to pick sprites in the scene
  11429. * @param ray The ray (in world space) to use to pick meshes
  11430. * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true
  11431. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  11432. * @returns a PickingInfo array
  11433. */
  11434. multiPickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  11435. /**
  11436. * Force the sprite under the pointer
  11437. * @param sprite defines the sprite to use
  11438. */
  11439. setPointerOverSprite(sprite: Nullable<Sprite>): void;
  11440. /**
  11441. * Gets the sprite under the pointer
  11442. * @returns a Sprite or null if no sprite is under the pointer
  11443. */
  11444. getPointerOverSprite(): Nullable<Sprite>;
  11445. }
  11446. }
  11447. /**
  11448. * Defines the sprite scene component responsible to manage sprites
  11449. * in a given scene.
  11450. */
  11451. export class SpriteSceneComponent implements ISceneComponent {
  11452. /**
  11453. * The component name helpfull to identify the component in the list of scene components.
  11454. */
  11455. readonly name: string;
  11456. /**
  11457. * The scene the component belongs to.
  11458. */
  11459. scene: Scene;
  11460. /** @hidden */
  11461. private _spritePredicate;
  11462. /**
  11463. * Creates a new instance of the component for the given scene
  11464. * @param scene Defines the scene to register the component in
  11465. */
  11466. constructor(scene: Scene);
  11467. /**
  11468. * Registers the component in a given scene
  11469. */
  11470. register(): void;
  11471. /**
  11472. * Rebuilds the elements related to this component in case of
  11473. * context lost for instance.
  11474. */
  11475. rebuild(): void;
  11476. /**
  11477. * Disposes the component and the associated ressources.
  11478. */
  11479. dispose(): void;
  11480. private _pickSpriteButKeepRay;
  11481. private _pointerMove;
  11482. private _pointerDown;
  11483. private _pointerUp;
  11484. }
  11485. }
  11486. declare module "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration" {
  11487. /** @hidden */
  11488. export var fogFragmentDeclaration: {
  11489. name: string;
  11490. shader: string;
  11491. };
  11492. }
  11493. declare module "babylonjs/Shaders/ShadersInclude/fogFragment" {
  11494. /** @hidden */
  11495. export var fogFragment: {
  11496. name: string;
  11497. shader: string;
  11498. };
  11499. }
  11500. declare module "babylonjs/Shaders/sprites.fragment" {
  11501. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  11502. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  11503. /** @hidden */
  11504. export var spritesPixelShader: {
  11505. name: string;
  11506. shader: string;
  11507. };
  11508. }
  11509. declare module "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration" {
  11510. /** @hidden */
  11511. export var fogVertexDeclaration: {
  11512. name: string;
  11513. shader: string;
  11514. };
  11515. }
  11516. declare module "babylonjs/Shaders/sprites.vertex" {
  11517. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  11518. /** @hidden */
  11519. export var spritesVertexShader: {
  11520. name: string;
  11521. shader: string;
  11522. };
  11523. }
  11524. declare module "babylonjs/Sprites/spriteManager" {
  11525. import { IDisposable, Scene } from "babylonjs/scene";
  11526. import { Nullable } from "babylonjs/types";
  11527. import { Observable } from "babylonjs/Misc/observable";
  11528. import { Sprite } from "babylonjs/Sprites/sprite";
  11529. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11530. import { Camera } from "babylonjs/Cameras/camera";
  11531. import { Texture } from "babylonjs/Materials/Textures/texture";
  11532. import "babylonjs/Shaders/sprites.fragment";
  11533. import "babylonjs/Shaders/sprites.vertex";
  11534. import { Ray } from "babylonjs/Culling/ray";
  11535. /**
  11536. * Defines the minimum interface to fullfil in order to be a sprite manager.
  11537. */
  11538. export interface ISpriteManager extends IDisposable {
  11539. /**
  11540. * Restricts the camera to viewing objects with the same layerMask.
  11541. * A camera with a layerMask of 1 will render spriteManager.layerMask & camera.layerMask!== 0
  11542. */
  11543. layerMask: number;
  11544. /**
  11545. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  11546. */
  11547. isPickable: boolean;
  11548. /**
  11549. * Specifies the rendering group id for this mesh (0 by default)
  11550. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  11551. */
  11552. renderingGroupId: number;
  11553. /**
  11554. * Defines the list of sprites managed by the manager.
  11555. */
  11556. sprites: Array<Sprite>;
  11557. /**
  11558. * Tests the intersection of a sprite with a specific ray.
  11559. * @param ray The ray we are sending to test the collision
  11560. * @param camera The camera space we are sending rays in
  11561. * @param predicate A predicate allowing excluding sprites from the list of object to test
  11562. * @param fastCheck Is the hit test done in a OOBB or AOBB fashion the faster, the less precise
  11563. * @returns picking info or null.
  11564. */
  11565. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  11566. /**
  11567. * Intersects the sprites with a ray
  11568. * @param ray defines the ray to intersect with
  11569. * @param camera defines the current active camera
  11570. * @param predicate defines a predicate used to select candidate sprites
  11571. * @returns null if no hit or a PickingInfo array
  11572. */
  11573. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  11574. /**
  11575. * Renders the list of sprites on screen.
  11576. */
  11577. render(): void;
  11578. }
  11579. /**
  11580. * Class used to manage multiple sprites on the same spritesheet
  11581. * @see http://doc.babylonjs.com/babylon101/sprites
  11582. */
  11583. export class SpriteManager implements ISpriteManager {
  11584. /** defines the manager's name */
  11585. name: string;
  11586. /** Gets the list of sprites */
  11587. sprites: Sprite[];
  11588. /** Gets or sets the rendering group id (0 by default) */
  11589. renderingGroupId: number;
  11590. /** Gets or sets camera layer mask */
  11591. layerMask: number;
  11592. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  11593. fogEnabled: boolean;
  11594. /** Gets or sets a boolean indicating if the sprites are pickable */
  11595. isPickable: boolean;
  11596. /** Defines the default width of a cell in the spritesheet */
  11597. cellWidth: number;
  11598. /** Defines the default height of a cell in the spritesheet */
  11599. cellHeight: number;
  11600. /** Associative array from JSON sprite data file */
  11601. private _cellData;
  11602. /** Array of sprite names from JSON sprite data file */
  11603. private _spriteMap;
  11604. /** True when packed cell data from JSON file is ready*/
  11605. private _packedAndReady;
  11606. /**
  11607. * An event triggered when the manager is disposed.
  11608. */
  11609. onDisposeObservable: Observable<SpriteManager>;
  11610. private _onDisposeObserver;
  11611. /**
  11612. * Callback called when the manager is disposed
  11613. */
  11614. onDispose: () => void;
  11615. private _capacity;
  11616. private _fromPacked;
  11617. private _spriteTexture;
  11618. private _epsilon;
  11619. private _scene;
  11620. private _vertexData;
  11621. private _buffer;
  11622. private _vertexBuffers;
  11623. private _indexBuffer;
  11624. private _effectBase;
  11625. private _effectFog;
  11626. /**
  11627. * Gets or sets the spritesheet texture
  11628. */
  11629. texture: Texture;
  11630. /**
  11631. * Creates a new sprite manager
  11632. * @param name defines the manager's name
  11633. * @param imgUrl defines the sprite sheet url
  11634. * @param capacity defines the maximum allowed number of sprites
  11635. * @param cellSize defines the size of a sprite cell
  11636. * @param scene defines the hosting scene
  11637. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  11638. * @param samplingMode defines the smapling mode to use with spritesheet
  11639. * @param fromPacked set to false; do not alter
  11640. * @param spriteJSON null otherwise a JSON object defining sprite sheet data; do not alter
  11641. */
  11642. constructor(
  11643. /** defines the manager's name */
  11644. name: string, imgUrl: string, capacity: number, cellSize: any, scene: Scene, epsilon?: number, samplingMode?: number, fromPacked?: boolean, spriteJSON?: string | null);
  11645. private _makePacked;
  11646. private _appendSpriteVertex;
  11647. /**
  11648. * Intersects the sprites with a ray
  11649. * @param ray defines the ray to intersect with
  11650. * @param camera defines the current active camera
  11651. * @param predicate defines a predicate used to select candidate sprites
  11652. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  11653. * @returns null if no hit or a PickingInfo
  11654. */
  11655. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  11656. /**
  11657. * Intersects the sprites with a ray
  11658. * @param ray defines the ray to intersect with
  11659. * @param camera defines the current active camera
  11660. * @param predicate defines a predicate used to select candidate sprites
  11661. * @returns null if no hit or a PickingInfo array
  11662. */
  11663. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  11664. /**
  11665. * Render all child sprites
  11666. */
  11667. render(): void;
  11668. /**
  11669. * Release associated resources
  11670. */
  11671. dispose(): void;
  11672. }
  11673. }
  11674. declare module "babylonjs/Sprites/sprite" {
  11675. import { Vector3 } from "babylonjs/Maths/math.vector";
  11676. import { Nullable } from "babylonjs/types";
  11677. import { ActionManager } from "babylonjs/Actions/actionManager";
  11678. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  11679. import { Color4 } from "babylonjs/Maths/math.color";
  11680. /**
  11681. * Class used to represent a sprite
  11682. * @see http://doc.babylonjs.com/babylon101/sprites
  11683. */
  11684. export class Sprite {
  11685. /** defines the name */
  11686. name: string;
  11687. /** Gets or sets the current world position */
  11688. position: Vector3;
  11689. /** Gets or sets the main color */
  11690. color: Color4;
  11691. /** Gets or sets the width */
  11692. width: number;
  11693. /** Gets or sets the height */
  11694. height: number;
  11695. /** Gets or sets rotation angle */
  11696. angle: number;
  11697. /** Gets or sets the cell index in the sprite sheet */
  11698. cellIndex: number;
  11699. /** Gets or sets the cell reference in the sprite sheet, uses sprite's filename when added to sprite sheet */
  11700. cellRef: string;
  11701. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  11702. invertU: number;
  11703. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  11704. invertV: number;
  11705. /** Gets or sets a boolean indicating that this sprite should be disposed after animation ends */
  11706. disposeWhenFinishedAnimating: boolean;
  11707. /** Gets the list of attached animations */
  11708. animations: Animation[];
  11709. /** Gets or sets a boolean indicating if the sprite can be picked */
  11710. isPickable: boolean;
  11711. /**
  11712. * Gets or sets the associated action manager
  11713. */
  11714. actionManager: Nullable<ActionManager>;
  11715. private _animationStarted;
  11716. private _loopAnimation;
  11717. private _fromIndex;
  11718. private _toIndex;
  11719. private _delay;
  11720. private _direction;
  11721. private _manager;
  11722. private _time;
  11723. private _onAnimationEnd;
  11724. /**
  11725. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  11726. */
  11727. isVisible: boolean;
  11728. /**
  11729. * Gets or sets the sprite size
  11730. */
  11731. size: number;
  11732. /**
  11733. * Creates a new Sprite
  11734. * @param name defines the name
  11735. * @param manager defines the manager
  11736. */
  11737. constructor(
  11738. /** defines the name */
  11739. name: string, manager: ISpriteManager);
  11740. /**
  11741. * Starts an animation
  11742. * @param from defines the initial key
  11743. * @param to defines the end key
  11744. * @param loop defines if the animation must loop
  11745. * @param delay defines the start delay (in ms)
  11746. * @param onAnimationEnd defines a callback to call when animation ends
  11747. */
  11748. playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: () => void): void;
  11749. /** Stops current animation (if any) */
  11750. stopAnimation(): void;
  11751. /** @hidden */
  11752. _animate(deltaTime: number): void;
  11753. /** Release associated resources */
  11754. dispose(): void;
  11755. }
  11756. }
  11757. declare module "babylonjs/Collisions/pickingInfo" {
  11758. import { Nullable } from "babylonjs/types";
  11759. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  11760. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  11761. import { Sprite } from "babylonjs/Sprites/sprite";
  11762. import { Ray } from "babylonjs/Culling/ray";
  11763. /**
  11764. * Information about the result of picking within a scene
  11765. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  11766. */
  11767. export class PickingInfo {
  11768. /** @hidden */
  11769. _pickingUnavailable: boolean;
  11770. /**
  11771. * If the pick collided with an object
  11772. */
  11773. hit: boolean;
  11774. /**
  11775. * Distance away where the pick collided
  11776. */
  11777. distance: number;
  11778. /**
  11779. * The location of pick collision
  11780. */
  11781. pickedPoint: Nullable<Vector3>;
  11782. /**
  11783. * The mesh corresponding the the pick collision
  11784. */
  11785. pickedMesh: Nullable<AbstractMesh>;
  11786. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calculating the texture coordinates of the collision.*/
  11787. bu: number;
  11788. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calculating the texture coordinates of the collision.*/
  11789. bv: number;
  11790. /** The index of the face on the mesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */
  11791. faceId: number;
  11792. /** Id of the the submesh that was picked */
  11793. subMeshId: number;
  11794. /** If a sprite was picked, this will be the sprite the pick collided with */
  11795. pickedSprite: Nullable<Sprite>;
  11796. /**
  11797. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  11798. */
  11799. originMesh: Nullable<AbstractMesh>;
  11800. /**
  11801. * The ray that was used to perform the picking.
  11802. */
  11803. ray: Nullable<Ray>;
  11804. /**
  11805. * Gets the normal correspodning to the face the pick collided with
  11806. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  11807. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  11808. * @returns The normal correspodning to the face the pick collided with
  11809. */
  11810. getNormal(useWorldCoordinates?: boolean, useVerticesNormals?: boolean): Nullable<Vector3>;
  11811. /**
  11812. * Gets the texture coordinates of where the pick occured
  11813. * @returns the vector containing the coordnates of the texture
  11814. */
  11815. getTextureCoordinates(): Nullable<Vector2>;
  11816. }
  11817. }
  11818. declare module "babylonjs/Events/pointerEvents" {
  11819. import { Nullable } from "babylonjs/types";
  11820. import { Vector2 } from "babylonjs/Maths/math.vector";
  11821. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11822. import { Ray } from "babylonjs/Culling/ray";
  11823. /**
  11824. * Gather the list of pointer event types as constants.
  11825. */
  11826. export class PointerEventTypes {
  11827. /**
  11828. * The pointerdown event is fired when a pointer becomes active. For mouse, it is fired when the device transitions from no buttons depressed to at least one button depressed. For touch, it is fired when physical contact is made with the digitizer. For pen, it is fired when the stylus makes physical contact with the digitizer.
  11829. */
  11830. static readonly POINTERDOWN: number;
  11831. /**
  11832. * The pointerup event is fired when a pointer is no longer active.
  11833. */
  11834. static readonly POINTERUP: number;
  11835. /**
  11836. * The pointermove event is fired when a pointer changes coordinates.
  11837. */
  11838. static readonly POINTERMOVE: number;
  11839. /**
  11840. * The pointerwheel event is fired when a mouse wheel has been rotated.
  11841. */
  11842. static readonly POINTERWHEEL: number;
  11843. /**
  11844. * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
  11845. */
  11846. static readonly POINTERPICK: number;
  11847. /**
  11848. * The pointertap event is fired when a the object has been touched and released without drag.
  11849. */
  11850. static readonly POINTERTAP: number;
  11851. /**
  11852. * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.
  11853. */
  11854. static readonly POINTERDOUBLETAP: number;
  11855. }
  11856. /**
  11857. * Base class of pointer info types.
  11858. */
  11859. export class PointerInfoBase {
  11860. /**
  11861. * Defines the type of event (PointerEventTypes)
  11862. */
  11863. type: number;
  11864. /**
  11865. * Defines the related dom event
  11866. */
  11867. event: PointerEvent | MouseWheelEvent;
  11868. /**
  11869. * Instantiates the base class of pointers info.
  11870. * @param type Defines the type of event (PointerEventTypes)
  11871. * @param event Defines the related dom event
  11872. */
  11873. constructor(
  11874. /**
  11875. * Defines the type of event (PointerEventTypes)
  11876. */
  11877. type: number,
  11878. /**
  11879. * Defines the related dom event
  11880. */
  11881. event: PointerEvent | MouseWheelEvent);
  11882. }
  11883. /**
  11884. * This class is used to store pointer related info for the onPrePointerObservable event.
  11885. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  11886. */
  11887. export class PointerInfoPre extends PointerInfoBase {
  11888. /**
  11889. * Ray from a pointer if availible (eg. 6dof controller)
  11890. */
  11891. ray: Nullable<Ray>;
  11892. /**
  11893. * Defines the local position of the pointer on the canvas.
  11894. */
  11895. localPosition: Vector2;
  11896. /**
  11897. * Defines whether the engine should skip the next OnPointerObservable associated to this pre.
  11898. */
  11899. skipOnPointerObservable: boolean;
  11900. /**
  11901. * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
  11902. * @param type Defines the type of event (PointerEventTypes)
  11903. * @param event Defines the related dom event
  11904. * @param localX Defines the local x coordinates of the pointer when the event occured
  11905. * @param localY Defines the local y coordinates of the pointer when the event occured
  11906. */
  11907. constructor(type: number, event: PointerEvent | MouseWheelEvent, localX: number, localY: number);
  11908. }
  11909. /**
  11910. * This type contains all the data related to a pointer event in Babylon.js.
  11911. * The event member is an instance of PointerEvent for all types except PointerWheel and is of type MouseWheelEvent when type equals PointerWheel. The different event types can be found in the PointerEventTypes class.
  11912. */
  11913. export class PointerInfo extends PointerInfoBase {
  11914. /**
  11915. * Defines the picking info associated to the info (if any)\
  11916. */
  11917. pickInfo: Nullable<PickingInfo>;
  11918. /**
  11919. * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
  11920. * @param type Defines the type of event (PointerEventTypes)
  11921. * @param event Defines the related dom event
  11922. * @param pickInfo Defines the picking info associated to the info (if any)\
  11923. */
  11924. constructor(type: number, event: PointerEvent | MouseWheelEvent,
  11925. /**
  11926. * Defines the picking info associated to the info (if any)\
  11927. */
  11928. pickInfo: Nullable<PickingInfo>);
  11929. }
  11930. /**
  11931. * Data relating to a touch event on the screen.
  11932. */
  11933. export interface PointerTouch {
  11934. /**
  11935. * X coordinate of touch.
  11936. */
  11937. x: number;
  11938. /**
  11939. * Y coordinate of touch.
  11940. */
  11941. y: number;
  11942. /**
  11943. * Id of touch. Unique for each finger.
  11944. */
  11945. pointerId: number;
  11946. /**
  11947. * Event type passed from DOM.
  11948. */
  11949. type: any;
  11950. }
  11951. }
  11952. declare module "babylonjs/Cameras/Inputs/freeCameraMouseInput" {
  11953. import { Observable } from "babylonjs/Misc/observable";
  11954. import { Nullable } from "babylonjs/types";
  11955. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  11956. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  11957. /**
  11958. * Manage the mouse inputs to control the movement of a free camera.
  11959. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  11960. */
  11961. export class FreeCameraMouseInput implements ICameraInput<FreeCamera> {
  11962. /**
  11963. * Define if touch is enabled in the mouse input
  11964. */
  11965. touchEnabled: boolean;
  11966. /**
  11967. * Defines the camera the input is attached to.
  11968. */
  11969. camera: FreeCamera;
  11970. /**
  11971. * Defines the buttons associated with the input to handle camera move.
  11972. */
  11973. buttons: number[];
  11974. /**
  11975. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  11976. */
  11977. angularSensibility: number;
  11978. private _pointerInput;
  11979. private _onMouseMove;
  11980. private _observer;
  11981. private previousPosition;
  11982. /**
  11983. * Observable for when a pointer move event occurs containing the move offset
  11984. */
  11985. onPointerMovedObservable: Observable<{
  11986. offsetX: number;
  11987. offsetY: number;
  11988. }>;
  11989. /**
  11990. * @hidden
  11991. * If the camera should be rotated automatically based on pointer movement
  11992. */
  11993. _allowCameraRotation: boolean;
  11994. /**
  11995. * Manage the mouse inputs to control the movement of a free camera.
  11996. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  11997. * @param touchEnabled Defines if touch is enabled or not
  11998. */
  11999. constructor(
  12000. /**
  12001. * Define if touch is enabled in the mouse input
  12002. */
  12003. touchEnabled?: boolean);
  12004. /**
  12005. * Attach the input controls to a specific dom element to get the input from.
  12006. * @param element Defines the element the controls should be listened from
  12007. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  12008. */
  12009. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  12010. /**
  12011. * Called on JS contextmenu event.
  12012. * Override this method to provide functionality.
  12013. */
  12014. protected onContextMenu(evt: PointerEvent): void;
  12015. /**
  12016. * Detach the current controls from the specified dom element.
  12017. * @param element Defines the element to stop listening the inputs from
  12018. */
  12019. detachControl(element: Nullable<HTMLElement>): void;
  12020. /**
  12021. * Gets the class name of the current intput.
  12022. * @returns the class name
  12023. */
  12024. getClassName(): string;
  12025. /**
  12026. * Get the friendly name associated with the input class.
  12027. * @returns the input friendly name
  12028. */
  12029. getSimpleName(): string;
  12030. }
  12031. }
  12032. declare module "babylonjs/Cameras/Inputs/freeCameraTouchInput" {
  12033. import { Nullable } from "babylonjs/types";
  12034. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  12035. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  12036. /**
  12037. * Manage the touch inputs to control the movement of a free camera.
  12038. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  12039. */
  12040. export class FreeCameraTouchInput implements ICameraInput<FreeCamera> {
  12041. /**
  12042. * Defines the camera the input is attached to.
  12043. */
  12044. camera: FreeCamera;
  12045. /**
  12046. * Defines the touch sensibility for rotation.
  12047. * The higher the faster.
  12048. */
  12049. touchAngularSensibility: number;
  12050. /**
  12051. * Defines the touch sensibility for move.
  12052. * The higher the faster.
  12053. */
  12054. touchMoveSensibility: number;
  12055. private _offsetX;
  12056. private _offsetY;
  12057. private _pointerPressed;
  12058. private _pointerInput;
  12059. private _observer;
  12060. private _onLostFocus;
  12061. /**
  12062. * Attach the input controls to a specific dom element to get the input from.
  12063. * @param element Defines the element the controls should be listened from
  12064. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  12065. */
  12066. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  12067. /**
  12068. * Detach the current controls from the specified dom element.
  12069. * @param element Defines the element to stop listening the inputs from
  12070. */
  12071. detachControl(element: Nullable<HTMLElement>): void;
  12072. /**
  12073. * Update the current camera state depending on the inputs that have been used this frame.
  12074. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  12075. */
  12076. checkInputs(): void;
  12077. /**
  12078. * Gets the class name of the current intput.
  12079. * @returns the class name
  12080. */
  12081. getClassName(): string;
  12082. /**
  12083. * Get the friendly name associated with the input class.
  12084. * @returns the input friendly name
  12085. */
  12086. getSimpleName(): string;
  12087. }
  12088. }
  12089. declare module "babylonjs/Cameras/freeCameraInputsManager" {
  12090. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  12091. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  12092. import { FreeCameraMouseInput } from "babylonjs/Cameras/Inputs/freeCameraMouseInput";
  12093. import { Nullable } from "babylonjs/types";
  12094. /**
  12095. * Default Inputs manager for the FreeCamera.
  12096. * It groups all the default supported inputs for ease of use.
  12097. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  12098. */
  12099. export class FreeCameraInputsManager extends CameraInputsManager<FreeCamera> {
  12100. /**
  12101. * @hidden
  12102. */
  12103. _mouseInput: Nullable<FreeCameraMouseInput>;
  12104. /**
  12105. * Instantiates a new FreeCameraInputsManager.
  12106. * @param camera Defines the camera the inputs belong to
  12107. */
  12108. constructor(camera: FreeCamera);
  12109. /**
  12110. * Add keyboard input support to the input manager.
  12111. * @returns the current input manager
  12112. */
  12113. addKeyboard(): FreeCameraInputsManager;
  12114. /**
  12115. * Add mouse input support to the input manager.
  12116. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  12117. * @returns the current input manager
  12118. */
  12119. addMouse(touchEnabled?: boolean): FreeCameraInputsManager;
  12120. /**
  12121. * Removes the mouse input support from the manager
  12122. * @returns the current input manager
  12123. */
  12124. removeMouse(): FreeCameraInputsManager;
  12125. /**
  12126. * Add touch input support to the input manager.
  12127. * @returns the current input manager
  12128. */
  12129. addTouch(): FreeCameraInputsManager;
  12130. /**
  12131. * Remove all attached input methods from a camera
  12132. */
  12133. clear(): void;
  12134. }
  12135. }
  12136. declare module "babylonjs/Cameras/freeCamera" {
  12137. import { Vector3 } from "babylonjs/Maths/math.vector";
  12138. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  12139. import { Scene } from "babylonjs/scene";
  12140. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  12141. import { FreeCameraInputsManager } from "babylonjs/Cameras/freeCameraInputsManager";
  12142. /**
  12143. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  12144. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  12145. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  12146. */
  12147. export class FreeCamera extends TargetCamera {
  12148. /**
  12149. * Define the collision ellipsoid of the camera.
  12150. * This is helpful to simulate a camera body like the player body around the camera
  12151. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  12152. */
  12153. ellipsoid: Vector3;
  12154. /**
  12155. * Define an offset for the position of the ellipsoid around the camera.
  12156. * This can be helpful to determine the center of the body near the gravity center of the body
  12157. * instead of its head.
  12158. */
  12159. ellipsoidOffset: Vector3;
  12160. /**
  12161. * Enable or disable collisions of the camera with the rest of the scene objects.
  12162. */
  12163. checkCollisions: boolean;
  12164. /**
  12165. * Enable or disable gravity on the camera.
  12166. */
  12167. applyGravity: boolean;
  12168. /**
  12169. * Define the input manager associated to the camera.
  12170. */
  12171. inputs: FreeCameraInputsManager;
  12172. /**
  12173. * Gets the input sensibility for a mouse input. (default is 2000.0)
  12174. * Higher values reduce sensitivity.
  12175. */
  12176. /**
  12177. * Sets the input sensibility for a mouse input. (default is 2000.0)
  12178. * Higher values reduce sensitivity.
  12179. */
  12180. angularSensibility: number;
  12181. /**
  12182. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  12183. */
  12184. keysUp: number[];
  12185. /**
  12186. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  12187. */
  12188. keysDown: number[];
  12189. /**
  12190. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  12191. */
  12192. keysLeft: number[];
  12193. /**
  12194. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  12195. */
  12196. keysRight: number[];
  12197. /**
  12198. * Event raised when the camera collide with a mesh in the scene.
  12199. */
  12200. onCollide: (collidedMesh: AbstractMesh) => void;
  12201. private _collider;
  12202. private _needMoveForGravity;
  12203. private _oldPosition;
  12204. private _diffPosition;
  12205. private _newPosition;
  12206. /** @hidden */
  12207. _localDirection: Vector3;
  12208. /** @hidden */
  12209. _transformedDirection: Vector3;
  12210. /**
  12211. * Instantiates a Free Camera.
  12212. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  12213. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  12214. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  12215. * @param name Define the name of the camera in the scene
  12216. * @param position Define the start position of the camera in the scene
  12217. * @param scene Define the scene the camera belongs to
  12218. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  12219. */
  12220. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  12221. /**
  12222. * Attached controls to the current camera.
  12223. * @param element Defines the element the controls should be listened from
  12224. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  12225. */
  12226. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  12227. /**
  12228. * Detach the current controls from the camera.
  12229. * The camera will stop reacting to inputs.
  12230. * @param element Defines the element to stop listening the inputs from
  12231. */
  12232. detachControl(element: HTMLElement): void;
  12233. private _collisionMask;
  12234. /**
  12235. * Define a collision mask to limit the list of object the camera can collide with
  12236. */
  12237. collisionMask: number;
  12238. /** @hidden */
  12239. _collideWithWorld(displacement: Vector3): void;
  12240. private _onCollisionPositionChange;
  12241. /** @hidden */
  12242. _checkInputs(): void;
  12243. /** @hidden */
  12244. _decideIfNeedsToMove(): boolean;
  12245. /** @hidden */
  12246. _updatePosition(): void;
  12247. /**
  12248. * Destroy the camera and release the current resources hold by it.
  12249. */
  12250. dispose(): void;
  12251. /**
  12252. * Gets the current object class name.
  12253. * @return the class name
  12254. */
  12255. getClassName(): string;
  12256. }
  12257. }
  12258. declare module "babylonjs/Gamepads/gamepad" {
  12259. import { Observable } from "babylonjs/Misc/observable";
  12260. /**
  12261. * Represents a gamepad control stick position
  12262. */
  12263. export class StickValues {
  12264. /**
  12265. * The x component of the control stick
  12266. */
  12267. x: number;
  12268. /**
  12269. * The y component of the control stick
  12270. */
  12271. y: number;
  12272. /**
  12273. * Initializes the gamepad x and y control stick values
  12274. * @param x The x component of the gamepad control stick value
  12275. * @param y The y component of the gamepad control stick value
  12276. */
  12277. constructor(
  12278. /**
  12279. * The x component of the control stick
  12280. */
  12281. x: number,
  12282. /**
  12283. * The y component of the control stick
  12284. */
  12285. y: number);
  12286. }
  12287. /**
  12288. * An interface which manages callbacks for gamepad button changes
  12289. */
  12290. export interface GamepadButtonChanges {
  12291. /**
  12292. * Called when a gamepad has been changed
  12293. */
  12294. changed: boolean;
  12295. /**
  12296. * Called when a gamepad press event has been triggered
  12297. */
  12298. pressChanged: boolean;
  12299. /**
  12300. * Called when a touch event has been triggered
  12301. */
  12302. touchChanged: boolean;
  12303. /**
  12304. * Called when a value has changed
  12305. */
  12306. valueChanged: boolean;
  12307. }
  12308. /**
  12309. * Represents a gamepad
  12310. */
  12311. export class Gamepad {
  12312. /**
  12313. * The id of the gamepad
  12314. */
  12315. id: string;
  12316. /**
  12317. * The index of the gamepad
  12318. */
  12319. index: number;
  12320. /**
  12321. * The browser gamepad
  12322. */
  12323. browserGamepad: any;
  12324. /**
  12325. * Specifies what type of gamepad this represents
  12326. */
  12327. type: number;
  12328. private _leftStick;
  12329. private _rightStick;
  12330. /** @hidden */
  12331. _isConnected: boolean;
  12332. private _leftStickAxisX;
  12333. private _leftStickAxisY;
  12334. private _rightStickAxisX;
  12335. private _rightStickAxisY;
  12336. /**
  12337. * Triggered when the left control stick has been changed
  12338. */
  12339. private _onleftstickchanged;
  12340. /**
  12341. * Triggered when the right control stick has been changed
  12342. */
  12343. private _onrightstickchanged;
  12344. /**
  12345. * Represents a gamepad controller
  12346. */
  12347. static GAMEPAD: number;
  12348. /**
  12349. * Represents a generic controller
  12350. */
  12351. static GENERIC: number;
  12352. /**
  12353. * Represents an XBox controller
  12354. */
  12355. static XBOX: number;
  12356. /**
  12357. * Represents a pose-enabled controller
  12358. */
  12359. static POSE_ENABLED: number;
  12360. /**
  12361. * Represents an Dual Shock controller
  12362. */
  12363. static DUALSHOCK: number;
  12364. /**
  12365. * Specifies whether the left control stick should be Y-inverted
  12366. */
  12367. protected _invertLeftStickY: boolean;
  12368. /**
  12369. * Specifies if the gamepad has been connected
  12370. */
  12371. readonly isConnected: boolean;
  12372. /**
  12373. * Initializes the gamepad
  12374. * @param id The id of the gamepad
  12375. * @param index The index of the gamepad
  12376. * @param browserGamepad The browser gamepad
  12377. * @param leftStickX The x component of the left joystick
  12378. * @param leftStickY The y component of the left joystick
  12379. * @param rightStickX The x component of the right joystick
  12380. * @param rightStickY The y component of the right joystick
  12381. */
  12382. constructor(
  12383. /**
  12384. * The id of the gamepad
  12385. */
  12386. id: string,
  12387. /**
  12388. * The index of the gamepad
  12389. */
  12390. index: number,
  12391. /**
  12392. * The browser gamepad
  12393. */
  12394. browserGamepad: any, leftStickX?: number, leftStickY?: number, rightStickX?: number, rightStickY?: number);
  12395. /**
  12396. * Callback triggered when the left joystick has changed
  12397. * @param callback
  12398. */
  12399. onleftstickchanged(callback: (values: StickValues) => void): void;
  12400. /**
  12401. * Callback triggered when the right joystick has changed
  12402. * @param callback
  12403. */
  12404. onrightstickchanged(callback: (values: StickValues) => void): void;
  12405. /**
  12406. * Gets the left joystick
  12407. */
  12408. /**
  12409. * Sets the left joystick values
  12410. */
  12411. leftStick: StickValues;
  12412. /**
  12413. * Gets the right joystick
  12414. */
  12415. /**
  12416. * Sets the right joystick value
  12417. */
  12418. rightStick: StickValues;
  12419. /**
  12420. * Updates the gamepad joystick positions
  12421. */
  12422. update(): void;
  12423. /**
  12424. * Disposes the gamepad
  12425. */
  12426. dispose(): void;
  12427. }
  12428. /**
  12429. * Represents a generic gamepad
  12430. */
  12431. export class GenericPad extends Gamepad {
  12432. private _buttons;
  12433. private _onbuttondown;
  12434. private _onbuttonup;
  12435. /**
  12436. * Observable triggered when a button has been pressed
  12437. */
  12438. onButtonDownObservable: Observable<number>;
  12439. /**
  12440. * Observable triggered when a button has been released
  12441. */
  12442. onButtonUpObservable: Observable<number>;
  12443. /**
  12444. * Callback triggered when a button has been pressed
  12445. * @param callback Called when a button has been pressed
  12446. */
  12447. onbuttondown(callback: (buttonPressed: number) => void): void;
  12448. /**
  12449. * Callback triggered when a button has been released
  12450. * @param callback Called when a button has been released
  12451. */
  12452. onbuttonup(callback: (buttonReleased: number) => void): void;
  12453. /**
  12454. * Initializes the generic gamepad
  12455. * @param id The id of the generic gamepad
  12456. * @param index The index of the generic gamepad
  12457. * @param browserGamepad The browser gamepad
  12458. */
  12459. constructor(id: string, index: number, browserGamepad: any);
  12460. private _setButtonValue;
  12461. /**
  12462. * Updates the generic gamepad
  12463. */
  12464. update(): void;
  12465. /**
  12466. * Disposes the generic gamepad
  12467. */
  12468. dispose(): void;
  12469. }
  12470. }
  12471. declare module "babylonjs/Engines/Extensions/engine.rawTexture" {
  12472. import { Nullable } from "babylonjs/types";
  12473. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  12474. import { Scene } from "babylonjs/scene";
  12475. module "babylonjs/Engines/engine" {
  12476. interface Engine {
  12477. /**
  12478. * Creates a raw texture
  12479. * @param data defines the data to store in the texture
  12480. * @param width defines the width of the texture
  12481. * @param height defines the height of the texture
  12482. * @param format defines the format of the data
  12483. * @param generateMipMaps defines if the engine should generate the mip levels
  12484. * @param invertY defines if data must be stored with Y axis inverted
  12485. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  12486. * @param compression defines the compression used (null by default)
  12487. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12488. * @returns the raw texture inside an InternalTexture
  12489. */
  12490. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, type: number): InternalTexture;
  12491. /**
  12492. * Update a raw texture
  12493. * @param texture defines the texture to update
  12494. * @param data defines the data to store in the texture
  12495. * @param format defines the format of the data
  12496. * @param invertY defines if data must be stored with Y axis inverted
  12497. */
  12498. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  12499. /**
  12500. * Update a raw texture
  12501. * @param texture defines the texture to update
  12502. * @param data defines the data to store in the texture
  12503. * @param format defines the format of the data
  12504. * @param invertY defines if data must be stored with Y axis inverted
  12505. * @param compression defines the compression used (null by default)
  12506. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12507. */
  12508. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, type: number): void;
  12509. /**
  12510. * Creates a new raw cube texture
  12511. * @param data defines the array of data to use to create each face
  12512. * @param size defines the size of the textures
  12513. * @param format defines the format of the data
  12514. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12515. * @param generateMipMaps defines if the engine should generate the mip levels
  12516. * @param invertY defines if data must be stored with Y axis inverted
  12517. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12518. * @param compression defines the compression used (null by default)
  12519. * @returns the cube texture as an InternalTexture
  12520. */
  12521. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>): InternalTexture;
  12522. /**
  12523. * Update a raw cube texture
  12524. * @param texture defines the texture to udpdate
  12525. * @param data defines the data to store
  12526. * @param format defines the data format
  12527. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12528. * @param invertY defines if data must be stored with Y axis inverted
  12529. */
  12530. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean): void;
  12531. /**
  12532. * Update a raw cube texture
  12533. * @param texture defines the texture to udpdate
  12534. * @param data defines the data to store
  12535. * @param format defines the data format
  12536. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12537. * @param invertY defines if data must be stored with Y axis inverted
  12538. * @param compression defines the compression used (null by default)
  12539. */
  12540. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>): void;
  12541. /**
  12542. * Update a raw cube texture
  12543. * @param texture defines the texture to udpdate
  12544. * @param data defines the data to store
  12545. * @param format defines the data format
  12546. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12547. * @param invertY defines if data must be stored with Y axis inverted
  12548. * @param compression defines the compression used (null by default)
  12549. * @param level defines which level of the texture to update
  12550. */
  12551. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>, level: number): void;
  12552. /**
  12553. * Creates a new raw cube texture from a specified url
  12554. * @param url defines the url where the data is located
  12555. * @param scene defines the current scene
  12556. * @param size defines the size of the textures
  12557. * @param format defines the format of the data
  12558. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12559. * @param noMipmap defines if the engine should avoid generating the mip levels
  12560. * @param callback defines a callback used to extract texture data from loaded data
  12561. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  12562. * @param onLoad defines a callback called when texture is loaded
  12563. * @param onError defines a callback called if there is an error
  12564. * @returns the cube texture as an InternalTexture
  12565. */
  12566. createRawCubeTextureFromUrl(url: string, scene: Scene, size: number, format: number, type: number, noMipmap: boolean, callback: (ArrayBuffer: ArrayBuffer) => Nullable<ArrayBufferView[]>, mipmapGenerator: Nullable<((faces: ArrayBufferView[]) => ArrayBufferView[][])>, onLoad: Nullable<() => void>, onError: Nullable<(message?: string, exception?: any) => void>): InternalTexture;
  12567. /**
  12568. * Creates a new raw cube texture from a specified url
  12569. * @param url defines the url where the data is located
  12570. * @param scene defines the current scene
  12571. * @param size defines the size of the textures
  12572. * @param format defines the format of the data
  12573. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12574. * @param noMipmap defines if the engine should avoid generating the mip levels
  12575. * @param callback defines a callback used to extract texture data from loaded data
  12576. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  12577. * @param onLoad defines a callback called when texture is loaded
  12578. * @param onError defines a callback called if there is an error
  12579. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12580. * @param invertY defines if data must be stored with Y axis inverted
  12581. * @returns the cube texture as an InternalTexture
  12582. */
  12583. createRawCubeTextureFromUrl(url: string, scene: Scene, size: number, format: number, type: number, noMipmap: boolean, callback: (ArrayBuffer: ArrayBuffer) => Nullable<ArrayBufferView[]>, mipmapGenerator: Nullable<((faces: ArrayBufferView[]) => ArrayBufferView[][])>, onLoad: Nullable<() => void>, onError: Nullable<(message?: string, exception?: any) => void>, samplingMode: number, invertY: boolean): InternalTexture;
  12584. /**
  12585. * Creates a new raw 3D texture
  12586. * @param data defines the data used to create the texture
  12587. * @param width defines the width of the texture
  12588. * @param height defines the height of the texture
  12589. * @param depth defines the depth of the texture
  12590. * @param format defines the format of the texture
  12591. * @param generateMipMaps defines if the engine must generate mip levels
  12592. * @param invertY defines if data must be stored with Y axis inverted
  12593. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12594. * @param compression defines the compressed used (can be null)
  12595. * @param textureType defines the compressed used (can be null)
  12596. * @returns a new raw 3D texture (stored in an InternalTexture)
  12597. */
  12598. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  12599. /**
  12600. * Update a raw 3D texture
  12601. * @param texture defines the texture to update
  12602. * @param data defines the data to store
  12603. * @param format defines the data format
  12604. * @param invertY defines if data must be stored with Y axis inverted
  12605. */
  12606. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  12607. /**
  12608. * Update a raw 3D texture
  12609. * @param texture defines the texture to update
  12610. * @param data defines the data to store
  12611. * @param format defines the data format
  12612. * @param invertY defines if data must be stored with Y axis inverted
  12613. * @param compression defines the used compression (can be null)
  12614. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  12615. */
  12616. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  12617. }
  12618. }
  12619. }
  12620. declare module "babylonjs/Materials/Textures/rawTexture" {
  12621. import { Scene } from "babylonjs/scene";
  12622. import { Texture } from "babylonjs/Materials/Textures/texture";
  12623. import "babylonjs/Engines/Extensions/engine.rawTexture";
  12624. /**
  12625. * Raw texture can help creating a texture directly from an array of data.
  12626. * This can be super useful if you either get the data from an uncompressed source or
  12627. * if you wish to create your texture pixel by pixel.
  12628. */
  12629. export class RawTexture extends Texture {
  12630. /**
  12631. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12632. */
  12633. format: number;
  12634. private _engine;
  12635. /**
  12636. * Instantiates a new RawTexture.
  12637. * Raw texture can help creating a texture directly from an array of data.
  12638. * This can be super useful if you either get the data from an uncompressed source or
  12639. * if you wish to create your texture pixel by pixel.
  12640. * @param data define the array of data to use to create the texture
  12641. * @param width define the width of the texture
  12642. * @param height define the height of the texture
  12643. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12644. * @param scene define the scene the texture belongs to
  12645. * @param generateMipMaps define whether mip maps should be generated or not
  12646. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12647. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12648. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12649. */
  12650. constructor(data: ArrayBufferView, width: number, height: number,
  12651. /**
  12652. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12653. */
  12654. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number);
  12655. /**
  12656. * Updates the texture underlying data.
  12657. * @param data Define the new data of the texture
  12658. */
  12659. update(data: ArrayBufferView): void;
  12660. /**
  12661. * Creates a luminance texture from some data.
  12662. * @param data Define the texture data
  12663. * @param width Define the width of the texture
  12664. * @param height Define the height of the texture
  12665. * @param scene Define the scene the texture belongs to
  12666. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12667. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12668. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12669. * @returns the luminance texture
  12670. */
  12671. static CreateLuminanceTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12672. /**
  12673. * Creates a luminance alpha texture from some data.
  12674. * @param data Define the texture data
  12675. * @param width Define the width of the texture
  12676. * @param height Define the height of the texture
  12677. * @param scene Define the scene the texture belongs to
  12678. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12679. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12680. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12681. * @returns the luminance alpha texture
  12682. */
  12683. static CreateLuminanceAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12684. /**
  12685. * Creates an alpha texture from some data.
  12686. * @param data Define the texture data
  12687. * @param width Define the width of the texture
  12688. * @param height Define the height of the texture
  12689. * @param scene Define the scene the texture belongs to
  12690. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12691. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12692. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12693. * @returns the alpha texture
  12694. */
  12695. static CreateAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12696. /**
  12697. * Creates a RGB texture from some data.
  12698. * @param data Define the texture data
  12699. * @param width Define the width of the texture
  12700. * @param height Define the height of the texture
  12701. * @param scene Define the scene the texture belongs to
  12702. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12703. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12704. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12705. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12706. * @returns the RGB alpha texture
  12707. */
  12708. static CreateRGBTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12709. /**
  12710. * Creates a RGBA texture from some data.
  12711. * @param data Define the texture data
  12712. * @param width Define the width of the texture
  12713. * @param height Define the height of the texture
  12714. * @param scene Define the scene the texture belongs to
  12715. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12716. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12717. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12718. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12719. * @returns the RGBA texture
  12720. */
  12721. static CreateRGBATexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12722. /**
  12723. * Creates a R texture from some data.
  12724. * @param data Define the texture data
  12725. * @param width Define the width of the texture
  12726. * @param height Define the height of the texture
  12727. * @param scene Define the scene the texture belongs to
  12728. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12729. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12730. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12731. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12732. * @returns the R texture
  12733. */
  12734. static CreateRTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12735. }
  12736. }
  12737. declare module "babylonjs/Maths/math.size" {
  12738. /**
  12739. * Interface for the size containing width and height
  12740. */
  12741. export interface ISize {
  12742. /**
  12743. * Width
  12744. */
  12745. width: number;
  12746. /**
  12747. * Heighht
  12748. */
  12749. height: number;
  12750. }
  12751. /**
  12752. * Size containing widht and height
  12753. */
  12754. export class Size implements ISize {
  12755. /**
  12756. * Width
  12757. */
  12758. width: number;
  12759. /**
  12760. * Height
  12761. */
  12762. height: number;
  12763. /**
  12764. * Creates a Size object from the given width and height (floats).
  12765. * @param width width of the new size
  12766. * @param height height of the new size
  12767. */
  12768. constructor(width: number, height: number);
  12769. /**
  12770. * Returns a string with the Size width and height
  12771. * @returns a string with the Size width and height
  12772. */
  12773. toString(): string;
  12774. /**
  12775. * "Size"
  12776. * @returns the string "Size"
  12777. */
  12778. getClassName(): string;
  12779. /**
  12780. * Returns the Size hash code.
  12781. * @returns a hash code for a unique width and height
  12782. */
  12783. getHashCode(): number;
  12784. /**
  12785. * Updates the current size from the given one.
  12786. * @param src the given size
  12787. */
  12788. copyFrom(src: Size): void;
  12789. /**
  12790. * Updates in place the current Size from the given floats.
  12791. * @param width width of the new size
  12792. * @param height height of the new size
  12793. * @returns the updated Size.
  12794. */
  12795. copyFromFloats(width: number, height: number): Size;
  12796. /**
  12797. * Updates in place the current Size from the given floats.
  12798. * @param width width to set
  12799. * @param height height to set
  12800. * @returns the updated Size.
  12801. */
  12802. set(width: number, height: number): Size;
  12803. /**
  12804. * Multiplies the width and height by numbers
  12805. * @param w factor to multiple the width by
  12806. * @param h factor to multiple the height by
  12807. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  12808. */
  12809. multiplyByFloats(w: number, h: number): Size;
  12810. /**
  12811. * Clones the size
  12812. * @returns a new Size copied from the given one.
  12813. */
  12814. clone(): Size;
  12815. /**
  12816. * True if the current Size and the given one width and height are strictly equal.
  12817. * @param other the other size to compare against
  12818. * @returns True if the current Size and the given one width and height are strictly equal.
  12819. */
  12820. equals(other: Size): boolean;
  12821. /**
  12822. * The surface of the Size : width * height (float).
  12823. */
  12824. readonly surface: number;
  12825. /**
  12826. * Create a new size of zero
  12827. * @returns a new Size set to (0.0, 0.0)
  12828. */
  12829. static Zero(): Size;
  12830. /**
  12831. * Sums the width and height of two sizes
  12832. * @param otherSize size to add to this size
  12833. * @returns a new Size set as the addition result of the current Size and the given one.
  12834. */
  12835. add(otherSize: Size): Size;
  12836. /**
  12837. * Subtracts the width and height of two
  12838. * @param otherSize size to subtract to this size
  12839. * @returns a new Size set as the subtraction result of the given one from the current Size.
  12840. */
  12841. subtract(otherSize: Size): Size;
  12842. /**
  12843. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  12844. * @param start starting size to lerp between
  12845. * @param end end size to lerp between
  12846. * @param amount amount to lerp between the start and end values
  12847. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  12848. */
  12849. static Lerp(start: Size, end: Size, amount: number): Size;
  12850. }
  12851. }
  12852. declare module "babylonjs/Animations/runtimeAnimation" {
  12853. import { Animation, _IAnimationState } from "babylonjs/Animations/animation";
  12854. import { Animatable } from "babylonjs/Animations/animatable";
  12855. import { Scene } from "babylonjs/scene";
  12856. /**
  12857. * Defines a runtime animation
  12858. */
  12859. export class RuntimeAnimation {
  12860. private _events;
  12861. /**
  12862. * The current frame of the runtime animation
  12863. */
  12864. private _currentFrame;
  12865. /**
  12866. * The animation used by the runtime animation
  12867. */
  12868. private _animation;
  12869. /**
  12870. * The target of the runtime animation
  12871. */
  12872. private _target;
  12873. /**
  12874. * The initiating animatable
  12875. */
  12876. private _host;
  12877. /**
  12878. * The original value of the runtime animation
  12879. */
  12880. private _originalValue;
  12881. /**
  12882. * The original blend value of the runtime animation
  12883. */
  12884. private _originalBlendValue;
  12885. /**
  12886. * The offsets cache of the runtime animation
  12887. */
  12888. private _offsetsCache;
  12889. /**
  12890. * The high limits cache of the runtime animation
  12891. */
  12892. private _highLimitsCache;
  12893. /**
  12894. * Specifies if the runtime animation has been stopped
  12895. */
  12896. private _stopped;
  12897. /**
  12898. * The blending factor of the runtime animation
  12899. */
  12900. private _blendingFactor;
  12901. /**
  12902. * The BabylonJS scene
  12903. */
  12904. private _scene;
  12905. /**
  12906. * The current value of the runtime animation
  12907. */
  12908. private _currentValue;
  12909. /** @hidden */
  12910. _animationState: _IAnimationState;
  12911. /**
  12912. * The active target of the runtime animation
  12913. */
  12914. private _activeTargets;
  12915. private _currentActiveTarget;
  12916. private _directTarget;
  12917. /**
  12918. * The target path of the runtime animation
  12919. */
  12920. private _targetPath;
  12921. /**
  12922. * The weight of the runtime animation
  12923. */
  12924. private _weight;
  12925. /**
  12926. * The ratio offset of the runtime animation
  12927. */
  12928. private _ratioOffset;
  12929. /**
  12930. * The previous delay of the runtime animation
  12931. */
  12932. private _previousDelay;
  12933. /**
  12934. * The previous ratio of the runtime animation
  12935. */
  12936. private _previousRatio;
  12937. private _enableBlending;
  12938. private _keys;
  12939. private _minFrame;
  12940. private _maxFrame;
  12941. private _minValue;
  12942. private _maxValue;
  12943. private _targetIsArray;
  12944. /**
  12945. * Gets the current frame of the runtime animation
  12946. */
  12947. readonly currentFrame: number;
  12948. /**
  12949. * Gets the weight of the runtime animation
  12950. */
  12951. readonly weight: number;
  12952. /**
  12953. * Gets the current value of the runtime animation
  12954. */
  12955. readonly currentValue: any;
  12956. /**
  12957. * Gets the target path of the runtime animation
  12958. */
  12959. readonly targetPath: string;
  12960. /**
  12961. * Gets the actual target of the runtime animation
  12962. */
  12963. readonly target: any;
  12964. /** @hidden */
  12965. _onLoop: () => void;
  12966. /**
  12967. * Create a new RuntimeAnimation object
  12968. * @param target defines the target of the animation
  12969. * @param animation defines the source animation object
  12970. * @param scene defines the hosting scene
  12971. * @param host defines the initiating Animatable
  12972. */
  12973. constructor(target: any, animation: Animation, scene: Scene, host: Animatable);
  12974. private _preparePath;
  12975. /**
  12976. * Gets the animation from the runtime animation
  12977. */
  12978. readonly animation: Animation;
  12979. /**
  12980. * Resets the runtime animation to the beginning
  12981. * @param restoreOriginal defines whether to restore the target property to the original value
  12982. */
  12983. reset(restoreOriginal?: boolean): void;
  12984. /**
  12985. * Specifies if the runtime animation is stopped
  12986. * @returns Boolean specifying if the runtime animation is stopped
  12987. */
  12988. isStopped(): boolean;
  12989. /**
  12990. * Disposes of the runtime animation
  12991. */
  12992. dispose(): void;
  12993. /**
  12994. * Apply the interpolated value to the target
  12995. * @param currentValue defines the value computed by the animation
  12996. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  12997. */
  12998. setValue(currentValue: any, weight: number): void;
  12999. private _getOriginalValues;
  13000. private _setValue;
  13001. /**
  13002. * Gets the loop pmode of the runtime animation
  13003. * @returns Loop Mode
  13004. */
  13005. private _getCorrectLoopMode;
  13006. /**
  13007. * Move the current animation to a given frame
  13008. * @param frame defines the frame to move to
  13009. */
  13010. goToFrame(frame: number): void;
  13011. /**
  13012. * @hidden Internal use only
  13013. */
  13014. _prepareForSpeedRatioChange(newSpeedRatio: number): void;
  13015. /**
  13016. * Execute the current animation
  13017. * @param delay defines the delay to add to the current frame
  13018. * @param from defines the lower bound of the animation range
  13019. * @param to defines the upper bound of the animation range
  13020. * @param loop defines if the current animation must loop
  13021. * @param speedRatio defines the current speed ratio
  13022. * @param weight defines the weight of the animation (default is -1 so no weight)
  13023. * @param onLoop optional callback called when animation loops
  13024. * @returns a boolean indicating if the animation is running
  13025. */
  13026. animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number, weight?: number): boolean;
  13027. }
  13028. }
  13029. declare module "babylonjs/Animations/animatable" {
  13030. import { Animation } from "babylonjs/Animations/animation";
  13031. import { RuntimeAnimation } from "babylonjs/Animations/runtimeAnimation";
  13032. import { Nullable } from "babylonjs/types";
  13033. import { Observable } from "babylonjs/Misc/observable";
  13034. import { Scene } from "babylonjs/scene";
  13035. import { Matrix, Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  13036. import { Node } from "babylonjs/node";
  13037. /**
  13038. * Class used to store an actual running animation
  13039. */
  13040. export class Animatable {
  13041. /** defines the target object */
  13042. target: any;
  13043. /** defines the starting frame number (default is 0) */
  13044. fromFrame: number;
  13045. /** defines the ending frame number (default is 100) */
  13046. toFrame: number;
  13047. /** defines if the animation must loop (default is false) */
  13048. loopAnimation: boolean;
  13049. /** defines a callback to call when animation ends if it is not looping */
  13050. onAnimationEnd?: (() => void) | null | undefined;
  13051. /** defines a callback to call when animation loops */
  13052. onAnimationLoop?: (() => void) | null | undefined;
  13053. private _localDelayOffset;
  13054. private _pausedDelay;
  13055. private _runtimeAnimations;
  13056. private _paused;
  13057. private _scene;
  13058. private _speedRatio;
  13059. private _weight;
  13060. private _syncRoot;
  13061. /**
  13062. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  13063. * This will only apply for non looping animation (default is true)
  13064. */
  13065. disposeOnEnd: boolean;
  13066. /**
  13067. * Gets a boolean indicating if the animation has started
  13068. */
  13069. animationStarted: boolean;
  13070. /**
  13071. * Observer raised when the animation ends
  13072. */
  13073. onAnimationEndObservable: Observable<Animatable>;
  13074. /**
  13075. * Observer raised when the animation loops
  13076. */
  13077. onAnimationLoopObservable: Observable<Animatable>;
  13078. /**
  13079. * Gets the root Animatable used to synchronize and normalize animations
  13080. */
  13081. readonly syncRoot: Nullable<Animatable>;
  13082. /**
  13083. * Gets the current frame of the first RuntimeAnimation
  13084. * Used to synchronize Animatables
  13085. */
  13086. readonly masterFrame: number;
  13087. /**
  13088. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  13089. */
  13090. weight: number;
  13091. /**
  13092. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  13093. */
  13094. speedRatio: number;
  13095. /**
  13096. * Creates a new Animatable
  13097. * @param scene defines the hosting scene
  13098. * @param target defines the target object
  13099. * @param fromFrame defines the starting frame number (default is 0)
  13100. * @param toFrame defines the ending frame number (default is 100)
  13101. * @param loopAnimation defines if the animation must loop (default is false)
  13102. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  13103. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  13104. * @param animations defines a group of animation to add to the new Animatable
  13105. * @param onAnimationLoop defines a callback to call when animation loops
  13106. */
  13107. constructor(scene: Scene,
  13108. /** defines the target object */
  13109. target: any,
  13110. /** defines the starting frame number (default is 0) */
  13111. fromFrame?: number,
  13112. /** defines the ending frame number (default is 100) */
  13113. toFrame?: number,
  13114. /** defines if the animation must loop (default is false) */
  13115. loopAnimation?: boolean, speedRatio?: number,
  13116. /** defines a callback to call when animation ends if it is not looping */
  13117. onAnimationEnd?: (() => void) | null | undefined, animations?: Animation[],
  13118. /** defines a callback to call when animation loops */
  13119. onAnimationLoop?: (() => void) | null | undefined);
  13120. /**
  13121. * Synchronize and normalize current Animatable with a source Animatable
  13122. * This is useful when using animation weights and when animations are not of the same length
  13123. * @param root defines the root Animatable to synchronize with
  13124. * @returns the current Animatable
  13125. */
  13126. syncWith(root: Animatable): Animatable;
  13127. /**
  13128. * Gets the list of runtime animations
  13129. * @returns an array of RuntimeAnimation
  13130. */
  13131. getAnimations(): RuntimeAnimation[];
  13132. /**
  13133. * Adds more animations to the current animatable
  13134. * @param target defines the target of the animations
  13135. * @param animations defines the new animations to add
  13136. */
  13137. appendAnimations(target: any, animations: Animation[]): void;
  13138. /**
  13139. * Gets the source animation for a specific property
  13140. * @param property defines the propertyu to look for
  13141. * @returns null or the source animation for the given property
  13142. */
  13143. getAnimationByTargetProperty(property: string): Nullable<Animation>;
  13144. /**
  13145. * Gets the runtime animation for a specific property
  13146. * @param property defines the propertyu to look for
  13147. * @returns null or the runtime animation for the given property
  13148. */
  13149. getRuntimeAnimationByTargetProperty(property: string): Nullable<RuntimeAnimation>;
  13150. /**
  13151. * Resets the animatable to its original state
  13152. */
  13153. reset(): void;
  13154. /**
  13155. * Allows the animatable to blend with current running animations
  13156. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13157. * @param blendingSpeed defines the blending speed to use
  13158. */
  13159. enableBlending(blendingSpeed: number): void;
  13160. /**
  13161. * Disable animation blending
  13162. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13163. */
  13164. disableBlending(): void;
  13165. /**
  13166. * Jump directly to a given frame
  13167. * @param frame defines the frame to jump to
  13168. */
  13169. goToFrame(frame: number): void;
  13170. /**
  13171. * Pause the animation
  13172. */
  13173. pause(): void;
  13174. /**
  13175. * Restart the animation
  13176. */
  13177. restart(): void;
  13178. private _raiseOnAnimationEnd;
  13179. /**
  13180. * Stop and delete the current animation
  13181. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  13182. * @param targetMask - a function that determines if the animation should be stopped based on its target (all animations will be stopped if both this and animationName are empty)
  13183. */
  13184. stop(animationName?: string, targetMask?: (target: any) => boolean): void;
  13185. /**
  13186. * Wait asynchronously for the animation to end
  13187. * @returns a promise which will be fullfilled when the animation ends
  13188. */
  13189. waitAsync(): Promise<Animatable>;
  13190. /** @hidden */
  13191. _animate(delay: number): boolean;
  13192. }
  13193. module "babylonjs/scene" {
  13194. interface Scene {
  13195. /** @hidden */
  13196. _registerTargetForLateAnimationBinding(runtimeAnimation: RuntimeAnimation, originalValue: any): void;
  13197. /** @hidden */
  13198. _processLateAnimationBindingsForMatrices(holder: {
  13199. totalWeight: number;
  13200. animations: RuntimeAnimation[];
  13201. originalValue: Matrix;
  13202. }): any;
  13203. /** @hidden */
  13204. _processLateAnimationBindingsForQuaternions(holder: {
  13205. totalWeight: number;
  13206. animations: RuntimeAnimation[];
  13207. originalValue: Quaternion;
  13208. }, refQuaternion: Quaternion): Quaternion;
  13209. /** @hidden */
  13210. _processLateAnimationBindings(): void;
  13211. /**
  13212. * Will start the animation sequence of a given target
  13213. * @param target defines the target
  13214. * @param from defines from which frame should animation start
  13215. * @param to defines until which frame should animation run.
  13216. * @param weight defines the weight to apply to the animation (1.0 by default)
  13217. * @param loop defines if the animation loops
  13218. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13219. * @param onAnimationEnd defines the function to be executed when the animation ends
  13220. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13221. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  13222. * @param onAnimationLoop defines the callback to call when an animation loops
  13223. * @returns the animatable object created for this animation
  13224. */
  13225. beginWeightedAnimation(target: any, from: number, to: number, weight: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  13226. /**
  13227. * Will start the animation sequence of a given target
  13228. * @param target defines the target
  13229. * @param from defines from which frame should animation start
  13230. * @param to defines until which frame should animation run.
  13231. * @param loop defines if the animation loops
  13232. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13233. * @param onAnimationEnd defines the function to be executed when the animation ends
  13234. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13235. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  13236. * @param targetMask defines if the target should be animate if animations are present (this is called recursively on descendant animatables regardless of return value)
  13237. * @param onAnimationLoop defines the callback to call when an animation loops
  13238. * @returns the animatable object created for this animation
  13239. */
  13240. beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  13241. /**
  13242. * Will start the animation sequence of a given target and its hierarchy
  13243. * @param target defines the target
  13244. * @param directDescendantsOnly if true only direct descendants will be used, if false direct and also indirect (children of children, an so on in a recursive manner) descendants will be used.
  13245. * @param from defines from which frame should animation start
  13246. * @param to defines until which frame should animation run.
  13247. * @param loop defines if the animation loops
  13248. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13249. * @param onAnimationEnd defines the function to be executed when the animation ends
  13250. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13251. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  13252. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  13253. * @param onAnimationLoop defines the callback to call when an animation loops
  13254. * @returns the list of created animatables
  13255. */
  13256. beginHierarchyAnimation(target: any, directDescendantsOnly: boolean, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable[];
  13257. /**
  13258. * Begin a new animation on a given node
  13259. * @param target defines the target where the animation will take place
  13260. * @param animations defines the list of animations to start
  13261. * @param from defines the initial value
  13262. * @param to defines the final value
  13263. * @param loop defines if you want animation to loop (off by default)
  13264. * @param speedRatio defines the speed ratio to apply to all animations
  13265. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  13266. * @param onAnimationLoop defines the callback to call when an animation loops
  13267. * @returns the list of created animatables
  13268. */
  13269. beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable;
  13270. /**
  13271. * Begin a new animation on a given node and its hierarchy
  13272. * @param target defines the root node where the animation will take place
  13273. * @param directDescendantsOnly if true only direct descendants will be used, if false direct and also indirect (children of children, an so on in a recursive manner) descendants will be used.
  13274. * @param animations defines the list of animations to start
  13275. * @param from defines the initial value
  13276. * @param to defines the final value
  13277. * @param loop defines if you want animation to loop (off by default)
  13278. * @param speedRatio defines the speed ratio to apply to all animations
  13279. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  13280. * @param onAnimationLoop defines the callback to call when an animation loops
  13281. * @returns the list of animatables created for all nodes
  13282. */
  13283. beginDirectHierarchyAnimation(target: Node, directDescendantsOnly: boolean, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable[];
  13284. /**
  13285. * Gets the animatable associated with a specific target
  13286. * @param target defines the target of the animatable
  13287. * @returns the required animatable if found
  13288. */
  13289. getAnimatableByTarget(target: any): Nullable<Animatable>;
  13290. /**
  13291. * Gets all animatables associated with a given target
  13292. * @param target defines the target to look animatables for
  13293. * @returns an array of Animatables
  13294. */
  13295. getAllAnimatablesByTarget(target: any): Array<Animatable>;
  13296. /**
  13297. * Stops and removes all animations that have been applied to the scene
  13298. */
  13299. stopAllAnimations(): void;
  13300. }
  13301. }
  13302. module "babylonjs/Bones/bone" {
  13303. interface Bone {
  13304. /**
  13305. * Copy an animation range from another bone
  13306. * @param source defines the source bone
  13307. * @param rangeName defines the range name to copy
  13308. * @param frameOffset defines the frame offset
  13309. * @param rescaleAsRequired defines if rescaling must be applied if required
  13310. * @param skelDimensionsRatio defines the scaling ratio
  13311. * @returns true if operation was successful
  13312. */
  13313. copyAnimationRange(source: Bone, rangeName: string, frameOffset: number, rescaleAsRequired: boolean, skelDimensionsRatio: Nullable<Vector3>): boolean;
  13314. }
  13315. }
  13316. }
  13317. declare module "babylonjs/Animations/animationPropertiesOverride" {
  13318. /**
  13319. * Class used to override all child animations of a given target
  13320. */
  13321. export class AnimationPropertiesOverride {
  13322. /**
  13323. * Gets or sets a value indicating if animation blending must be used
  13324. */
  13325. enableBlending: boolean;
  13326. /**
  13327. * Gets or sets the blending speed to use when enableBlending is true
  13328. */
  13329. blendingSpeed: number;
  13330. /**
  13331. * Gets or sets the default loop mode to use
  13332. */
  13333. loopMode: number;
  13334. }
  13335. }
  13336. declare module "babylonjs/Bones/skeleton" {
  13337. import { Bone } from "babylonjs/Bones/bone";
  13338. import { Observable } from "babylonjs/Misc/observable";
  13339. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  13340. import { Scene } from "babylonjs/scene";
  13341. import { Nullable } from "babylonjs/types";
  13342. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  13343. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  13344. import { Animatable } from "babylonjs/Animations/animatable";
  13345. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  13346. import { Animation } from "babylonjs/Animations/animation";
  13347. import { AnimationRange } from "babylonjs/Animations/animationRange";
  13348. import { IInspectable } from "babylonjs/Misc/iInspectable";
  13349. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  13350. /**
  13351. * Class used to handle skinning animations
  13352. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  13353. */
  13354. export class Skeleton implements IAnimatable {
  13355. /** defines the skeleton name */
  13356. name: string;
  13357. /** defines the skeleton Id */
  13358. id: string;
  13359. /**
  13360. * Defines the list of child bones
  13361. */
  13362. bones: Bone[];
  13363. /**
  13364. * Defines an estimate of the dimension of the skeleton at rest
  13365. */
  13366. dimensionsAtRest: Vector3;
  13367. /**
  13368. * Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  13369. */
  13370. needInitialSkinMatrix: boolean;
  13371. /**
  13372. * Defines a mesh that override the matrix used to get the world matrix (null by default).
  13373. */
  13374. overrideMesh: Nullable<AbstractMesh>;
  13375. /**
  13376. * Gets the list of animations attached to this skeleton
  13377. */
  13378. animations: Array<Animation>;
  13379. private _scene;
  13380. private _isDirty;
  13381. private _transformMatrices;
  13382. private _transformMatrixTexture;
  13383. private _meshesWithPoseMatrix;
  13384. private _animatables;
  13385. private _identity;
  13386. private _synchronizedWithMesh;
  13387. private _ranges;
  13388. private _lastAbsoluteTransformsUpdateId;
  13389. private _canUseTextureForBones;
  13390. private _uniqueId;
  13391. /** @hidden */
  13392. _numBonesWithLinkedTransformNode: number;
  13393. /** @hidden */
  13394. _hasWaitingData: Nullable<boolean>;
  13395. /**
  13396. * Specifies if the skeleton should be serialized
  13397. */
  13398. doNotSerialize: boolean;
  13399. private _useTextureToStoreBoneMatrices;
  13400. /**
  13401. * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
  13402. * Please note that this option is not available if the hardware does not support it
  13403. */
  13404. useTextureToStoreBoneMatrices: boolean;
  13405. private _animationPropertiesOverride;
  13406. /**
  13407. * Gets or sets the animation properties override
  13408. */
  13409. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  13410. /**
  13411. * List of inspectable custom properties (used by the Inspector)
  13412. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  13413. */
  13414. inspectableCustomProperties: IInspectable[];
  13415. /**
  13416. * An observable triggered before computing the skeleton's matrices
  13417. */
  13418. onBeforeComputeObservable: Observable<Skeleton>;
  13419. /**
  13420. * Gets a boolean indicating that the skeleton effectively stores matrices into a texture
  13421. */
  13422. readonly isUsingTextureForMatrices: boolean;
  13423. /**
  13424. * Gets the unique ID of this skeleton
  13425. */
  13426. readonly uniqueId: number;
  13427. /**
  13428. * Creates a new skeleton
  13429. * @param name defines the skeleton name
  13430. * @param id defines the skeleton Id
  13431. * @param scene defines the hosting scene
  13432. */
  13433. constructor(
  13434. /** defines the skeleton name */
  13435. name: string,
  13436. /** defines the skeleton Id */
  13437. id: string, scene: Scene);
  13438. /**
  13439. * Gets the current object class name.
  13440. * @return the class name
  13441. */
  13442. getClassName(): string;
  13443. /**
  13444. * Returns an array containing the root bones
  13445. * @returns an array containing the root bones
  13446. */
  13447. getChildren(): Array<Bone>;
  13448. /**
  13449. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  13450. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  13451. * @returns a Float32Array containing matrices data
  13452. */
  13453. getTransformMatrices(mesh: AbstractMesh): Float32Array;
  13454. /**
  13455. * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
  13456. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  13457. * @returns a raw texture containing the data
  13458. */
  13459. getTransformMatrixTexture(mesh: AbstractMesh): Nullable<RawTexture>;
  13460. /**
  13461. * Gets the current hosting scene
  13462. * @returns a scene object
  13463. */
  13464. getScene(): Scene;
  13465. /**
  13466. * Gets a string representing the current skeleton data
  13467. * @param fullDetails defines a boolean indicating if we want a verbose version
  13468. * @returns a string representing the current skeleton data
  13469. */
  13470. toString(fullDetails?: boolean): string;
  13471. /**
  13472. * Get bone's index searching by name
  13473. * @param name defines bone's name to search for
  13474. * @return the indice of the bone. Returns -1 if not found
  13475. */
  13476. getBoneIndexByName(name: string): number;
  13477. /**
  13478. * Creater a new animation range
  13479. * @param name defines the name of the range
  13480. * @param from defines the start key
  13481. * @param to defines the end key
  13482. */
  13483. createAnimationRange(name: string, from: number, to: number): void;
  13484. /**
  13485. * Delete a specific animation range
  13486. * @param name defines the name of the range
  13487. * @param deleteFrames defines if frames must be removed as well
  13488. */
  13489. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  13490. /**
  13491. * Gets a specific animation range
  13492. * @param name defines the name of the range to look for
  13493. * @returns the requested animation range or null if not found
  13494. */
  13495. getAnimationRange(name: string): Nullable<AnimationRange>;
  13496. /**
  13497. * Gets the list of all animation ranges defined on this skeleton
  13498. * @returns an array
  13499. */
  13500. getAnimationRanges(): Nullable<AnimationRange>[];
  13501. /**
  13502. * Copy animation range from a source skeleton.
  13503. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  13504. * @param source defines the source skeleton
  13505. * @param name defines the name of the range to copy
  13506. * @param rescaleAsRequired defines if rescaling must be applied if required
  13507. * @returns true if operation was successful
  13508. */
  13509. copyAnimationRange(source: Skeleton, name: string, rescaleAsRequired?: boolean): boolean;
  13510. /**
  13511. * Forces the skeleton to go to rest pose
  13512. */
  13513. returnToRest(): void;
  13514. private _getHighestAnimationFrame;
  13515. /**
  13516. * Begin a specific animation range
  13517. * @param name defines the name of the range to start
  13518. * @param loop defines if looping must be turned on (false by default)
  13519. * @param speedRatio defines the speed ratio to apply (1 by default)
  13520. * @param onAnimationEnd defines a callback which will be called when animation will end
  13521. * @returns a new animatable
  13522. */
  13523. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  13524. /** @hidden */
  13525. _markAsDirty(): void;
  13526. /** @hidden */
  13527. _registerMeshWithPoseMatrix(mesh: AbstractMesh): void;
  13528. /** @hidden */
  13529. _unregisterMeshWithPoseMatrix(mesh: AbstractMesh): void;
  13530. private _computeTransformMatrices;
  13531. /**
  13532. * Build all resources required to render a skeleton
  13533. */
  13534. prepare(): void;
  13535. /**
  13536. * Gets the list of animatables currently running for this skeleton
  13537. * @returns an array of animatables
  13538. */
  13539. getAnimatables(): IAnimatable[];
  13540. /**
  13541. * Clone the current skeleton
  13542. * @param name defines the name of the new skeleton
  13543. * @param id defines the id of the new skeleton
  13544. * @returns the new skeleton
  13545. */
  13546. clone(name: string, id: string): Skeleton;
  13547. /**
  13548. * Enable animation blending for this skeleton
  13549. * @param blendingSpeed defines the blending speed to apply
  13550. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13551. */
  13552. enableBlending(blendingSpeed?: number): void;
  13553. /**
  13554. * Releases all resources associated with the current skeleton
  13555. */
  13556. dispose(): void;
  13557. /**
  13558. * Serialize the skeleton in a JSON object
  13559. * @returns a JSON object
  13560. */
  13561. serialize(): any;
  13562. /**
  13563. * Creates a new skeleton from serialized data
  13564. * @param parsedSkeleton defines the serialized data
  13565. * @param scene defines the hosting scene
  13566. * @returns a new skeleton
  13567. */
  13568. static Parse(parsedSkeleton: any, scene: Scene): Skeleton;
  13569. /**
  13570. * Compute all node absolute transforms
  13571. * @param forceUpdate defines if computation must be done even if cache is up to date
  13572. */
  13573. computeAbsoluteTransforms(forceUpdate?: boolean): void;
  13574. /**
  13575. * Gets the root pose matrix
  13576. * @returns a matrix
  13577. */
  13578. getPoseMatrix(): Nullable<Matrix>;
  13579. /**
  13580. * Sorts bones per internal index
  13581. */
  13582. sortBones(): void;
  13583. private _sortBones;
  13584. }
  13585. }
  13586. declare module "babylonjs/Bones/bone" {
  13587. import { Skeleton } from "babylonjs/Bones/skeleton";
  13588. import { Vector3, Quaternion, Matrix } from "babylonjs/Maths/math.vector";
  13589. import { Nullable } from "babylonjs/types";
  13590. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  13591. import { TransformNode } from "babylonjs/Meshes/transformNode";
  13592. import { Node } from "babylonjs/node";
  13593. import { Space } from "babylonjs/Maths/math.axis";
  13594. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  13595. /**
  13596. * Class used to store bone information
  13597. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  13598. */
  13599. export class Bone extends Node {
  13600. /**
  13601. * defines the bone name
  13602. */
  13603. name: string;
  13604. private static _tmpVecs;
  13605. private static _tmpQuat;
  13606. private static _tmpMats;
  13607. /**
  13608. * Gets the list of child bones
  13609. */
  13610. children: Bone[];
  13611. /** Gets the animations associated with this bone */
  13612. animations: import("babylonjs/Animations/animation").Animation[];
  13613. /**
  13614. * Gets or sets bone length
  13615. */
  13616. length: number;
  13617. /**
  13618. * @hidden Internal only
  13619. * Set this value to map this bone to a different index in the transform matrices
  13620. * Set this value to -1 to exclude the bone from the transform matrices
  13621. */
  13622. _index: Nullable<number>;
  13623. private _skeleton;
  13624. private _localMatrix;
  13625. private _restPose;
  13626. private _baseMatrix;
  13627. private _absoluteTransform;
  13628. private _invertedAbsoluteTransform;
  13629. private _parent;
  13630. private _scalingDeterminant;
  13631. private _worldTransform;
  13632. private _localScaling;
  13633. private _localRotation;
  13634. private _localPosition;
  13635. private _needToDecompose;
  13636. private _needToCompose;
  13637. /** @hidden */
  13638. _linkedTransformNode: Nullable<TransformNode>;
  13639. /** @hidden */
  13640. _waitingTransformNodeId: Nullable<string>;
  13641. /** @hidden */
  13642. /** @hidden */
  13643. _matrix: Matrix;
  13644. /**
  13645. * Create a new bone
  13646. * @param name defines the bone name
  13647. * @param skeleton defines the parent skeleton
  13648. * @param parentBone defines the parent (can be null if the bone is the root)
  13649. * @param localMatrix defines the local matrix
  13650. * @param restPose defines the rest pose matrix
  13651. * @param baseMatrix defines the base matrix
  13652. * @param index defines index of the bone in the hiearchy
  13653. */
  13654. constructor(
  13655. /**
  13656. * defines the bone name
  13657. */
  13658. name: string, skeleton: Skeleton, parentBone?: Nullable<Bone>, localMatrix?: Nullable<Matrix>, restPose?: Nullable<Matrix>, baseMatrix?: Nullable<Matrix>, index?: Nullable<number>);
  13659. /**
  13660. * Gets the current object class name.
  13661. * @return the class name
  13662. */
  13663. getClassName(): string;
  13664. /**
  13665. * Gets the parent skeleton
  13666. * @returns a skeleton
  13667. */
  13668. getSkeleton(): Skeleton;
  13669. /**
  13670. * Gets parent bone
  13671. * @returns a bone or null if the bone is the root of the bone hierarchy
  13672. */
  13673. getParent(): Nullable<Bone>;
  13674. /**
  13675. * Returns an array containing the root bones
  13676. * @returns an array containing the root bones
  13677. */
  13678. getChildren(): Array<Bone>;
  13679. /**
  13680. * Sets the parent bone
  13681. * @param parent defines the parent (can be null if the bone is the root)
  13682. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  13683. */
  13684. setParent(parent: Nullable<Bone>, updateDifferenceMatrix?: boolean): void;
  13685. /**
  13686. * Gets the local matrix
  13687. * @returns a matrix
  13688. */
  13689. getLocalMatrix(): Matrix;
  13690. /**
  13691. * Gets the base matrix (initial matrix which remains unchanged)
  13692. * @returns a matrix
  13693. */
  13694. getBaseMatrix(): Matrix;
  13695. /**
  13696. * Gets the rest pose matrix
  13697. * @returns a matrix
  13698. */
  13699. getRestPose(): Matrix;
  13700. /**
  13701. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  13702. */
  13703. getWorldMatrix(): Matrix;
  13704. /**
  13705. * Sets the local matrix to rest pose matrix
  13706. */
  13707. returnToRest(): void;
  13708. /**
  13709. * Gets the inverse of the absolute transform matrix.
  13710. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  13711. * @returns a matrix
  13712. */
  13713. getInvertedAbsoluteTransform(): Matrix;
  13714. /**
  13715. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  13716. * @returns a matrix
  13717. */
  13718. getAbsoluteTransform(): Matrix;
  13719. /**
  13720. * Links with the given transform node.
  13721. * The local matrix of this bone is copied from the transform node every frame.
  13722. * @param transformNode defines the transform node to link to
  13723. */
  13724. linkTransformNode(transformNode: Nullable<TransformNode>): void;
  13725. /**
  13726. * Gets the node used to drive the bone's transformation
  13727. * @returns a transform node or null
  13728. */
  13729. getTransformNode(): Nullable<TransformNode>;
  13730. /** Gets or sets current position (in local space) */
  13731. position: Vector3;
  13732. /** Gets or sets current rotation (in local space) */
  13733. rotation: Vector3;
  13734. /** Gets or sets current rotation quaternion (in local space) */
  13735. rotationQuaternion: Quaternion;
  13736. /** Gets or sets current scaling (in local space) */
  13737. scaling: Vector3;
  13738. /**
  13739. * Gets the animation properties override
  13740. */
  13741. readonly animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  13742. private _decompose;
  13743. private _compose;
  13744. /**
  13745. * Update the base and local matrices
  13746. * @param matrix defines the new base or local matrix
  13747. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  13748. * @param updateLocalMatrix defines if the local matrix should be updated
  13749. */
  13750. updateMatrix(matrix: Matrix, updateDifferenceMatrix?: boolean, updateLocalMatrix?: boolean): void;
  13751. /** @hidden */
  13752. _updateDifferenceMatrix(rootMatrix?: Matrix, updateChildren?: boolean): void;
  13753. /**
  13754. * Flag the bone as dirty (Forcing it to update everything)
  13755. */
  13756. markAsDirty(): void;
  13757. /** @hidden */
  13758. _markAsDirtyAndCompose(): void;
  13759. private _markAsDirtyAndDecompose;
  13760. /**
  13761. * Translate the bone in local or world space
  13762. * @param vec The amount to translate the bone
  13763. * @param space The space that the translation is in
  13764. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13765. */
  13766. translate(vec: Vector3, space?: Space, mesh?: AbstractMesh): void;
  13767. /**
  13768. * Set the postion of the bone in local or world space
  13769. * @param position The position to set the bone
  13770. * @param space The space that the position is in
  13771. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13772. */
  13773. setPosition(position: Vector3, space?: Space, mesh?: AbstractMesh): void;
  13774. /**
  13775. * Set the absolute position of the bone (world space)
  13776. * @param position The position to set the bone
  13777. * @param mesh The mesh that this bone is attached to
  13778. */
  13779. setAbsolutePosition(position: Vector3, mesh?: AbstractMesh): void;
  13780. /**
  13781. * Scale the bone on the x, y and z axes (in local space)
  13782. * @param x The amount to scale the bone on the x axis
  13783. * @param y The amount to scale the bone on the y axis
  13784. * @param z The amount to scale the bone on the z axis
  13785. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  13786. */
  13787. scale(x: number, y: number, z: number, scaleChildren?: boolean): void;
  13788. /**
  13789. * Set the bone scaling in local space
  13790. * @param scale defines the scaling vector
  13791. */
  13792. setScale(scale: Vector3): void;
  13793. /**
  13794. * Gets the current scaling in local space
  13795. * @returns the current scaling vector
  13796. */
  13797. getScale(): Vector3;
  13798. /**
  13799. * Gets the current scaling in local space and stores it in a target vector
  13800. * @param result defines the target vector
  13801. */
  13802. getScaleToRef(result: Vector3): void;
  13803. /**
  13804. * Set the yaw, pitch, and roll of the bone in local or world space
  13805. * @param yaw The rotation of the bone on the y axis
  13806. * @param pitch The rotation of the bone on the x axis
  13807. * @param roll The rotation of the bone on the z axis
  13808. * @param space The space that the axes of rotation are in
  13809. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13810. */
  13811. setYawPitchRoll(yaw: number, pitch: number, roll: number, space?: Space, mesh?: AbstractMesh): void;
  13812. /**
  13813. * Add a rotation to the bone on an axis in local or world space
  13814. * @param axis The axis to rotate the bone on
  13815. * @param amount The amount to rotate the bone
  13816. * @param space The space that the axis is in
  13817. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13818. */
  13819. rotate(axis: Vector3, amount: number, space?: Space, mesh?: AbstractMesh): void;
  13820. /**
  13821. * Set the rotation of the bone to a particular axis angle in local or world space
  13822. * @param axis The axis to rotate the bone on
  13823. * @param angle The angle that the bone should be rotated to
  13824. * @param space The space that the axis is in
  13825. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13826. */
  13827. setAxisAngle(axis: Vector3, angle: number, space?: Space, mesh?: AbstractMesh): void;
  13828. /**
  13829. * Set the euler rotation of the bone in local of world space
  13830. * @param rotation The euler rotation that the bone should be set to
  13831. * @param space The space that the rotation is in
  13832. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13833. */
  13834. setRotation(rotation: Vector3, space?: Space, mesh?: AbstractMesh): void;
  13835. /**
  13836. * Set the quaternion rotation of the bone in local of world space
  13837. * @param quat The quaternion rotation that the bone should be set to
  13838. * @param space The space that the rotation is in
  13839. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13840. */
  13841. setRotationQuaternion(quat: Quaternion, space?: Space, mesh?: AbstractMesh): void;
  13842. /**
  13843. * Set the rotation matrix of the bone in local of world space
  13844. * @param rotMat The rotation matrix that the bone should be set to
  13845. * @param space The space that the rotation is in
  13846. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13847. */
  13848. setRotationMatrix(rotMat: Matrix, space?: Space, mesh?: AbstractMesh): void;
  13849. private _rotateWithMatrix;
  13850. private _getNegativeRotationToRef;
  13851. /**
  13852. * Get the position of the bone in local or world space
  13853. * @param space The space that the returned position is in
  13854. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13855. * @returns The position of the bone
  13856. */
  13857. getPosition(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  13858. /**
  13859. * Copy the position of the bone to a vector3 in local or world space
  13860. * @param space The space that the returned position is in
  13861. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13862. * @param result The vector3 to copy the position to
  13863. */
  13864. getPositionToRef(space: Space | undefined, mesh: Nullable<AbstractMesh>, result: Vector3): void;
  13865. /**
  13866. * Get the absolute position of the bone (world space)
  13867. * @param mesh The mesh that this bone is attached to
  13868. * @returns The absolute position of the bone
  13869. */
  13870. getAbsolutePosition(mesh?: Nullable<AbstractMesh>): Vector3;
  13871. /**
  13872. * Copy the absolute position of the bone (world space) to the result param
  13873. * @param mesh The mesh that this bone is attached to
  13874. * @param result The vector3 to copy the absolute position to
  13875. */
  13876. getAbsolutePositionToRef(mesh: AbstractMesh, result: Vector3): void;
  13877. /**
  13878. * Compute the absolute transforms of this bone and its children
  13879. */
  13880. computeAbsoluteTransforms(): void;
  13881. /**
  13882. * Get the world direction from an axis that is in the local space of the bone
  13883. * @param localAxis The local direction that is used to compute the world direction
  13884. * @param mesh The mesh that this bone is attached to
  13885. * @returns The world direction
  13886. */
  13887. getDirection(localAxis: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  13888. /**
  13889. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  13890. * @param localAxis The local direction that is used to compute the world direction
  13891. * @param mesh The mesh that this bone is attached to
  13892. * @param result The vector3 that the world direction will be copied to
  13893. */
  13894. getDirectionToRef(localAxis: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  13895. /**
  13896. * Get the euler rotation of the bone in local or world space
  13897. * @param space The space that the rotation should be in
  13898. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13899. * @returns The euler rotation
  13900. */
  13901. getRotation(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  13902. /**
  13903. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  13904. * @param space The space that the rotation should be in
  13905. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13906. * @param result The vector3 that the rotation should be copied to
  13907. */
  13908. getRotationToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  13909. /**
  13910. * Get the quaternion rotation of the bone in either local or world space
  13911. * @param space The space that the rotation should be in
  13912. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13913. * @returns The quaternion rotation
  13914. */
  13915. getRotationQuaternion(space?: Space, mesh?: Nullable<AbstractMesh>): Quaternion;
  13916. /**
  13917. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  13918. * @param space The space that the rotation should be in
  13919. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13920. * @param result The quaternion that the rotation should be copied to
  13921. */
  13922. getRotationQuaternionToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Quaternion): void;
  13923. /**
  13924. * Get the rotation matrix of the bone in local or world space
  13925. * @param space The space that the rotation should be in
  13926. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13927. * @returns The rotation matrix
  13928. */
  13929. getRotationMatrix(space: Space | undefined, mesh: AbstractMesh): Matrix;
  13930. /**
  13931. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  13932. * @param space The space that the rotation should be in
  13933. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13934. * @param result The quaternion that the rotation should be copied to
  13935. */
  13936. getRotationMatrixToRef(space: Space | undefined, mesh: AbstractMesh, result: Matrix): void;
  13937. /**
  13938. * Get the world position of a point that is in the local space of the bone
  13939. * @param position The local position
  13940. * @param mesh The mesh that this bone is attached to
  13941. * @returns The world position
  13942. */
  13943. getAbsolutePositionFromLocal(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  13944. /**
  13945. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  13946. * @param position The local position
  13947. * @param mesh The mesh that this bone is attached to
  13948. * @param result The vector3 that the world position should be copied to
  13949. */
  13950. getAbsolutePositionFromLocalToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  13951. /**
  13952. * Get the local position of a point that is in world space
  13953. * @param position The world position
  13954. * @param mesh The mesh that this bone is attached to
  13955. * @returns The local position
  13956. */
  13957. getLocalPositionFromAbsolute(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  13958. /**
  13959. * Get the local position of a point that is in world space and copy it to the result param
  13960. * @param position The world position
  13961. * @param mesh The mesh that this bone is attached to
  13962. * @param result The vector3 that the local position should be copied to
  13963. */
  13964. getLocalPositionFromAbsoluteToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  13965. }
  13966. }
  13967. declare module "babylonjs/Meshes/transformNode" {
  13968. import { DeepImmutable } from "babylonjs/types";
  13969. import { Observable } from "babylonjs/Misc/observable";
  13970. import { Nullable } from "babylonjs/types";
  13971. import { Camera } from "babylonjs/Cameras/camera";
  13972. import { Scene } from "babylonjs/scene";
  13973. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  13974. import { Node } from "babylonjs/node";
  13975. import { Bone } from "babylonjs/Bones/bone";
  13976. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  13977. import { Space } from "babylonjs/Maths/math.axis";
  13978. /**
  13979. * A TransformNode is an object that is not rendered but can be used as a center of transformation. This can decrease memory usage and increase rendering speed compared to using an empty mesh as a parent and is less complicated than using a pivot matrix.
  13980. * @see https://doc.babylonjs.com/how_to/transformnode
  13981. */
  13982. export class TransformNode extends Node {
  13983. /**
  13984. * Object will not rotate to face the camera
  13985. */
  13986. static BILLBOARDMODE_NONE: number;
  13987. /**
  13988. * Object will rotate to face the camera but only on the x axis
  13989. */
  13990. static BILLBOARDMODE_X: number;
  13991. /**
  13992. * Object will rotate to face the camera but only on the y axis
  13993. */
  13994. static BILLBOARDMODE_Y: number;
  13995. /**
  13996. * Object will rotate to face the camera but only on the z axis
  13997. */
  13998. static BILLBOARDMODE_Z: number;
  13999. /**
  14000. * Object will rotate to face the camera
  14001. */
  14002. static BILLBOARDMODE_ALL: number;
  14003. /**
  14004. * Object will rotate to face the camera's position instead of orientation
  14005. */
  14006. static BILLBOARDMODE_USE_POSITION: number;
  14007. private _forward;
  14008. private _forwardInverted;
  14009. private _up;
  14010. private _right;
  14011. private _rightInverted;
  14012. private _position;
  14013. private _rotation;
  14014. private _rotationQuaternion;
  14015. protected _scaling: Vector3;
  14016. protected _isDirty: boolean;
  14017. private _transformToBoneReferal;
  14018. private _isAbsoluteSynced;
  14019. private _billboardMode;
  14020. /**
  14021. * Gets or sets the billboard mode. Default is 0.
  14022. *
  14023. * | Value | Type | Description |
  14024. * | --- | --- | --- |
  14025. * | 0 | BILLBOARDMODE_NONE | |
  14026. * | 1 | BILLBOARDMODE_X | |
  14027. * | 2 | BILLBOARDMODE_Y | |
  14028. * | 4 | BILLBOARDMODE_Z | |
  14029. * | 7 | BILLBOARDMODE_ALL | |
  14030. *
  14031. */
  14032. billboardMode: number;
  14033. private _preserveParentRotationForBillboard;
  14034. /**
  14035. * Gets or sets a boolean indicating that parent rotation should be preserved when using billboards.
  14036. * This could be useful for glTF objects where parent rotation helps converting from right handed to left handed
  14037. */
  14038. preserveParentRotationForBillboard: boolean;
  14039. /**
  14040. * Multiplication factor on scale x/y/z when computing the world matrix. Eg. for a 1x1x1 cube setting this to 2 will make it a 2x2x2 cube
  14041. */
  14042. scalingDeterminant: number;
  14043. private _infiniteDistance;
  14044. /**
  14045. * Gets or sets the distance of the object to max, often used by skybox
  14046. */
  14047. infiniteDistance: boolean;
  14048. /**
  14049. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  14050. * By default the system will update normals to compensate
  14051. */
  14052. ignoreNonUniformScaling: boolean;
  14053. /**
  14054. * Gets or sets a boolean indicating that even if rotationQuaternion is defined, you can keep updating rotation property and Babylon.js will just mix both
  14055. */
  14056. reIntegrateRotationIntoRotationQuaternion: boolean;
  14057. /** @hidden */
  14058. _poseMatrix: Nullable<Matrix>;
  14059. /** @hidden */
  14060. _localMatrix: Matrix;
  14061. private _usePivotMatrix;
  14062. private _absolutePosition;
  14063. private _absoluteScaling;
  14064. private _absoluteRotationQuaternion;
  14065. private _pivotMatrix;
  14066. private _pivotMatrixInverse;
  14067. protected _postMultiplyPivotMatrix: boolean;
  14068. protected _isWorldMatrixFrozen: boolean;
  14069. /** @hidden */
  14070. _indexInSceneTransformNodesArray: number;
  14071. /**
  14072. * An event triggered after the world matrix is updated
  14073. */
  14074. onAfterWorldMatrixUpdateObservable: Observable<TransformNode>;
  14075. constructor(name: string, scene?: Nullable<Scene>, isPure?: boolean);
  14076. /**
  14077. * Gets a string identifying the name of the class
  14078. * @returns "TransformNode" string
  14079. */
  14080. getClassName(): string;
  14081. /**
  14082. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  14083. */
  14084. position: Vector3;
  14085. /**
  14086. * Gets or sets the rotation property : a Vector3 defining the rotation value in radians around each local axis X, Y, Z (default is (0.0, 0.0, 0.0)).
  14087. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  14088. */
  14089. rotation: Vector3;
  14090. /**
  14091. * Gets or sets the scaling property : a Vector3 defining the node scaling along each local axis X, Y, Z (default is (0.0, 0.0, 0.0)).
  14092. */
  14093. scaling: Vector3;
  14094. /**
  14095. * Gets or sets the rotation Quaternion property : this a Quaternion object defining the node rotation by using a unit quaternion (undefined by default, but can be null).
  14096. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  14097. */
  14098. rotationQuaternion: Nullable<Quaternion>;
  14099. /**
  14100. * The forward direction of that transform in world space.
  14101. */
  14102. readonly forward: Vector3;
  14103. /**
  14104. * The up direction of that transform in world space.
  14105. */
  14106. readonly up: Vector3;
  14107. /**
  14108. * The right direction of that transform in world space.
  14109. */
  14110. readonly right: Vector3;
  14111. /**
  14112. * Copies the parameter passed Matrix into the mesh Pose matrix.
  14113. * @param matrix the matrix to copy the pose from
  14114. * @returns this TransformNode.
  14115. */
  14116. updatePoseMatrix(matrix: Matrix): TransformNode;
  14117. /**
  14118. * Returns the mesh Pose matrix.
  14119. * @returns the pose matrix
  14120. */
  14121. getPoseMatrix(): Matrix;
  14122. /** @hidden */
  14123. _isSynchronized(): boolean;
  14124. /** @hidden */
  14125. _initCache(): void;
  14126. /**
  14127. * Flag the transform node as dirty (Forcing it to update everything)
  14128. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  14129. * @returns this transform node
  14130. */
  14131. markAsDirty(property: string): TransformNode;
  14132. /**
  14133. * Returns the current mesh absolute position.
  14134. * Returns a Vector3.
  14135. */
  14136. readonly absolutePosition: Vector3;
  14137. /**
  14138. * Returns the current mesh absolute scaling.
  14139. * Returns a Vector3.
  14140. */
  14141. readonly absoluteScaling: Vector3;
  14142. /**
  14143. * Returns the current mesh absolute rotation.
  14144. * Returns a Quaternion.
  14145. */
  14146. readonly absoluteRotationQuaternion: Quaternion;
  14147. /**
  14148. * Sets a new matrix to apply before all other transformation
  14149. * @param matrix defines the transform matrix
  14150. * @returns the current TransformNode
  14151. */
  14152. setPreTransformMatrix(matrix: Matrix): TransformNode;
  14153. /**
  14154. * Sets a new pivot matrix to the current node
  14155. * @param matrix defines the new pivot matrix to use
  14156. * @param postMultiplyPivotMatrix defines if the pivot matrix must be cancelled in the world matrix. When this parameter is set to true (default), the inverse of the pivot matrix is also applied at the end to cancel the transformation effect
  14157. * @returns the current TransformNode
  14158. */
  14159. setPivotMatrix(matrix: DeepImmutable<Matrix>, postMultiplyPivotMatrix?: boolean): TransformNode;
  14160. /**
  14161. * Returns the mesh pivot matrix.
  14162. * Default : Identity.
  14163. * @returns the matrix
  14164. */
  14165. getPivotMatrix(): Matrix;
  14166. /**
  14167. * Instantiate (when possible) or clone that node with its hierarchy
  14168. * @param newParent defines the new parent to use for the instance (or clone)
  14169. * @returns an instance (or a clone) of the current node with its hiearchy
  14170. */
  14171. instantiateHierarychy(newParent?: Nullable<TransformNode>): Nullable<TransformNode>;
  14172. /**
  14173. * Prevents the World matrix to be computed any longer
  14174. * @param newWorldMatrix defines an optional matrix to use as world matrix
  14175. * @returns the TransformNode.
  14176. */
  14177. freezeWorldMatrix(newWorldMatrix?: Nullable<Matrix>): TransformNode;
  14178. /**
  14179. * Allows back the World matrix computation.
  14180. * @returns the TransformNode.
  14181. */
  14182. unfreezeWorldMatrix(): this;
  14183. /**
  14184. * True if the World matrix has been frozen.
  14185. */
  14186. readonly isWorldMatrixFrozen: boolean;
  14187. /**
  14188. * Retuns the mesh absolute position in the World.
  14189. * @returns a Vector3.
  14190. */
  14191. getAbsolutePosition(): Vector3;
  14192. /**
  14193. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  14194. * @param absolutePosition the absolute position to set
  14195. * @returns the TransformNode.
  14196. */
  14197. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  14198. /**
  14199. * Sets the mesh position in its local space.
  14200. * @param vector3 the position to set in localspace
  14201. * @returns the TransformNode.
  14202. */
  14203. setPositionWithLocalVector(vector3: Vector3): TransformNode;
  14204. /**
  14205. * Returns the mesh position in the local space from the current World matrix values.
  14206. * @returns a new Vector3.
  14207. */
  14208. getPositionExpressedInLocalSpace(): Vector3;
  14209. /**
  14210. * Translates the mesh along the passed Vector3 in its local space.
  14211. * @param vector3 the distance to translate in localspace
  14212. * @returns the TransformNode.
  14213. */
  14214. locallyTranslate(vector3: Vector3): TransformNode;
  14215. private static _lookAtVectorCache;
  14216. /**
  14217. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  14218. * @param targetPoint the position (must be in same space as current mesh) to look at
  14219. * @param yawCor optional yaw (y-axis) correction in radians
  14220. * @param pitchCor optional pitch (x-axis) correction in radians
  14221. * @param rollCor optional roll (z-axis) correction in radians
  14222. * @param space the choosen space of the target
  14223. * @returns the TransformNode.
  14224. */
  14225. lookAt(targetPoint: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number, space?: Space): TransformNode;
  14226. /**
  14227. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  14228. * This Vector3 is expressed in the World space.
  14229. * @param localAxis axis to rotate
  14230. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  14231. */
  14232. getDirection(localAxis: Vector3): Vector3;
  14233. /**
  14234. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  14235. * localAxis is expressed in the mesh local space.
  14236. * result is computed in the Wordl space from the mesh World matrix.
  14237. * @param localAxis axis to rotate
  14238. * @param result the resulting transformnode
  14239. * @returns this TransformNode.
  14240. */
  14241. getDirectionToRef(localAxis: Vector3, result: Vector3): TransformNode;
  14242. /**
  14243. * Sets this transform node rotation to the given local axis.
  14244. * @param localAxis the axis in local space
  14245. * @param yawCor optional yaw (y-axis) correction in radians
  14246. * @param pitchCor optional pitch (x-axis) correction in radians
  14247. * @param rollCor optional roll (z-axis) correction in radians
  14248. * @returns this TransformNode
  14249. */
  14250. setDirection(localAxis: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number): TransformNode;
  14251. /**
  14252. * Sets a new pivot point to the current node
  14253. * @param point defines the new pivot point to use
  14254. * @param space defines if the point is in world or local space (local by default)
  14255. * @returns the current TransformNode
  14256. */
  14257. setPivotPoint(point: Vector3, space?: Space): TransformNode;
  14258. /**
  14259. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  14260. * @returns the pivot point
  14261. */
  14262. getPivotPoint(): Vector3;
  14263. /**
  14264. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  14265. * @param result the vector3 to store the result
  14266. * @returns this TransformNode.
  14267. */
  14268. getPivotPointToRef(result: Vector3): TransformNode;
  14269. /**
  14270. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  14271. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  14272. */
  14273. getAbsolutePivotPoint(): Vector3;
  14274. /**
  14275. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  14276. * @param result vector3 to store the result
  14277. * @returns this TransformNode.
  14278. */
  14279. getAbsolutePivotPointToRef(result: Vector3): TransformNode;
  14280. /**
  14281. * Defines the passed node as the parent of the current node.
  14282. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  14283. * @see https://doc.babylonjs.com/how_to/parenting
  14284. * @param node the node ot set as the parent
  14285. * @returns this TransformNode.
  14286. */
  14287. setParent(node: Nullable<Node>): TransformNode;
  14288. private _nonUniformScaling;
  14289. /**
  14290. * True if the scaling property of this object is non uniform eg. (1,2,1)
  14291. */
  14292. readonly nonUniformScaling: boolean;
  14293. /** @hidden */
  14294. _updateNonUniformScalingState(value: boolean): boolean;
  14295. /**
  14296. * Attach the current TransformNode to another TransformNode associated with a bone
  14297. * @param bone Bone affecting the TransformNode
  14298. * @param affectedTransformNode TransformNode associated with the bone
  14299. * @returns this object
  14300. */
  14301. attachToBone(bone: Bone, affectedTransformNode: TransformNode): TransformNode;
  14302. /**
  14303. * Detach the transform node if its associated with a bone
  14304. * @returns this object
  14305. */
  14306. detachFromBone(): TransformNode;
  14307. private static _rotationAxisCache;
  14308. /**
  14309. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  14310. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  14311. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  14312. * The passed axis is also normalized.
  14313. * @param axis the axis to rotate around
  14314. * @param amount the amount to rotate in radians
  14315. * @param space Space to rotate in (Default: local)
  14316. * @returns the TransformNode.
  14317. */
  14318. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  14319. /**
  14320. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  14321. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  14322. * The passed axis is also normalized. .
  14323. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  14324. * @param point the point to rotate around
  14325. * @param axis the axis to rotate around
  14326. * @param amount the amount to rotate in radians
  14327. * @returns the TransformNode
  14328. */
  14329. rotateAround(point: Vector3, axis: Vector3, amount: number): TransformNode;
  14330. /**
  14331. * Translates the mesh along the axis vector for the passed distance in the given space.
  14332. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  14333. * @param axis the axis to translate in
  14334. * @param distance the distance to translate
  14335. * @param space Space to rotate in (Default: local)
  14336. * @returns the TransformNode.
  14337. */
  14338. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  14339. /**
  14340. * Adds a rotation step to the mesh current rotation.
  14341. * x, y, z are Euler angles expressed in radians.
  14342. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  14343. * This means this rotation is made in the mesh local space only.
  14344. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  14345. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  14346. * ```javascript
  14347. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  14348. * ```
  14349. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  14350. * Under the hood, only quaternions are used. So it's a little faster is you use .rotationQuaternion because it doesn't need to translate them back to Euler angles.
  14351. * @param x Rotation to add
  14352. * @param y Rotation to add
  14353. * @param z Rotation to add
  14354. * @returns the TransformNode.
  14355. */
  14356. addRotation(x: number, y: number, z: number): TransformNode;
  14357. /**
  14358. * @hidden
  14359. */
  14360. protected _getEffectiveParent(): Nullable<Node>;
  14361. /**
  14362. * Computes the world matrix of the node
  14363. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  14364. * @returns the world matrix
  14365. */
  14366. computeWorldMatrix(force?: boolean): Matrix;
  14367. protected _afterComputeWorldMatrix(): void;
  14368. /**
  14369. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  14370. * @param func callback function to add
  14371. *
  14372. * @returns the TransformNode.
  14373. */
  14374. registerAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  14375. /**
  14376. * Removes a registered callback function.
  14377. * @param func callback function to remove
  14378. * @returns the TransformNode.
  14379. */
  14380. unregisterAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  14381. /**
  14382. * Gets the position of the current mesh in camera space
  14383. * @param camera defines the camera to use
  14384. * @returns a position
  14385. */
  14386. getPositionInCameraSpace(camera?: Nullable<Camera>): Vector3;
  14387. /**
  14388. * Returns the distance from the mesh to the active camera
  14389. * @param camera defines the camera to use
  14390. * @returns the distance
  14391. */
  14392. getDistanceToCamera(camera?: Nullable<Camera>): number;
  14393. /**
  14394. * Clone the current transform node
  14395. * @param name Name of the new clone
  14396. * @param newParent New parent for the clone
  14397. * @param doNotCloneChildren Do not clone children hierarchy
  14398. * @returns the new transform node
  14399. */
  14400. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<TransformNode>;
  14401. /**
  14402. * Serializes the objects information.
  14403. * @param currentSerializationObject defines the object to serialize in
  14404. * @returns the serialized object
  14405. */
  14406. serialize(currentSerializationObject?: any): any;
  14407. /**
  14408. * Returns a new TransformNode object parsed from the source provided.
  14409. * @param parsedTransformNode is the source.
  14410. * @param scene the scne the object belongs to
  14411. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  14412. * @returns a new TransformNode object parsed from the source provided.
  14413. */
  14414. static Parse(parsedTransformNode: any, scene: Scene, rootUrl: string): TransformNode;
  14415. /**
  14416. * Get all child-transformNodes of this node
  14417. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered
  14418. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  14419. * @returns an array of TransformNode
  14420. */
  14421. getChildTransformNodes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): TransformNode[];
  14422. /**
  14423. * Releases resources associated with this transform node.
  14424. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  14425. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  14426. */
  14427. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  14428. /**
  14429. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  14430. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  14431. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  14432. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  14433. * @returns the current mesh
  14434. */
  14435. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): TransformNode;
  14436. private _syncAbsoluteScalingAndRotation;
  14437. }
  14438. }
  14439. declare module "babylonjs/Gamepads/Controllers/poseEnabledController" {
  14440. import { Observable } from "babylonjs/Misc/observable";
  14441. import { Nullable } from "babylonjs/types";
  14442. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  14443. import { TransformNode } from "babylonjs/Meshes/transformNode";
  14444. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  14445. import { Ray } from "babylonjs/Culling/ray";
  14446. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  14447. import { PoseControlled, DevicePose } from "babylonjs/Cameras/VR/webVRCamera";
  14448. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  14449. /**
  14450. * Defines the types of pose enabled controllers that are supported
  14451. */
  14452. export enum PoseEnabledControllerType {
  14453. /**
  14454. * HTC Vive
  14455. */
  14456. VIVE = 0,
  14457. /**
  14458. * Oculus Rift
  14459. */
  14460. OCULUS = 1,
  14461. /**
  14462. * Windows mixed reality
  14463. */
  14464. WINDOWS = 2,
  14465. /**
  14466. * Samsung gear VR
  14467. */
  14468. GEAR_VR = 3,
  14469. /**
  14470. * Google Daydream
  14471. */
  14472. DAYDREAM = 4,
  14473. /**
  14474. * Generic
  14475. */
  14476. GENERIC = 5
  14477. }
  14478. /**
  14479. * Defines the MutableGamepadButton interface for the state of a gamepad button
  14480. */
  14481. export interface MutableGamepadButton {
  14482. /**
  14483. * Value of the button/trigger
  14484. */
  14485. value: number;
  14486. /**
  14487. * If the button/trigger is currently touched
  14488. */
  14489. touched: boolean;
  14490. /**
  14491. * If the button/trigger is currently pressed
  14492. */
  14493. pressed: boolean;
  14494. }
  14495. /**
  14496. * Defines the ExtendedGamepadButton interface for a gamepad button which includes state provided by a pose controller
  14497. * @hidden
  14498. */
  14499. export interface ExtendedGamepadButton extends GamepadButton {
  14500. /**
  14501. * If the button/trigger is currently pressed
  14502. */
  14503. readonly pressed: boolean;
  14504. /**
  14505. * If the button/trigger is currently touched
  14506. */
  14507. readonly touched: boolean;
  14508. /**
  14509. * Value of the button/trigger
  14510. */
  14511. readonly value: number;
  14512. }
  14513. /** @hidden */
  14514. export interface _GamePadFactory {
  14515. /**
  14516. * Returns wether or not the current gamepad can be created for this type of controller.
  14517. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  14518. * @returns true if it can be created, otherwise false
  14519. */
  14520. canCreate(gamepadInfo: any): boolean;
  14521. /**
  14522. * Creates a new instance of the Gamepad.
  14523. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  14524. * @returns the new gamepad instance
  14525. */
  14526. create(gamepadInfo: any): Gamepad;
  14527. }
  14528. /**
  14529. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  14530. */
  14531. export class PoseEnabledControllerHelper {
  14532. /** @hidden */
  14533. static _ControllerFactories: _GamePadFactory[];
  14534. /** @hidden */
  14535. static _DefaultControllerFactory: Nullable<(gamepadInfo: any) => Gamepad>;
  14536. /**
  14537. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  14538. * @param vrGamepad the gamepad to initialized
  14539. * @returns a vr controller of the type the gamepad identified as
  14540. */
  14541. static InitiateController(vrGamepad: any): Gamepad;
  14542. }
  14543. /**
  14544. * Defines the PoseEnabledController object that contains state of a vr capable controller
  14545. */
  14546. export class PoseEnabledController extends Gamepad implements PoseControlled {
  14547. /**
  14548. * If the controller is used in a webXR session
  14549. */
  14550. isXR: boolean;
  14551. private _deviceRoomPosition;
  14552. private _deviceRoomRotationQuaternion;
  14553. /**
  14554. * The device position in babylon space
  14555. */
  14556. devicePosition: Vector3;
  14557. /**
  14558. * The device rotation in babylon space
  14559. */
  14560. deviceRotationQuaternion: Quaternion;
  14561. /**
  14562. * The scale factor of the device in babylon space
  14563. */
  14564. deviceScaleFactor: number;
  14565. /**
  14566. * (Likely devicePosition should be used instead) The device position in its room space
  14567. */
  14568. position: Vector3;
  14569. /**
  14570. * (Likely deviceRotationQuaternion should be used instead) The device rotation in its room space
  14571. */
  14572. rotationQuaternion: Quaternion;
  14573. /**
  14574. * The type of controller (Eg. Windows mixed reality)
  14575. */
  14576. controllerType: PoseEnabledControllerType;
  14577. protected _calculatedPosition: Vector3;
  14578. private _calculatedRotation;
  14579. /**
  14580. * The raw pose from the device
  14581. */
  14582. rawPose: DevicePose;
  14583. private _trackPosition;
  14584. private _maxRotationDistFromHeadset;
  14585. private _draggedRoomRotation;
  14586. /**
  14587. * @hidden
  14588. */
  14589. _disableTrackPosition(fixedPosition: Vector3): void;
  14590. /**
  14591. * Internal, the mesh attached to the controller
  14592. * @hidden
  14593. */
  14594. _mesh: Nullable<AbstractMesh>;
  14595. private _poseControlledCamera;
  14596. private _leftHandSystemQuaternion;
  14597. /**
  14598. * Internal, matrix used to convert room space to babylon space
  14599. * @hidden
  14600. */
  14601. _deviceToWorld: Matrix;
  14602. /**
  14603. * Node to be used when casting a ray from the controller
  14604. * @hidden
  14605. */
  14606. _pointingPoseNode: Nullable<TransformNode>;
  14607. /**
  14608. * Name of the child mesh that can be used to cast a ray from the controller
  14609. */
  14610. static readonly POINTING_POSE: string;
  14611. /**
  14612. * Creates a new PoseEnabledController from a gamepad
  14613. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  14614. */
  14615. constructor(browserGamepad: any);
  14616. private _workingMatrix;
  14617. /**
  14618. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  14619. */
  14620. update(): void;
  14621. /**
  14622. * Updates only the pose device and mesh without doing any button event checking
  14623. */
  14624. protected _updatePoseAndMesh(): void;
  14625. /**
  14626. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  14627. * @param poseData raw pose fromthe device
  14628. */
  14629. updateFromDevice(poseData: DevicePose): void;
  14630. /**
  14631. * @hidden
  14632. */
  14633. _meshAttachedObservable: Observable<AbstractMesh>;
  14634. /**
  14635. * Attaches a mesh to the controller
  14636. * @param mesh the mesh to be attached
  14637. */
  14638. attachToMesh(mesh: AbstractMesh): void;
  14639. /**
  14640. * Attaches the controllers mesh to a camera
  14641. * @param camera the camera the mesh should be attached to
  14642. */
  14643. attachToPoseControlledCamera(camera: TargetCamera): void;
  14644. /**
  14645. * Disposes of the controller
  14646. */
  14647. dispose(): void;
  14648. /**
  14649. * The mesh that is attached to the controller
  14650. */
  14651. readonly mesh: Nullable<AbstractMesh>;
  14652. /**
  14653. * Gets the ray of the controller in the direction the controller is pointing
  14654. * @param length the length the resulting ray should be
  14655. * @returns a ray in the direction the controller is pointing
  14656. */
  14657. getForwardRay(length?: number): Ray;
  14658. }
  14659. }
  14660. declare module "babylonjs/Gamepads/Controllers/webVRController" {
  14661. import { Observable } from "babylonjs/Misc/observable";
  14662. import { Scene } from "babylonjs/scene";
  14663. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  14664. import { PoseEnabledController, ExtendedGamepadButton, MutableGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  14665. import { StickValues, GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  14666. /**
  14667. * Defines the WebVRController object that represents controllers tracked in 3D space
  14668. */
  14669. export abstract class WebVRController extends PoseEnabledController {
  14670. /**
  14671. * Internal, the default controller model for the controller
  14672. */
  14673. protected _defaultModel: AbstractMesh;
  14674. /**
  14675. * Fired when the trigger state has changed
  14676. */
  14677. onTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  14678. /**
  14679. * Fired when the main button state has changed
  14680. */
  14681. onMainButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  14682. /**
  14683. * Fired when the secondary button state has changed
  14684. */
  14685. onSecondaryButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  14686. /**
  14687. * Fired when the pad state has changed
  14688. */
  14689. onPadStateChangedObservable: Observable<ExtendedGamepadButton>;
  14690. /**
  14691. * Fired when controllers stick values have changed
  14692. */
  14693. onPadValuesChangedObservable: Observable<StickValues>;
  14694. /**
  14695. * Array of button availible on the controller
  14696. */
  14697. protected _buttons: Array<MutableGamepadButton>;
  14698. private _onButtonStateChange;
  14699. /**
  14700. * Fired when a controller button's state has changed
  14701. * @param callback the callback containing the button that was modified
  14702. */
  14703. onButtonStateChange(callback: (controlledIndex: number, buttonIndex: number, state: ExtendedGamepadButton) => void): void;
  14704. /**
  14705. * X and Y axis corresponding to the controllers joystick
  14706. */
  14707. pad: StickValues;
  14708. /**
  14709. * 'left' or 'right', see https://w3c.github.io/gamepad/extensions.html#gamepadhand-enum
  14710. */
  14711. hand: string;
  14712. /**
  14713. * The default controller model for the controller
  14714. */
  14715. readonly defaultModel: AbstractMesh;
  14716. /**
  14717. * Creates a new WebVRController from a gamepad
  14718. * @param vrGamepad the gamepad that the WebVRController should be created from
  14719. */
  14720. constructor(vrGamepad: any);
  14721. /**
  14722. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  14723. */
  14724. update(): void;
  14725. /**
  14726. * Function to be called when a button is modified
  14727. */
  14728. protected abstract _handleButtonChange(buttonIdx: number, value: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  14729. /**
  14730. * Loads a mesh and attaches it to the controller
  14731. * @param scene the scene the mesh should be added to
  14732. * @param meshLoaded callback for when the mesh has been loaded
  14733. */
  14734. abstract initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  14735. private _setButtonValue;
  14736. private _changes;
  14737. private _checkChanges;
  14738. /**
  14739. * Disposes of th webVRCOntroller
  14740. */
  14741. dispose(): void;
  14742. }
  14743. }
  14744. declare module "babylonjs/Lights/hemisphericLight" {
  14745. import { Nullable } from "babylonjs/types";
  14746. import { Scene } from "babylonjs/scene";
  14747. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  14748. import { Color3 } from "babylonjs/Maths/math.color";
  14749. import { Effect } from "babylonjs/Materials/effect";
  14750. import { Light } from "babylonjs/Lights/light";
  14751. import { IShadowGenerator } from "babylonjs/Lights/Shadows/shadowGenerator";
  14752. /**
  14753. * The HemisphericLight simulates the ambient environment light,
  14754. * so the passed direction is the light reflection direction, not the incoming direction.
  14755. */
  14756. export class HemisphericLight extends Light {
  14757. /**
  14758. * The groundColor is the light in the opposite direction to the one specified during creation.
  14759. * You can think of the diffuse and specular light as coming from the centre of the object in the given direction and the groundColor light in the opposite direction.
  14760. */
  14761. groundColor: Color3;
  14762. /**
  14763. * The light reflection direction, not the incoming direction.
  14764. */
  14765. direction: Vector3;
  14766. /**
  14767. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  14768. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  14769. * The HemisphericLight can't cast shadows.
  14770. * Documentation : https://doc.babylonjs.com/babylon101/lights
  14771. * @param name The friendly name of the light
  14772. * @param direction The direction of the light reflection
  14773. * @param scene The scene the light belongs to
  14774. */
  14775. constructor(name: string, direction: Vector3, scene: Scene);
  14776. protected _buildUniformLayout(): void;
  14777. /**
  14778. * Returns the string "HemisphericLight".
  14779. * @return The class name
  14780. */
  14781. getClassName(): string;
  14782. /**
  14783. * Sets the HemisphericLight direction towards the passed target (Vector3).
  14784. * Returns the updated direction.
  14785. * @param target The target the direction should point to
  14786. * @return The computed direction
  14787. */
  14788. setDirectionToTarget(target: Vector3): Vector3;
  14789. /**
  14790. * Returns the shadow generator associated to the light.
  14791. * @returns Always null for hemispheric lights because it does not support shadows.
  14792. */
  14793. getShadowGenerator(): Nullable<IShadowGenerator>;
  14794. /**
  14795. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  14796. * @param effect The effect to update
  14797. * @param lightIndex The index of the light in the effect to update
  14798. * @returns The hemispheric light
  14799. */
  14800. transferToEffect(effect: Effect, lightIndex: string): HemisphericLight;
  14801. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  14802. /**
  14803. * Computes the world matrix of the node
  14804. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  14805. * @param useWasUpdatedFlag defines a reserved property
  14806. * @returns the world matrix
  14807. */
  14808. computeWorldMatrix(): Matrix;
  14809. /**
  14810. * Returns the integer 3.
  14811. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  14812. */
  14813. getTypeID(): number;
  14814. /**
  14815. * Prepares the list of defines specific to the light type.
  14816. * @param defines the list of defines
  14817. * @param lightIndex defines the index of the light for the effect
  14818. */
  14819. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  14820. }
  14821. }
  14822. declare module "babylonjs/Shaders/vrMultiviewToSingleview.fragment" {
  14823. /** @hidden */
  14824. export var vrMultiviewToSingleviewPixelShader: {
  14825. name: string;
  14826. shader: string;
  14827. };
  14828. }
  14829. declare module "babylonjs/Materials/Textures/MultiviewRenderTarget" {
  14830. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  14831. import { Scene } from "babylonjs/scene";
  14832. /**
  14833. * Renders to multiple views with a single draw call
  14834. * @see https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/
  14835. */
  14836. export class MultiviewRenderTarget extends RenderTargetTexture {
  14837. /**
  14838. * Creates a multiview render target
  14839. * @param scene scene used with the render target
  14840. * @param size the size of the render target (used for each view)
  14841. */
  14842. constructor(scene: Scene, size?: number | {
  14843. width: number;
  14844. height: number;
  14845. } | {
  14846. ratio: number;
  14847. });
  14848. /**
  14849. * @hidden
  14850. * @param faceIndex the face index, if its a cube texture
  14851. */
  14852. _bindFrameBuffer(faceIndex?: number): void;
  14853. /**
  14854. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  14855. * @returns the view count
  14856. */
  14857. getViewCount(): number;
  14858. }
  14859. }
  14860. declare module "babylonjs/Maths/math.frustum" {
  14861. import { Matrix } from "babylonjs/Maths/math.vector";
  14862. import { DeepImmutable } from "babylonjs/types";
  14863. import { Plane } from "babylonjs/Maths/math.plane";
  14864. /**
  14865. * Represents a camera frustum
  14866. */
  14867. export class Frustum {
  14868. /**
  14869. * Gets the planes representing the frustum
  14870. * @param transform matrix to be applied to the returned planes
  14871. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  14872. */
  14873. static GetPlanes(transform: DeepImmutable<Matrix>): Plane[];
  14874. /**
  14875. * Gets the near frustum plane transformed by the transform matrix
  14876. * @param transform transformation matrix to be applied to the resulting frustum plane
  14877. * @param frustumPlane the resuling frustum plane
  14878. */
  14879. static GetNearPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14880. /**
  14881. * Gets the far frustum plane transformed by the transform matrix
  14882. * @param transform transformation matrix to be applied to the resulting frustum plane
  14883. * @param frustumPlane the resuling frustum plane
  14884. */
  14885. static GetFarPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14886. /**
  14887. * Gets the left frustum plane transformed by the transform matrix
  14888. * @param transform transformation matrix to be applied to the resulting frustum plane
  14889. * @param frustumPlane the resuling frustum plane
  14890. */
  14891. static GetLeftPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14892. /**
  14893. * Gets the right frustum plane transformed by the transform matrix
  14894. * @param transform transformation matrix to be applied to the resulting frustum plane
  14895. * @param frustumPlane the resuling frustum plane
  14896. */
  14897. static GetRightPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14898. /**
  14899. * Gets the top frustum plane transformed by the transform matrix
  14900. * @param transform transformation matrix to be applied to the resulting frustum plane
  14901. * @param frustumPlane the resuling frustum plane
  14902. */
  14903. static GetTopPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14904. /**
  14905. * Gets the bottom frustum plane transformed by the transform matrix
  14906. * @param transform transformation matrix to be applied to the resulting frustum plane
  14907. * @param frustumPlane the resuling frustum plane
  14908. */
  14909. static GetBottomPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14910. /**
  14911. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  14912. * @param transform transformation matrix to be applied to the resulting frustum planes
  14913. * @param frustumPlanes the resuling frustum planes
  14914. */
  14915. static GetPlanesToRef(transform: DeepImmutable<Matrix>, frustumPlanes: Plane[]): void;
  14916. }
  14917. }
  14918. declare module "babylonjs/Engines/Extensions/engine.multiview" {
  14919. import { Camera } from "babylonjs/Cameras/camera";
  14920. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  14921. import { Nullable } from "babylonjs/types";
  14922. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  14923. import { Matrix } from "babylonjs/Maths/math.vector";
  14924. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  14925. module "babylonjs/Engines/engine" {
  14926. interface Engine {
  14927. /**
  14928. * Creates a new multiview render target
  14929. * @param width defines the width of the texture
  14930. * @param height defines the height of the texture
  14931. * @returns the created multiview texture
  14932. */
  14933. createMultiviewRenderTargetTexture(width: number, height: number): InternalTexture;
  14934. /**
  14935. * Binds a multiview framebuffer to be drawn to
  14936. * @param multiviewTexture texture to bind
  14937. */
  14938. bindMultiviewFramebuffer(multiviewTexture: InternalTexture): void;
  14939. }
  14940. }
  14941. module "babylonjs/Cameras/camera" {
  14942. interface Camera {
  14943. /**
  14944. * @hidden
  14945. * For cameras that cannot use multiview images to display directly. (e.g. webVR camera will render to multiview texture, then copy to each eye texture and go from there)
  14946. */
  14947. _useMultiviewToSingleView: boolean;
  14948. /**
  14949. * @hidden
  14950. * For cameras that cannot use multiview images to display directly. (e.g. webVR camera will render to multiview texture, then copy to each eye texture and go from there)
  14951. */
  14952. _multiviewTexture: Nullable<RenderTargetTexture>;
  14953. /**
  14954. * @hidden
  14955. * ensures the multiview texture of the camera exists and has the specified width/height
  14956. * @param width height to set on the multiview texture
  14957. * @param height width to set on the multiview texture
  14958. */
  14959. _resizeOrCreateMultiviewTexture(width: number, height: number): void;
  14960. }
  14961. }
  14962. module "babylonjs/scene" {
  14963. interface Scene {
  14964. /** @hidden */
  14965. _transformMatrixR: Matrix;
  14966. /** @hidden */
  14967. _multiviewSceneUbo: Nullable<UniformBuffer>;
  14968. /** @hidden */
  14969. _createMultiviewUbo(): void;
  14970. /** @hidden */
  14971. _updateMultiviewUbo(viewR?: Matrix, projectionR?: Matrix): void;
  14972. /** @hidden */
  14973. _renderMultiviewToSingleView(camera: Camera): void;
  14974. }
  14975. }
  14976. }
  14977. declare module "babylonjs/PostProcesses/vrMultiviewToSingleviewPostProcess" {
  14978. import { Camera } from "babylonjs/Cameras/camera";
  14979. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  14980. import "babylonjs/Shaders/vrMultiviewToSingleview.fragment";
  14981. import "babylonjs/Engines/Extensions/engine.multiview";
  14982. /**
  14983. * VRMultiviewToSingleview used to convert multiview texture arrays to standard textures for scenarios such as webVR
  14984. * This will not be used for webXR as it supports displaying texture arrays directly
  14985. */
  14986. export class VRMultiviewToSingleviewPostProcess extends PostProcess {
  14987. /**
  14988. * Initializes a VRMultiviewToSingleview
  14989. * @param name name of the post process
  14990. * @param camera camera to be applied to
  14991. * @param scaleFactor scaling factor to the size of the output texture
  14992. */
  14993. constructor(name: string, camera: Camera, scaleFactor: number);
  14994. }
  14995. }
  14996. declare module "babylonjs/Cameras/RigModes/webVRRigMode" { }
  14997. declare module "babylonjs/Engines/Extensions/engine.webVR" {
  14998. import { Nullable } from "babylonjs/types";
  14999. import { Size } from "babylonjs/Maths/math.size";
  15000. import { Observable } from "babylonjs/Misc/observable";
  15001. module "babylonjs/Engines/engine" {
  15002. interface Engine {
  15003. /** @hidden */
  15004. _vrDisplay: any;
  15005. /** @hidden */
  15006. _vrSupported: boolean;
  15007. /** @hidden */
  15008. _oldSize: Size;
  15009. /** @hidden */
  15010. _oldHardwareScaleFactor: number;
  15011. /** @hidden */
  15012. _vrExclusivePointerMode: boolean;
  15013. /** @hidden */
  15014. _webVRInitPromise: Promise<IDisplayChangedEventArgs>;
  15015. /** @hidden */
  15016. _onVRDisplayPointerRestricted: () => void;
  15017. /** @hidden */
  15018. _onVRDisplayPointerUnrestricted: () => void;
  15019. /** @hidden */
  15020. _onVrDisplayConnect: Nullable<(display: any) => void>;
  15021. /** @hidden */
  15022. _onVrDisplayDisconnect: Nullable<() => void>;
  15023. /** @hidden */
  15024. _onVrDisplayPresentChange: Nullable<() => void>;
  15025. /**
  15026. * Observable signaled when VR display mode changes
  15027. */
  15028. onVRDisplayChangedObservable: Observable<IDisplayChangedEventArgs>;
  15029. /**
  15030. * Observable signaled when VR request present is complete
  15031. */
  15032. onVRRequestPresentComplete: Observable<boolean>;
  15033. /**
  15034. * Observable signaled when VR request present starts
  15035. */
  15036. onVRRequestPresentStart: Observable<Engine>;
  15037. /**
  15038. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  15039. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  15040. */
  15041. isInVRExclusivePointerMode: boolean;
  15042. /**
  15043. * Gets a boolean indicating if a webVR device was detected
  15044. * @returns true if a webVR device was detected
  15045. */
  15046. isVRDevicePresent(): boolean;
  15047. /**
  15048. * Gets the current webVR device
  15049. * @returns the current webVR device (or null)
  15050. */
  15051. getVRDevice(): any;
  15052. /**
  15053. * Initializes a webVR display and starts listening to display change events
  15054. * The onVRDisplayChangedObservable will be notified upon these changes
  15055. * @returns A promise containing a VRDisplay and if vr is supported
  15056. */
  15057. initWebVRAsync(): Promise<IDisplayChangedEventArgs>;
  15058. /** @hidden */
  15059. _getVRDisplaysAsync(): Promise<IDisplayChangedEventArgs>;
  15060. /**
  15061. * Call this function to switch to webVR mode
  15062. * Will do nothing if webVR is not supported or if there is no webVR device
  15063. * @see http://doc.babylonjs.com/how_to/webvr_camera
  15064. */
  15065. enableVR(): void;
  15066. /** @hidden */
  15067. _onVRFullScreenTriggered(): void;
  15068. }
  15069. }
  15070. }
  15071. declare module "babylonjs/Cameras/VR/webVRCamera" {
  15072. import { Nullable } from "babylonjs/types";
  15073. import { Observable } from "babylonjs/Misc/observable";
  15074. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  15075. import { Scene } from "babylonjs/scene";
  15076. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  15077. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  15078. import { Node } from "babylonjs/node";
  15079. import { Ray } from "babylonjs/Culling/ray";
  15080. import "babylonjs/Cameras/RigModes/webVRRigMode";
  15081. import "babylonjs/Engines/Extensions/engine.webVR";
  15082. /**
  15083. * This is a copy of VRPose. See https://developer.mozilla.org/en-US/docs/Web/API/VRPose
  15084. * IMPORTANT!! The data is right-hand data.
  15085. * @export
  15086. * @interface DevicePose
  15087. */
  15088. export interface DevicePose {
  15089. /**
  15090. * The position of the device, values in array are [x,y,z].
  15091. */
  15092. readonly position: Nullable<Float32Array>;
  15093. /**
  15094. * The linearVelocity of the device, values in array are [x,y,z].
  15095. */
  15096. readonly linearVelocity: Nullable<Float32Array>;
  15097. /**
  15098. * The linearAcceleration of the device, values in array are [x,y,z].
  15099. */
  15100. readonly linearAcceleration: Nullable<Float32Array>;
  15101. /**
  15102. * The orientation of the device in a quaternion array, values in array are [x,y,z,w].
  15103. */
  15104. readonly orientation: Nullable<Float32Array>;
  15105. /**
  15106. * The angularVelocity of the device, values in array are [x,y,z].
  15107. */
  15108. readonly angularVelocity: Nullable<Float32Array>;
  15109. /**
  15110. * The angularAcceleration of the device, values in array are [x,y,z].
  15111. */
  15112. readonly angularAcceleration: Nullable<Float32Array>;
  15113. }
  15114. /**
  15115. * Interface representing a pose controlled object in Babylon.
  15116. * A pose controlled object has both regular pose values as well as pose values
  15117. * from an external device such as a VR head mounted display
  15118. */
  15119. export interface PoseControlled {
  15120. /**
  15121. * The position of the object in babylon space.
  15122. */
  15123. position: Vector3;
  15124. /**
  15125. * The rotation quaternion of the object in babylon space.
  15126. */
  15127. rotationQuaternion: Quaternion;
  15128. /**
  15129. * The position of the device in babylon space.
  15130. */
  15131. devicePosition?: Vector3;
  15132. /**
  15133. * The rotation quaternion of the device in babylon space.
  15134. */
  15135. deviceRotationQuaternion: Quaternion;
  15136. /**
  15137. * The raw pose coming from the device.
  15138. */
  15139. rawPose: Nullable<DevicePose>;
  15140. /**
  15141. * The scale of the device to be used when translating from device space to babylon space.
  15142. */
  15143. deviceScaleFactor: number;
  15144. /**
  15145. * Updates the poseControlled values based on the input device pose.
  15146. * @param poseData the pose data to update the object with
  15147. */
  15148. updateFromDevice(poseData: DevicePose): void;
  15149. }
  15150. /**
  15151. * Set of options to customize the webVRCamera
  15152. */
  15153. export interface WebVROptions {
  15154. /**
  15155. * Sets if the webVR camera should be tracked to the vrDevice. (default: true)
  15156. */
  15157. trackPosition?: boolean;
  15158. /**
  15159. * Sets the scale of the vrDevice in babylon space. (default: 1)
  15160. */
  15161. positionScale?: number;
  15162. /**
  15163. * If there are more than one VRDisplays, this will choose the display matching this name. (default: pick first vrDisplay)
  15164. */
  15165. displayName?: string;
  15166. /**
  15167. * Should the native controller meshes be initialized. (default: true)
  15168. */
  15169. controllerMeshes?: boolean;
  15170. /**
  15171. * Creating a default HemiLight only on controllers. (default: true)
  15172. */
  15173. defaultLightingOnControllers?: boolean;
  15174. /**
  15175. * If you don't want to use the default VR button of the helper. (default: false)
  15176. */
  15177. useCustomVRButton?: boolean;
  15178. /**
  15179. * If you'd like to provide your own button to the VRHelper. (default: standard babylon vr button)
  15180. */
  15181. customVRButton?: HTMLButtonElement;
  15182. /**
  15183. * To change the length of the ray for gaze/controllers. Will be scaled by positionScale. (default: 100)
  15184. */
  15185. rayLength?: number;
  15186. /**
  15187. * To change the default offset from the ground to account for user's height in meters. Will be scaled by positionScale. (default: 1.7)
  15188. */
  15189. defaultHeight?: number;
  15190. /**
  15191. * If multiview should be used if availible (default: false)
  15192. */
  15193. useMultiview?: boolean;
  15194. }
  15195. /**
  15196. * This represents a WebVR camera.
  15197. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  15198. * @example http://doc.babylonjs.com/how_to/webvr_camera
  15199. */
  15200. export class WebVRFreeCamera extends FreeCamera implements PoseControlled {
  15201. private webVROptions;
  15202. /**
  15203. * @hidden
  15204. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  15205. */
  15206. _vrDevice: any;
  15207. /**
  15208. * The rawPose of the vrDevice.
  15209. */
  15210. rawPose: Nullable<DevicePose>;
  15211. private _onVREnabled;
  15212. private _specsVersion;
  15213. private _attached;
  15214. private _frameData;
  15215. protected _descendants: Array<Node>;
  15216. private _deviceRoomPosition;
  15217. /** @hidden */
  15218. _deviceRoomRotationQuaternion: Quaternion;
  15219. private _standingMatrix;
  15220. /**
  15221. * Represents device position in babylon space.
  15222. */
  15223. devicePosition: Vector3;
  15224. /**
  15225. * Represents device rotation in babylon space.
  15226. */
  15227. deviceRotationQuaternion: Quaternion;
  15228. /**
  15229. * The scale of the device to be used when translating from device space to babylon space.
  15230. */
  15231. deviceScaleFactor: number;
  15232. private _deviceToWorld;
  15233. private _worldToDevice;
  15234. /**
  15235. * References to the webVR controllers for the vrDevice.
  15236. */
  15237. controllers: Array<WebVRController>;
  15238. /**
  15239. * Emits an event when a controller is attached.
  15240. */
  15241. onControllersAttachedObservable: Observable<WebVRController[]>;
  15242. /**
  15243. * Emits an event when a controller's mesh has been loaded;
  15244. */
  15245. onControllerMeshLoadedObservable: Observable<WebVRController>;
  15246. /**
  15247. * Emits an event when the HMD's pose has been updated.
  15248. */
  15249. onPoseUpdatedFromDeviceObservable: Observable<any>;
  15250. private _poseSet;
  15251. /**
  15252. * If the rig cameras be used as parent instead of this camera.
  15253. */
  15254. rigParenting: boolean;
  15255. private _lightOnControllers;
  15256. private _defaultHeight?;
  15257. /**
  15258. * Instantiates a WebVRFreeCamera.
  15259. * @param name The name of the WebVRFreeCamera
  15260. * @param position The starting anchor position for the camera
  15261. * @param scene The scene the camera belongs to
  15262. * @param webVROptions a set of customizable options for the webVRCamera
  15263. */
  15264. constructor(name: string, position: Vector3, scene: Scene, webVROptions?: WebVROptions);
  15265. /**
  15266. * Gets the device distance from the ground in meters.
  15267. * @returns the distance in meters from the vrDevice to ground in device space. If standing matrix is not supported for the vrDevice 0 is returned.
  15268. */
  15269. deviceDistanceToRoomGround(): number;
  15270. /**
  15271. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  15272. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  15273. */
  15274. useStandingMatrix(callback?: (bool: boolean) => void): void;
  15275. /**
  15276. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  15277. * @returns A promise with a boolean set to if the standing matrix is supported.
  15278. */
  15279. useStandingMatrixAsync(): Promise<boolean>;
  15280. /**
  15281. * Disposes the camera
  15282. */
  15283. dispose(): void;
  15284. /**
  15285. * Gets a vrController by name.
  15286. * @param name The name of the controller to retreive
  15287. * @returns the controller matching the name specified or null if not found
  15288. */
  15289. getControllerByName(name: string): Nullable<WebVRController>;
  15290. private _leftController;
  15291. /**
  15292. * The controller corresponding to the users left hand.
  15293. */
  15294. readonly leftController: Nullable<WebVRController>;
  15295. private _rightController;
  15296. /**
  15297. * The controller corresponding to the users right hand.
  15298. */
  15299. readonly rightController: Nullable<WebVRController>;
  15300. /**
  15301. * Casts a ray forward from the vrCamera's gaze.
  15302. * @param length Length of the ray (default: 100)
  15303. * @returns the ray corresponding to the gaze
  15304. */
  15305. getForwardRay(length?: number): Ray;
  15306. /**
  15307. * @hidden
  15308. * Updates the camera based on device's frame data
  15309. */
  15310. _checkInputs(): void;
  15311. /**
  15312. * Updates the poseControlled values based on the input device pose.
  15313. * @param poseData Pose coming from the device
  15314. */
  15315. updateFromDevice(poseData: DevicePose): void;
  15316. private _htmlElementAttached;
  15317. private _detachIfAttached;
  15318. /**
  15319. * WebVR's attach control will start broadcasting frames to the device.
  15320. * Note that in certain browsers (chrome for example) this function must be called
  15321. * within a user-interaction callback. Example:
  15322. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  15323. *
  15324. * @param element html element to attach the vrDevice to
  15325. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  15326. */
  15327. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  15328. /**
  15329. * Detaches the camera from the html element and disables VR
  15330. *
  15331. * @param element html element to detach from
  15332. */
  15333. detachControl(element: HTMLElement): void;
  15334. /**
  15335. * @returns the name of this class
  15336. */
  15337. getClassName(): string;
  15338. /**
  15339. * Calls resetPose on the vrDisplay
  15340. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  15341. */
  15342. resetToCurrentRotation(): void;
  15343. /**
  15344. * @hidden
  15345. * Updates the rig cameras (left and right eye)
  15346. */
  15347. _updateRigCameras(): void;
  15348. private _workingVector;
  15349. private _oneVector;
  15350. private _workingMatrix;
  15351. private updateCacheCalled;
  15352. private _correctPositionIfNotTrackPosition;
  15353. /**
  15354. * @hidden
  15355. * Updates the cached values of the camera
  15356. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  15357. */
  15358. _updateCache(ignoreParentClass?: boolean): void;
  15359. /**
  15360. * @hidden
  15361. * Get current device position in babylon world
  15362. */
  15363. _computeDevicePosition(): void;
  15364. /**
  15365. * Updates the current device position and rotation in the babylon world
  15366. */
  15367. update(): void;
  15368. /**
  15369. * @hidden
  15370. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  15371. * @returns an identity matrix
  15372. */
  15373. _getViewMatrix(): Matrix;
  15374. private _tmpMatrix;
  15375. /**
  15376. * This function is called by the two RIG cameras.
  15377. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  15378. * @hidden
  15379. */
  15380. _getWebVRViewMatrix(): Matrix;
  15381. /** @hidden */
  15382. _getWebVRProjectionMatrix(): Matrix;
  15383. private _onGamepadConnectedObserver;
  15384. private _onGamepadDisconnectedObserver;
  15385. private _updateCacheWhenTrackingDisabledObserver;
  15386. /**
  15387. * Initializes the controllers and their meshes
  15388. */
  15389. initControllers(): void;
  15390. }
  15391. }
  15392. declare module "babylonjs/PostProcesses/postProcess" {
  15393. import { Nullable } from "babylonjs/types";
  15394. import { SmartArray } from "babylonjs/Misc/smartArray";
  15395. import { Observable } from "babylonjs/Misc/observable";
  15396. import { Vector2 } from "babylonjs/Maths/math.vector";
  15397. import { Camera } from "babylonjs/Cameras/camera";
  15398. import { Effect } from "babylonjs/Materials/effect";
  15399. import "babylonjs/Shaders/postprocess.vertex";
  15400. import { IInspectable } from "babylonjs/Misc/iInspectable";
  15401. import { Engine } from "babylonjs/Engines/engine";
  15402. import { Color4 } from "babylonjs/Maths/math.color";
  15403. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  15404. /**
  15405. * Size options for a post process
  15406. */
  15407. export type PostProcessOptions = {
  15408. width: number;
  15409. height: number;
  15410. };
  15411. /**
  15412. * PostProcess can be used to apply a shader to a texture after it has been rendered
  15413. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  15414. */
  15415. export class PostProcess {
  15416. /** Name of the PostProcess. */
  15417. name: string;
  15418. /**
  15419. * Gets or sets the unique id of the post process
  15420. */
  15421. uniqueId: number;
  15422. /**
  15423. * Width of the texture to apply the post process on
  15424. */
  15425. width: number;
  15426. /**
  15427. * Height of the texture to apply the post process on
  15428. */
  15429. height: number;
  15430. /**
  15431. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  15432. * @hidden
  15433. */
  15434. _outputTexture: Nullable<InternalTexture>;
  15435. /**
  15436. * Sampling mode used by the shader
  15437. * See https://doc.babylonjs.com/classes/3.1/texture
  15438. */
  15439. renderTargetSamplingMode: number;
  15440. /**
  15441. * Clear color to use when screen clearing
  15442. */
  15443. clearColor: Color4;
  15444. /**
  15445. * If the buffer needs to be cleared before applying the post process. (default: true)
  15446. * Should be set to false if shader will overwrite all previous pixels.
  15447. */
  15448. autoClear: boolean;
  15449. /**
  15450. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  15451. */
  15452. alphaMode: number;
  15453. /**
  15454. * Sets the setAlphaBlendConstants of the babylon engine
  15455. */
  15456. alphaConstants: Color4;
  15457. /**
  15458. * Animations to be used for the post processing
  15459. */
  15460. animations: import("babylonjs/Animations/animation").Animation[];
  15461. /**
  15462. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  15463. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  15464. */
  15465. enablePixelPerfectMode: boolean;
  15466. /**
  15467. * Force the postprocess to be applied without taking in account viewport
  15468. */
  15469. forceFullscreenViewport: boolean;
  15470. /**
  15471. * List of inspectable custom properties (used by the Inspector)
  15472. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  15473. */
  15474. inspectableCustomProperties: IInspectable[];
  15475. /**
  15476. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  15477. *
  15478. * | Value | Type | Description |
  15479. * | ----- | ----------------------------------- | ----------- |
  15480. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  15481. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  15482. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  15483. *
  15484. */
  15485. scaleMode: number;
  15486. /**
  15487. * Force textures to be a power of two (default: false)
  15488. */
  15489. alwaysForcePOT: boolean;
  15490. private _samples;
  15491. /**
  15492. * Number of sample textures (default: 1)
  15493. */
  15494. samples: number;
  15495. /**
  15496. * Modify the scale of the post process to be the same as the viewport (default: false)
  15497. */
  15498. adaptScaleToCurrentViewport: boolean;
  15499. private _camera;
  15500. private _scene;
  15501. private _engine;
  15502. private _options;
  15503. private _reusable;
  15504. private _textureType;
  15505. /**
  15506. * Smart array of input and output textures for the post process.
  15507. * @hidden
  15508. */
  15509. _textures: SmartArray<import("babylonjs/Materials/Textures/internalTexture").InternalTexture>;
  15510. /**
  15511. * The index in _textures that corresponds to the output texture.
  15512. * @hidden
  15513. */
  15514. _currentRenderTextureInd: number;
  15515. private _effect;
  15516. private _samplers;
  15517. private _fragmentUrl;
  15518. private _vertexUrl;
  15519. private _parameters;
  15520. private _scaleRatio;
  15521. protected _indexParameters: any;
  15522. private _shareOutputWithPostProcess;
  15523. private _texelSize;
  15524. private _forcedOutputTexture;
  15525. /**
  15526. * Returns the fragment url or shader name used in the post process.
  15527. * @returns the fragment url or name in the shader store.
  15528. */
  15529. getEffectName(): string;
  15530. /**
  15531. * An event triggered when the postprocess is activated.
  15532. */
  15533. onActivateObservable: Observable<Camera>;
  15534. private _onActivateObserver;
  15535. /**
  15536. * A function that is added to the onActivateObservable
  15537. */
  15538. onActivate: Nullable<(camera: Camera) => void>;
  15539. /**
  15540. * An event triggered when the postprocess changes its size.
  15541. */
  15542. onSizeChangedObservable: Observable<PostProcess>;
  15543. private _onSizeChangedObserver;
  15544. /**
  15545. * A function that is added to the onSizeChangedObservable
  15546. */
  15547. onSizeChanged: (postProcess: PostProcess) => void;
  15548. /**
  15549. * An event triggered when the postprocess applies its effect.
  15550. */
  15551. onApplyObservable: Observable<Effect>;
  15552. private _onApplyObserver;
  15553. /**
  15554. * A function that is added to the onApplyObservable
  15555. */
  15556. onApply: (effect: Effect) => void;
  15557. /**
  15558. * An event triggered before rendering the postprocess
  15559. */
  15560. onBeforeRenderObservable: Observable<Effect>;
  15561. private _onBeforeRenderObserver;
  15562. /**
  15563. * A function that is added to the onBeforeRenderObservable
  15564. */
  15565. onBeforeRender: (effect: Effect) => void;
  15566. /**
  15567. * An event triggered after rendering the postprocess
  15568. */
  15569. onAfterRenderObservable: Observable<Effect>;
  15570. private _onAfterRenderObserver;
  15571. /**
  15572. * A function that is added to the onAfterRenderObservable
  15573. */
  15574. onAfterRender: (efect: Effect) => void;
  15575. /**
  15576. * The input texture for this post process and the output texture of the previous post process. When added to a pipeline the previous post process will
  15577. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  15578. */
  15579. inputTexture: InternalTexture;
  15580. /**
  15581. * Gets the camera which post process is applied to.
  15582. * @returns The camera the post process is applied to.
  15583. */
  15584. getCamera(): Camera;
  15585. /**
  15586. * Gets the texel size of the postprocess.
  15587. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  15588. */
  15589. readonly texelSize: Vector2;
  15590. /**
  15591. * Creates a new instance PostProcess
  15592. * @param name The name of the PostProcess.
  15593. * @param fragmentUrl The url of the fragment shader to be used.
  15594. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  15595. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  15596. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  15597. * @param camera The camera to apply the render pass to.
  15598. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  15599. * @param engine The engine which the post process will be applied. (default: current engine)
  15600. * @param reusable If the post process can be reused on the same frame. (default: false)
  15601. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  15602. * @param textureType Type of textures used when performing the post process. (default: 0)
  15603. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  15604. * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  15605. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  15606. */
  15607. constructor(
  15608. /** Name of the PostProcess. */
  15609. name: string, fragmentUrl: string, parameters: Nullable<string[]>, samplers: Nullable<string[]>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, defines?: Nullable<string>, textureType?: number, vertexUrl?: string, indexParameters?: any, blockCompilation?: boolean);
  15610. /**
  15611. * Gets a string idenfifying the name of the class
  15612. * @returns "PostProcess" string
  15613. */
  15614. getClassName(): string;
  15615. /**
  15616. * Gets the engine which this post process belongs to.
  15617. * @returns The engine the post process was enabled with.
  15618. */
  15619. getEngine(): Engine;
  15620. /**
  15621. * The effect that is created when initializing the post process.
  15622. * @returns The created effect corresponding the the postprocess.
  15623. */
  15624. getEffect(): Effect;
  15625. /**
  15626. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  15627. * @param postProcess The post process to share the output with.
  15628. * @returns This post process.
  15629. */
  15630. shareOutputWith(postProcess: PostProcess): PostProcess;
  15631. /**
  15632. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  15633. * This should be called if the post process that shares output with this post process is disabled/disposed.
  15634. */
  15635. useOwnOutput(): void;
  15636. /**
  15637. * Updates the effect with the current post process compile time values and recompiles the shader.
  15638. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  15639. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  15640. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  15641. * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  15642. * @param onCompiled Called when the shader has been compiled.
  15643. * @param onError Called if there is an error when compiling a shader.
  15644. */
  15645. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  15646. /**
  15647. * The post process is reusable if it can be used multiple times within one frame.
  15648. * @returns If the post process is reusable
  15649. */
  15650. isReusable(): boolean;
  15651. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  15652. markTextureDirty(): void;
  15653. /**
  15654. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  15655. * When this post process is used in a pipeline, this is call will bind the input texture of this post process to the output of the previous.
  15656. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  15657. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  15658. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  15659. * @returns The target texture that was bound to be written to.
  15660. */
  15661. activate(camera: Nullable<Camera>, sourceTexture?: Nullable<InternalTexture>, forceDepthStencil?: boolean): InternalTexture;
  15662. /**
  15663. * If the post process is supported.
  15664. */
  15665. readonly isSupported: boolean;
  15666. /**
  15667. * The aspect ratio of the output texture.
  15668. */
  15669. readonly aspectRatio: number;
  15670. /**
  15671. * Get a value indicating if the post-process is ready to be used
  15672. * @returns true if the post-process is ready (shader is compiled)
  15673. */
  15674. isReady(): boolean;
  15675. /**
  15676. * Binds all textures and uniforms to the shader, this will be run on every pass.
  15677. * @returns the effect corresponding to this post process. Null if not compiled or not ready.
  15678. */
  15679. apply(): Nullable<Effect>;
  15680. private _disposeTextures;
  15681. /**
  15682. * Disposes the post process.
  15683. * @param camera The camera to dispose the post process on.
  15684. */
  15685. dispose(camera?: Camera): void;
  15686. }
  15687. }
  15688. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration" {
  15689. /** @hidden */
  15690. export var kernelBlurVaryingDeclaration: {
  15691. name: string;
  15692. shader: string;
  15693. };
  15694. }
  15695. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurFragment" {
  15696. /** @hidden */
  15697. export var kernelBlurFragment: {
  15698. name: string;
  15699. shader: string;
  15700. };
  15701. }
  15702. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurFragment2" {
  15703. /** @hidden */
  15704. export var kernelBlurFragment2: {
  15705. name: string;
  15706. shader: string;
  15707. };
  15708. }
  15709. declare module "babylonjs/Shaders/kernelBlur.fragment" {
  15710. import "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration";
  15711. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  15712. import "babylonjs/Shaders/ShadersInclude/kernelBlurFragment";
  15713. import "babylonjs/Shaders/ShadersInclude/kernelBlurFragment2";
  15714. /** @hidden */
  15715. export var kernelBlurPixelShader: {
  15716. name: string;
  15717. shader: string;
  15718. };
  15719. }
  15720. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurVertex" {
  15721. /** @hidden */
  15722. export var kernelBlurVertex: {
  15723. name: string;
  15724. shader: string;
  15725. };
  15726. }
  15727. declare module "babylonjs/Shaders/kernelBlur.vertex" {
  15728. import "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration";
  15729. import "babylonjs/Shaders/ShadersInclude/kernelBlurVertex";
  15730. /** @hidden */
  15731. export var kernelBlurVertexShader: {
  15732. name: string;
  15733. shader: string;
  15734. };
  15735. }
  15736. declare module "babylonjs/PostProcesses/blurPostProcess" {
  15737. import { Vector2 } from "babylonjs/Maths/math.vector";
  15738. import { Nullable } from "babylonjs/types";
  15739. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  15740. import { Camera } from "babylonjs/Cameras/camera";
  15741. import { Effect } from "babylonjs/Materials/effect";
  15742. import { Engine } from "babylonjs/Engines/engine";
  15743. import "babylonjs/Shaders/kernelBlur.fragment";
  15744. import "babylonjs/Shaders/kernelBlur.vertex";
  15745. /**
  15746. * The Blur Post Process which blurs an image based on a kernel and direction.
  15747. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  15748. */
  15749. export class BlurPostProcess extends PostProcess {
  15750. /** The direction in which to blur the image. */
  15751. direction: Vector2;
  15752. private blockCompilation;
  15753. protected _kernel: number;
  15754. protected _idealKernel: number;
  15755. protected _packedFloat: boolean;
  15756. private _staticDefines;
  15757. /**
  15758. * Sets the length in pixels of the blur sample region
  15759. */
  15760. /**
  15761. * Gets the length in pixels of the blur sample region
  15762. */
  15763. kernel: number;
  15764. /**
  15765. * Sets wether or not the blur needs to unpack/repack floats
  15766. */
  15767. /**
  15768. * Gets wether or not the blur is unpacking/repacking floats
  15769. */
  15770. packedFloat: boolean;
  15771. /**
  15772. * Creates a new instance BlurPostProcess
  15773. * @param name The name of the effect.
  15774. * @param direction The direction in which to blur the image.
  15775. * @param kernel The size of the kernel to be used when computing the blur. eg. Size of 3 will blur the center pixel by 2 pixels surrounding it.
  15776. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  15777. * @param camera The camera to apply the render pass to.
  15778. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  15779. * @param engine The engine which the post process will be applied. (default: current engine)
  15780. * @param reusable If the post process can be reused on the same frame. (default: false)
  15781. * @param textureType Type of textures used when performing the post process. (default: 0)
  15782. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  15783. */
  15784. constructor(name: string,
  15785. /** The direction in which to blur the image. */
  15786. direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, defines?: string, blockCompilation?: boolean);
  15787. /**
  15788. * Updates the effect with the current post process compile time values and recompiles the shader.
  15789. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  15790. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  15791. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  15792. * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  15793. * @param onCompiled Called when the shader has been compiled.
  15794. * @param onError Called if there is an error when compiling a shader.
  15795. */
  15796. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  15797. protected _updateParameters(onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  15798. /**
  15799. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  15800. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  15801. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  15802. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  15803. * The gaps between physical kernels are compensated for in the weighting of the samples
  15804. * @param idealKernel Ideal blur kernel.
  15805. * @return Nearest best kernel.
  15806. */
  15807. protected _nearestBestKernel(idealKernel: number): number;
  15808. /**
  15809. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  15810. * @param x The point on the Gaussian distribution to sample.
  15811. * @return the value of the Gaussian function at x.
  15812. */
  15813. protected _gaussianWeight(x: number): number;
  15814. /**
  15815. * Generates a string that can be used as a floating point number in GLSL.
  15816. * @param x Value to print.
  15817. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  15818. * @return GLSL float string.
  15819. */
  15820. protected _glslFloat(x: number, decimalFigures?: number): string;
  15821. }
  15822. }
  15823. declare module "babylonjs/Materials/Textures/mirrorTexture" {
  15824. import { Scene } from "babylonjs/scene";
  15825. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  15826. import { Plane } from "babylonjs/Maths/math.plane";
  15827. /**
  15828. * Mirror texture can be used to simulate the view from a mirror in a scene.
  15829. * It will dynamically be rendered every frame to adapt to the camera point of view.
  15830. * You can then easily use it as a reflectionTexture on a flat surface.
  15831. * In case the surface is not a plane, please consider relying on reflection probes.
  15832. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  15833. */
  15834. export class MirrorTexture extends RenderTargetTexture {
  15835. private scene;
  15836. /**
  15837. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  15838. * It is possible to directly set the mirrorPlane by directly using a Plane(a, b, c, d) where a, b and c give the plane normal vector (a, b, c) and d is a scalar displacement from the mirrorPlane to the origin. However in all but the very simplest of situations it is more straight forward to set it to the reflector as stated in the doc.
  15839. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  15840. */
  15841. mirrorPlane: Plane;
  15842. /**
  15843. * Define the blur ratio used to blur the reflection if needed.
  15844. */
  15845. blurRatio: number;
  15846. /**
  15847. * Define the adaptive blur kernel used to blur the reflection if needed.
  15848. * This will autocompute the closest best match for the `blurKernel`
  15849. */
  15850. adaptiveBlurKernel: number;
  15851. /**
  15852. * Define the blur kernel used to blur the reflection if needed.
  15853. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  15854. */
  15855. blurKernel: number;
  15856. /**
  15857. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  15858. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  15859. */
  15860. blurKernelX: number;
  15861. /**
  15862. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  15863. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  15864. */
  15865. blurKernelY: number;
  15866. private _autoComputeBlurKernel;
  15867. protected _onRatioRescale(): void;
  15868. private _updateGammaSpace;
  15869. private _imageProcessingConfigChangeObserver;
  15870. private _transformMatrix;
  15871. private _mirrorMatrix;
  15872. private _savedViewMatrix;
  15873. private _blurX;
  15874. private _blurY;
  15875. private _adaptiveBlurKernel;
  15876. private _blurKernelX;
  15877. private _blurKernelY;
  15878. private _blurRatio;
  15879. /**
  15880. * Instantiates a Mirror Texture.
  15881. * Mirror texture can be used to simulate the view from a mirror in a scene.
  15882. * It will dynamically be rendered every frame to adapt to the camera point of view.
  15883. * You can then easily use it as a reflectionTexture on a flat surface.
  15884. * In case the surface is not a plane, please consider relying on reflection probes.
  15885. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  15886. * @param name
  15887. * @param size
  15888. * @param scene
  15889. * @param generateMipMaps
  15890. * @param type
  15891. * @param samplingMode
  15892. * @param generateDepthBuffer
  15893. */
  15894. constructor(name: string, size: number | {
  15895. width: number;
  15896. height: number;
  15897. } | {
  15898. ratio: number;
  15899. }, scene: Scene, generateMipMaps?: boolean, type?: number, samplingMode?: number, generateDepthBuffer?: boolean);
  15900. private _preparePostProcesses;
  15901. /**
  15902. * Clone the mirror texture.
  15903. * @returns the cloned texture
  15904. */
  15905. clone(): MirrorTexture;
  15906. /**
  15907. * Serialize the texture to a JSON representation you could use in Parse later on
  15908. * @returns the serialized JSON representation
  15909. */
  15910. serialize(): any;
  15911. /**
  15912. * Dispose the texture and release its associated resources.
  15913. */
  15914. dispose(): void;
  15915. }
  15916. }
  15917. declare module "babylonjs/Materials/Textures/texture" {
  15918. import { Observable } from "babylonjs/Misc/observable";
  15919. import { Nullable } from "babylonjs/types";
  15920. import { Scene } from "babylonjs/scene";
  15921. import { Matrix } from "babylonjs/Maths/math.vector";
  15922. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  15923. import { IInspectable } from "babylonjs/Misc/iInspectable";
  15924. import { Engine } from "babylonjs/Engines/engine";
  15925. /**
  15926. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  15927. * @see http://doc.babylonjs.com/babylon101/materials#texture
  15928. */
  15929. export class Texture extends BaseTexture {
  15930. /**
  15931. * Gets or sets a general boolean used to indicate that textures containing direct data (buffers) must be saved as part of the serialization process
  15932. */
  15933. static SerializeBuffers: boolean;
  15934. /** @hidden */
  15935. static _CubeTextureParser: (jsonTexture: any, scene: Scene, rootUrl: string) => import("babylonjs/Materials/Textures/cubeTexture").CubeTexture;
  15936. /** @hidden */
  15937. static _CreateMirror: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => import("babylonjs/Materials/Textures/mirrorTexture").MirrorTexture;
  15938. /** @hidden */
  15939. static _CreateRenderTargetTexture: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => import("babylonjs/Materials/Textures/renderTargetTexture").RenderTargetTexture;
  15940. /** nearest is mag = nearest and min = nearest and mip = linear */
  15941. static readonly NEAREST_SAMPLINGMODE: number;
  15942. /** nearest is mag = nearest and min = nearest and mip = linear */
  15943. static readonly NEAREST_NEAREST_MIPLINEAR: number;
  15944. /** Bilinear is mag = linear and min = linear and mip = nearest */
  15945. static readonly BILINEAR_SAMPLINGMODE: number;
  15946. /** Bilinear is mag = linear and min = linear and mip = nearest */
  15947. static readonly LINEAR_LINEAR_MIPNEAREST: number;
  15948. /** Trilinear is mag = linear and min = linear and mip = linear */
  15949. static readonly TRILINEAR_SAMPLINGMODE: number;
  15950. /** Trilinear is mag = linear and min = linear and mip = linear */
  15951. static readonly LINEAR_LINEAR_MIPLINEAR: number;
  15952. /** mag = nearest and min = nearest and mip = nearest */
  15953. static readonly NEAREST_NEAREST_MIPNEAREST: number;
  15954. /** mag = nearest and min = linear and mip = nearest */
  15955. static readonly NEAREST_LINEAR_MIPNEAREST: number;
  15956. /** mag = nearest and min = linear and mip = linear */
  15957. static readonly NEAREST_LINEAR_MIPLINEAR: number;
  15958. /** mag = nearest and min = linear and mip = none */
  15959. static readonly NEAREST_LINEAR: number;
  15960. /** mag = nearest and min = nearest and mip = none */
  15961. static readonly NEAREST_NEAREST: number;
  15962. /** mag = linear and min = nearest and mip = nearest */
  15963. static readonly LINEAR_NEAREST_MIPNEAREST: number;
  15964. /** mag = linear and min = nearest and mip = linear */
  15965. static readonly LINEAR_NEAREST_MIPLINEAR: number;
  15966. /** mag = linear and min = linear and mip = none */
  15967. static readonly LINEAR_LINEAR: number;
  15968. /** mag = linear and min = nearest and mip = none */
  15969. static readonly LINEAR_NEAREST: number;
  15970. /** Explicit coordinates mode */
  15971. static readonly EXPLICIT_MODE: number;
  15972. /** Spherical coordinates mode */
  15973. static readonly SPHERICAL_MODE: number;
  15974. /** Planar coordinates mode */
  15975. static readonly PLANAR_MODE: number;
  15976. /** Cubic coordinates mode */
  15977. static readonly CUBIC_MODE: number;
  15978. /** Projection coordinates mode */
  15979. static readonly PROJECTION_MODE: number;
  15980. /** Inverse Cubic coordinates mode */
  15981. static readonly SKYBOX_MODE: number;
  15982. /** Inverse Cubic coordinates mode */
  15983. static readonly INVCUBIC_MODE: number;
  15984. /** Equirectangular coordinates mode */
  15985. static readonly EQUIRECTANGULAR_MODE: number;
  15986. /** Equirectangular Fixed coordinates mode */
  15987. static readonly FIXED_EQUIRECTANGULAR_MODE: number;
  15988. /** Equirectangular Fixed Mirrored coordinates mode */
  15989. static readonly FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  15990. /** Texture is not repeating outside of 0..1 UVs */
  15991. static readonly CLAMP_ADDRESSMODE: number;
  15992. /** Texture is repeating outside of 0..1 UVs */
  15993. static readonly WRAP_ADDRESSMODE: number;
  15994. /** Texture is repeating and mirrored */
  15995. static readonly MIRROR_ADDRESSMODE: number;
  15996. /**
  15997. * Gets or sets a boolean which defines if the texture url must be build from the serialized URL instead of just using the name and loading them side by side with the scene file
  15998. */
  15999. static UseSerializedUrlIfAny: boolean;
  16000. /**
  16001. * Define the url of the texture.
  16002. */
  16003. url: Nullable<string>;
  16004. /**
  16005. * Define an offset on the texture to offset the u coordinates of the UVs
  16006. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  16007. */
  16008. uOffset: number;
  16009. /**
  16010. * Define an offset on the texture to offset the v coordinates of the UVs
  16011. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  16012. */
  16013. vOffset: number;
  16014. /**
  16015. * Define an offset on the texture to scale the u coordinates of the UVs
  16016. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  16017. */
  16018. uScale: number;
  16019. /**
  16020. * Define an offset on the texture to scale the v coordinates of the UVs
  16021. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  16022. */
  16023. vScale: number;
  16024. /**
  16025. * Define an offset on the texture to rotate around the u coordinates of the UVs
  16026. * @see http://doc.babylonjs.com/how_to/more_materials
  16027. */
  16028. uAng: number;
  16029. /**
  16030. * Define an offset on the texture to rotate around the v coordinates of the UVs
  16031. * @see http://doc.babylonjs.com/how_to/more_materials
  16032. */
  16033. vAng: number;
  16034. /**
  16035. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  16036. * @see http://doc.babylonjs.com/how_to/more_materials
  16037. */
  16038. wAng: number;
  16039. /**
  16040. * Defines the center of rotation (U)
  16041. */
  16042. uRotationCenter: number;
  16043. /**
  16044. * Defines the center of rotation (V)
  16045. */
  16046. vRotationCenter: number;
  16047. /**
  16048. * Defines the center of rotation (W)
  16049. */
  16050. wRotationCenter: number;
  16051. /**
  16052. * Are mip maps generated for this texture or not.
  16053. */
  16054. readonly noMipmap: boolean;
  16055. /**
  16056. * List of inspectable custom properties (used by the Inspector)
  16057. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  16058. */
  16059. inspectableCustomProperties: Nullable<IInspectable[]>;
  16060. private _noMipmap;
  16061. /** @hidden */
  16062. _invertY: boolean;
  16063. private _rowGenerationMatrix;
  16064. private _cachedTextureMatrix;
  16065. private _projectionModeMatrix;
  16066. private _t0;
  16067. private _t1;
  16068. private _t2;
  16069. private _cachedUOffset;
  16070. private _cachedVOffset;
  16071. private _cachedUScale;
  16072. private _cachedVScale;
  16073. private _cachedUAng;
  16074. private _cachedVAng;
  16075. private _cachedWAng;
  16076. private _cachedProjectionMatrixId;
  16077. private _cachedCoordinatesMode;
  16078. /** @hidden */
  16079. protected _initialSamplingMode: number;
  16080. /** @hidden */
  16081. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>;
  16082. private _deleteBuffer;
  16083. protected _format: Nullable<number>;
  16084. private _delayedOnLoad;
  16085. private _delayedOnError;
  16086. /**
  16087. * Observable triggered once the texture has been loaded.
  16088. */
  16089. onLoadObservable: Observable<Texture>;
  16090. protected _isBlocking: boolean;
  16091. /**
  16092. * Is the texture preventing material to render while loading.
  16093. * If false, a default texture will be used instead of the loading one during the preparation step.
  16094. */
  16095. isBlocking: boolean;
  16096. /**
  16097. * Get the current sampling mode associated with the texture.
  16098. */
  16099. readonly samplingMode: number;
  16100. /**
  16101. * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
  16102. */
  16103. readonly invertY: boolean;
  16104. /**
  16105. * Instantiates a new texture.
  16106. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  16107. * @see http://doc.babylonjs.com/babylon101/materials#texture
  16108. * @param url define the url of the picture to load as a texture
  16109. * @param scene define the scene or engine the texture will belong to
  16110. * @param noMipmap define if the texture will require mip maps or not
  16111. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16112. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16113. * @param onLoad define a callback triggered when the texture has been loaded
  16114. * @param onError define a callback triggered when an error occurred during the loading session
  16115. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  16116. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  16117. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16118. */
  16119. constructor(url: Nullable<string>, sceneOrEngine: Nullable<Scene | Engine>, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>, deleteBuffer?: boolean, format?: number);
  16120. /**
  16121. * Update the url (and optional buffer) of this texture if url was null during construction.
  16122. * @param url the url of the texture
  16123. * @param buffer the buffer of the texture (defaults to null)
  16124. * @param onLoad callback called when the texture is loaded (defaults to null)
  16125. */
  16126. updateURL(url: string, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>, onLoad?: () => void): void;
  16127. /**
  16128. * Finish the loading sequence of a texture flagged as delayed load.
  16129. * @hidden
  16130. */
  16131. delayLoad(): void;
  16132. private _prepareRowForTextureGeneration;
  16133. /**
  16134. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  16135. * @returns the transform matrix of the texture.
  16136. */
  16137. getTextureMatrix(): Matrix;
  16138. /**
  16139. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  16140. * @returns The reflection texture transform
  16141. */
  16142. getReflectionTextureMatrix(): Matrix;
  16143. /**
  16144. * Clones the texture.
  16145. * @returns the cloned texture
  16146. */
  16147. clone(): Texture;
  16148. /**
  16149. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  16150. * @returns The JSON representation of the texture
  16151. */
  16152. serialize(): any;
  16153. /**
  16154. * Get the current class name of the texture useful for serialization or dynamic coding.
  16155. * @returns "Texture"
  16156. */
  16157. getClassName(): string;
  16158. /**
  16159. * Dispose the texture and release its associated resources.
  16160. */
  16161. dispose(): void;
  16162. /**
  16163. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  16164. * @param parsedTexture Define the JSON representation of the texture
  16165. * @param scene Define the scene the parsed texture should be instantiated in
  16166. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  16167. * @returns The parsed texture if successful
  16168. */
  16169. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<BaseTexture>;
  16170. /**
  16171. * Creates a texture from its base 64 representation.
  16172. * @param data Define the base64 payload without the data: prefix
  16173. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  16174. * @param scene Define the scene the texture should belong to
  16175. * @param noMipmap Forces the texture to not create mip map information if true
  16176. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16177. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16178. * @param onLoad define a callback triggered when the texture has been loaded
  16179. * @param onError define a callback triggered when an error occurred during the loading session
  16180. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16181. * @returns the created texture
  16182. */
  16183. static CreateFromBase64String(data: string, name: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<() => void>, format?: number): Texture;
  16184. /**
  16185. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  16186. * @param data Define the base64 payload without the data: prefix
  16187. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  16188. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  16189. * @param scene Define the scene the texture should belong to
  16190. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  16191. * @param noMipmap Forces the texture to not create mip map information if true
  16192. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16193. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16194. * @param onLoad define a callback triggered when the texture has been loaded
  16195. * @param onError define a callback triggered when an error occurred during the loading session
  16196. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16197. * @returns the created texture
  16198. */
  16199. static LoadFromDataString(name: string, buffer: any, scene: Scene, deleteBuffer?: boolean, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number): Texture;
  16200. }
  16201. }
  16202. declare module "babylonjs/PostProcesses/postProcessManager" {
  16203. import { Nullable } from "babylonjs/types";
  16204. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  16205. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  16206. import { Scene } from "babylonjs/scene";
  16207. /**
  16208. * PostProcessManager is used to manage one or more post processes or post process pipelines
  16209. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  16210. */
  16211. export class PostProcessManager {
  16212. private _scene;
  16213. private _indexBuffer;
  16214. private _vertexBuffers;
  16215. /**
  16216. * Creates a new instance PostProcess
  16217. * @param scene The scene that the post process is associated with.
  16218. */
  16219. constructor(scene: Scene);
  16220. private _prepareBuffers;
  16221. private _buildIndexBuffer;
  16222. /**
  16223. * Rebuilds the vertex buffers of the manager.
  16224. * @hidden
  16225. */
  16226. _rebuild(): void;
  16227. /**
  16228. * Prepares a frame to be run through a post process.
  16229. * @param sourceTexture The input texture to the post procesess. (default: null)
  16230. * @param postProcesses An array of post processes to be run. (default: null)
  16231. * @returns True if the post processes were able to be run.
  16232. * @hidden
  16233. */
  16234. _prepareFrame(sourceTexture?: Nullable<InternalTexture>, postProcesses?: Nullable<PostProcess[]>): boolean;
  16235. /**
  16236. * Manually render a set of post processes to a texture.
  16237. * @param postProcesses An array of post processes to be run.
  16238. * @param targetTexture The target texture to render to.
  16239. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  16240. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  16241. * @param lodLevel defines which lod of the texture to render to
  16242. */
  16243. directRender(postProcesses: PostProcess[], targetTexture?: Nullable<InternalTexture>, forceFullscreenViewport?: boolean, faceIndex?: number, lodLevel?: number): void;
  16244. /**
  16245. * Finalize the result of the output of the postprocesses.
  16246. * @param doNotPresent If true the result will not be displayed to the screen.
  16247. * @param targetTexture The target texture to render to.
  16248. * @param faceIndex The index of the face to bind the target texture to.
  16249. * @param postProcesses The array of post processes to render.
  16250. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  16251. * @hidden
  16252. */
  16253. _finalizeFrame(doNotPresent?: boolean, targetTexture?: InternalTexture, faceIndex?: number, postProcesses?: Array<PostProcess>, forceFullscreenViewport?: boolean): void;
  16254. /**
  16255. * Disposes of the post process manager.
  16256. */
  16257. dispose(): void;
  16258. }
  16259. }
  16260. declare module "babylonjs/Misc/gradients" {
  16261. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  16262. /** Interface used by value gradients (color, factor, ...) */
  16263. export interface IValueGradient {
  16264. /**
  16265. * Gets or sets the gradient value (between 0 and 1)
  16266. */
  16267. gradient: number;
  16268. }
  16269. /** Class used to store color4 gradient */
  16270. export class ColorGradient implements IValueGradient {
  16271. /**
  16272. * Gets or sets the gradient value (between 0 and 1)
  16273. */
  16274. gradient: number;
  16275. /**
  16276. * Gets or sets first associated color
  16277. */
  16278. color1: Color4;
  16279. /**
  16280. * Gets or sets second associated color
  16281. */
  16282. color2?: Color4;
  16283. /**
  16284. * Will get a color picked randomly between color1 and color2.
  16285. * If color2 is undefined then color1 will be used
  16286. * @param result defines the target Color4 to store the result in
  16287. */
  16288. getColorToRef(result: Color4): void;
  16289. }
  16290. /** Class used to store color 3 gradient */
  16291. export class Color3Gradient implements IValueGradient {
  16292. /**
  16293. * Gets or sets the gradient value (between 0 and 1)
  16294. */
  16295. gradient: number;
  16296. /**
  16297. * Gets or sets the associated color
  16298. */
  16299. color: Color3;
  16300. }
  16301. /** Class used to store factor gradient */
  16302. export class FactorGradient implements IValueGradient {
  16303. /**
  16304. * Gets or sets the gradient value (between 0 and 1)
  16305. */
  16306. gradient: number;
  16307. /**
  16308. * Gets or sets first associated factor
  16309. */
  16310. factor1: number;
  16311. /**
  16312. * Gets or sets second associated factor
  16313. */
  16314. factor2?: number;
  16315. /**
  16316. * Will get a number picked randomly between factor1 and factor2.
  16317. * If factor2 is undefined then factor1 will be used
  16318. * @returns the picked number
  16319. */
  16320. getFactor(): number;
  16321. }
  16322. /**
  16323. * Helper used to simplify some generic gradient tasks
  16324. */
  16325. export class GradientHelper {
  16326. /**
  16327. * Gets the current gradient from an array of IValueGradient
  16328. * @param ratio defines the current ratio to get
  16329. * @param gradients defines the array of IValueGradient
  16330. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  16331. */
  16332. static GetCurrentGradient(ratio: number, gradients: IValueGradient[], updateFunc: (current: IValueGradient, next: IValueGradient, scale: number) => void): void;
  16333. }
  16334. }
  16335. declare module "babylonjs/Materials/Textures/Procedurals/proceduralTextureSceneComponent" {
  16336. import { Scene } from "babylonjs/scene";
  16337. import { ISceneComponent } from "babylonjs/sceneComponent";
  16338. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  16339. module "babylonjs/abstractScene" {
  16340. interface AbstractScene {
  16341. /**
  16342. * The list of procedural textures added to the scene
  16343. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16344. */
  16345. proceduralTextures: Array<ProceduralTexture>;
  16346. }
  16347. }
  16348. /**
  16349. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  16350. * in a given scene.
  16351. */
  16352. export class ProceduralTextureSceneComponent implements ISceneComponent {
  16353. /**
  16354. * The component name helpfull to identify the component in the list of scene components.
  16355. */
  16356. readonly name: string;
  16357. /**
  16358. * The scene the component belongs to.
  16359. */
  16360. scene: Scene;
  16361. /**
  16362. * Creates a new instance of the component for the given scene
  16363. * @param scene Defines the scene to register the component in
  16364. */
  16365. constructor(scene: Scene);
  16366. /**
  16367. * Registers the component in a given scene
  16368. */
  16369. register(): void;
  16370. /**
  16371. * Rebuilds the elements related to this component in case of
  16372. * context lost for instance.
  16373. */
  16374. rebuild(): void;
  16375. /**
  16376. * Disposes the component and the associated ressources.
  16377. */
  16378. dispose(): void;
  16379. private _beforeClear;
  16380. }
  16381. }
  16382. declare module "babylonjs/Engines/Extensions/engine.renderTarget" {
  16383. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  16384. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  16385. module "babylonjs/Engines/engine" {
  16386. interface Engine {
  16387. /**
  16388. * Creates a new render target cube texture
  16389. * @param size defines the size of the texture
  16390. * @param options defines the options used to create the texture
  16391. * @returns a new render target cube texture stored in an InternalTexture
  16392. */
  16393. createRenderTargetCubeTexture(size: number, options?: Partial<RenderTargetCreationOptions>): InternalTexture;
  16394. }
  16395. }
  16396. }
  16397. declare module "babylonjs/Shaders/procedural.vertex" {
  16398. /** @hidden */
  16399. export var proceduralVertexShader: {
  16400. name: string;
  16401. shader: string;
  16402. };
  16403. }
  16404. declare module "babylonjs/Materials/Textures/Procedurals/proceduralTexture" {
  16405. import { Observable } from "babylonjs/Misc/observable";
  16406. import { Nullable } from "babylonjs/types";
  16407. import { Scene } from "babylonjs/scene";
  16408. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  16409. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  16410. import { Effect } from "babylonjs/Materials/effect";
  16411. import { Texture } from "babylonjs/Materials/Textures/texture";
  16412. import "babylonjs/Engines/Extensions/engine.renderTarget";
  16413. import "babylonjs/Shaders/procedural.vertex";
  16414. /**
  16415. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes calmpler' images.
  16416. * This is the base class of any Procedural texture and contains most of the shareable code.
  16417. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16418. */
  16419. export class ProceduralTexture extends Texture {
  16420. isCube: boolean;
  16421. /**
  16422. * Define if the texture is enabled or not (disabled texture will not render)
  16423. */
  16424. isEnabled: boolean;
  16425. /**
  16426. * Define if the texture must be cleared before rendering (default is true)
  16427. */
  16428. autoClear: boolean;
  16429. /**
  16430. * Callback called when the texture is generated
  16431. */
  16432. onGenerated: () => void;
  16433. /**
  16434. * Event raised when the texture is generated
  16435. */
  16436. onGeneratedObservable: Observable<ProceduralTexture>;
  16437. /** @hidden */
  16438. _generateMipMaps: boolean;
  16439. /** @hidden **/
  16440. _effect: Effect;
  16441. /** @hidden */
  16442. _textures: {
  16443. [key: string]: Texture;
  16444. };
  16445. private _size;
  16446. private _currentRefreshId;
  16447. private _refreshRate;
  16448. private _vertexBuffers;
  16449. private _indexBuffer;
  16450. private _uniforms;
  16451. private _samplers;
  16452. private _fragment;
  16453. private _floats;
  16454. private _ints;
  16455. private _floatsArrays;
  16456. private _colors3;
  16457. private _colors4;
  16458. private _vectors2;
  16459. private _vectors3;
  16460. private _matrices;
  16461. private _fallbackTexture;
  16462. private _fallbackTextureUsed;
  16463. private _engine;
  16464. private _cachedDefines;
  16465. private _contentUpdateId;
  16466. private _contentData;
  16467. /**
  16468. * Instantiates a new procedural texture.
  16469. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.
  16470. * This is the base class of any Procedural texture and contains most of the shareable code.
  16471. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16472. * @param name Define the name of the texture
  16473. * @param size Define the size of the texture to create
  16474. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  16475. * @param scene Define the scene the texture belongs to
  16476. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  16477. * @param generateMipMaps Define if the texture should creates mip maps or not
  16478. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  16479. */
  16480. constructor(name: string, size: any, fragment: any, scene: Nullable<Scene>, fallbackTexture?: Nullable<Texture>, generateMipMaps?: boolean, isCube?: boolean);
  16481. /**
  16482. * The effect that is created when initializing the post process.
  16483. * @returns The created effect corresponding the the postprocess.
  16484. */
  16485. getEffect(): Effect;
  16486. /**
  16487. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  16488. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  16489. */
  16490. getContent(): Nullable<ArrayBufferView>;
  16491. private _createIndexBuffer;
  16492. /** @hidden */
  16493. _rebuild(): void;
  16494. /**
  16495. * Resets the texture in order to recreate its associated resources.
  16496. * This can be called in case of context loss
  16497. */
  16498. reset(): void;
  16499. protected _getDefines(): string;
  16500. /**
  16501. * Is the texture ready to be used ? (rendered at least once)
  16502. * @returns true if ready, otherwise, false.
  16503. */
  16504. isReady(): boolean;
  16505. /**
  16506. * Resets the refresh counter of the texture and start bak from scratch.
  16507. * Could be useful to regenerate the texture if it is setup to render only once.
  16508. */
  16509. resetRefreshCounter(): void;
  16510. /**
  16511. * Set the fragment shader to use in order to render the texture.
  16512. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  16513. */
  16514. setFragment(fragment: any): void;
  16515. /**
  16516. * Define the refresh rate of the texture or the rendering frequency.
  16517. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  16518. */
  16519. refreshRate: number;
  16520. /** @hidden */
  16521. _shouldRender(): boolean;
  16522. /**
  16523. * Get the size the texture is rendering at.
  16524. * @returns the size (texture is always squared)
  16525. */
  16526. getRenderSize(): number;
  16527. /**
  16528. * Resize the texture to new value.
  16529. * @param size Define the new size the texture should have
  16530. * @param generateMipMaps Define whether the new texture should create mip maps
  16531. */
  16532. resize(size: number, generateMipMaps: boolean): void;
  16533. private _checkUniform;
  16534. /**
  16535. * Set a texture in the shader program used to render.
  16536. * @param name Define the name of the uniform samplers as defined in the shader
  16537. * @param texture Define the texture to bind to this sampler
  16538. * @return the texture itself allowing "fluent" like uniform updates
  16539. */
  16540. setTexture(name: string, texture: Texture): ProceduralTexture;
  16541. /**
  16542. * Set a float in the shader.
  16543. * @param name Define the name of the uniform as defined in the shader
  16544. * @param value Define the value to give to the uniform
  16545. * @return the texture itself allowing "fluent" like uniform updates
  16546. */
  16547. setFloat(name: string, value: number): ProceduralTexture;
  16548. /**
  16549. * Set a int in the shader.
  16550. * @param name Define the name of the uniform as defined in the shader
  16551. * @param value Define the value to give to the uniform
  16552. * @return the texture itself allowing "fluent" like uniform updates
  16553. */
  16554. setInt(name: string, value: number): ProceduralTexture;
  16555. /**
  16556. * Set an array of floats in the shader.
  16557. * @param name Define the name of the uniform as defined in the shader
  16558. * @param value Define the value to give to the uniform
  16559. * @return the texture itself allowing "fluent" like uniform updates
  16560. */
  16561. setFloats(name: string, value: number[]): ProceduralTexture;
  16562. /**
  16563. * Set a vec3 in the shader from a Color3.
  16564. * @param name Define the name of the uniform as defined in the shader
  16565. * @param value Define the value to give to the uniform
  16566. * @return the texture itself allowing "fluent" like uniform updates
  16567. */
  16568. setColor3(name: string, value: Color3): ProceduralTexture;
  16569. /**
  16570. * Set a vec4 in the shader from a Color4.
  16571. * @param name Define the name of the uniform as defined in the shader
  16572. * @param value Define the value to give to the uniform
  16573. * @return the texture itself allowing "fluent" like uniform updates
  16574. */
  16575. setColor4(name: string, value: Color4): ProceduralTexture;
  16576. /**
  16577. * Set a vec2 in the shader from a Vector2.
  16578. * @param name Define the name of the uniform as defined in the shader
  16579. * @param value Define the value to give to the uniform
  16580. * @return the texture itself allowing "fluent" like uniform updates
  16581. */
  16582. setVector2(name: string, value: Vector2): ProceduralTexture;
  16583. /**
  16584. * Set a vec3 in the shader from a Vector3.
  16585. * @param name Define the name of the uniform as defined in the shader
  16586. * @param value Define the value to give to the uniform
  16587. * @return the texture itself allowing "fluent" like uniform updates
  16588. */
  16589. setVector3(name: string, value: Vector3): ProceduralTexture;
  16590. /**
  16591. * Set a mat4 in the shader from a MAtrix.
  16592. * @param name Define the name of the uniform as defined in the shader
  16593. * @param value Define the value to give to the uniform
  16594. * @return the texture itself allowing "fluent" like uniform updates
  16595. */
  16596. setMatrix(name: string, value: Matrix): ProceduralTexture;
  16597. /**
  16598. * Render the texture to its associated render target.
  16599. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  16600. */
  16601. render(useCameraPostProcess?: boolean): void;
  16602. /**
  16603. * Clone the texture.
  16604. * @returns the cloned texture
  16605. */
  16606. clone(): ProceduralTexture;
  16607. /**
  16608. * Dispose the texture and release its asoociated resources.
  16609. */
  16610. dispose(): void;
  16611. }
  16612. }
  16613. declare module "babylonjs/Particles/baseParticleSystem" {
  16614. import { Nullable } from "babylonjs/types";
  16615. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  16616. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  16617. import { ImageProcessingConfiguration, ImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  16618. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  16619. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  16620. import { Scene } from "babylonjs/scene";
  16621. import { ColorGradient, FactorGradient, Color3Gradient, IValueGradient } from "babylonjs/Misc/gradients";
  16622. import { BoxParticleEmitter, IParticleEmitterType, PointParticleEmitter, HemisphericParticleEmitter, SphereParticleEmitter, SphereDirectedParticleEmitter, CylinderParticleEmitter, CylinderDirectedParticleEmitter, ConeParticleEmitter } from "babylonjs/Particles/EmitterTypes/index";
  16623. import { Texture } from "babylonjs/Materials/Textures/texture";
  16624. import { Color4 } from "babylonjs/Maths/math.color";
  16625. import { Animation } from "babylonjs/Animations/animation";
  16626. /**
  16627. * This represents the base class for particle system in Babylon.
  16628. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  16629. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  16630. * @example https://doc.babylonjs.com/babylon101/particles
  16631. */
  16632. export class BaseParticleSystem {
  16633. /**
  16634. * Source color is added to the destination color without alpha affecting the result
  16635. */
  16636. static BLENDMODE_ONEONE: number;
  16637. /**
  16638. * Blend current color and particle color using particle’s alpha
  16639. */
  16640. static BLENDMODE_STANDARD: number;
  16641. /**
  16642. * Add current color and particle color multiplied by particle’s alpha
  16643. */
  16644. static BLENDMODE_ADD: number;
  16645. /**
  16646. * Multiply current color with particle color
  16647. */
  16648. static BLENDMODE_MULTIPLY: number;
  16649. /**
  16650. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  16651. */
  16652. static BLENDMODE_MULTIPLYADD: number;
  16653. /**
  16654. * List of animations used by the particle system.
  16655. */
  16656. animations: Animation[];
  16657. /**
  16658. * The id of the Particle system.
  16659. */
  16660. id: string;
  16661. /**
  16662. * The friendly name of the Particle system.
  16663. */
  16664. name: string;
  16665. /**
  16666. * The rendering group used by the Particle system to chose when to render.
  16667. */
  16668. renderingGroupId: number;
  16669. /**
  16670. * The emitter represents the Mesh or position we are attaching the particle system to.
  16671. */
  16672. emitter: Nullable<AbstractMesh | Vector3>;
  16673. /**
  16674. * The maximum number of particles to emit per frame
  16675. */
  16676. emitRate: number;
  16677. /**
  16678. * If you want to launch only a few particles at once, that can be done, as well.
  16679. */
  16680. manualEmitCount: number;
  16681. /**
  16682. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  16683. */
  16684. updateSpeed: number;
  16685. /**
  16686. * The amount of time the particle system is running (depends of the overall update speed).
  16687. */
  16688. targetStopDuration: number;
  16689. /**
  16690. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  16691. */
  16692. disposeOnStop: boolean;
  16693. /**
  16694. * Minimum power of emitting particles.
  16695. */
  16696. minEmitPower: number;
  16697. /**
  16698. * Maximum power of emitting particles.
  16699. */
  16700. maxEmitPower: number;
  16701. /**
  16702. * Minimum life time of emitting particles.
  16703. */
  16704. minLifeTime: number;
  16705. /**
  16706. * Maximum life time of emitting particles.
  16707. */
  16708. maxLifeTime: number;
  16709. /**
  16710. * Minimum Size of emitting particles.
  16711. */
  16712. minSize: number;
  16713. /**
  16714. * Maximum Size of emitting particles.
  16715. */
  16716. maxSize: number;
  16717. /**
  16718. * Minimum scale of emitting particles on X axis.
  16719. */
  16720. minScaleX: number;
  16721. /**
  16722. * Maximum scale of emitting particles on X axis.
  16723. */
  16724. maxScaleX: number;
  16725. /**
  16726. * Minimum scale of emitting particles on Y axis.
  16727. */
  16728. minScaleY: number;
  16729. /**
  16730. * Maximum scale of emitting particles on Y axis.
  16731. */
  16732. maxScaleY: number;
  16733. /**
  16734. * Gets or sets the minimal initial rotation in radians.
  16735. */
  16736. minInitialRotation: number;
  16737. /**
  16738. * Gets or sets the maximal initial rotation in radians.
  16739. */
  16740. maxInitialRotation: number;
  16741. /**
  16742. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  16743. */
  16744. minAngularSpeed: number;
  16745. /**
  16746. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  16747. */
  16748. maxAngularSpeed: number;
  16749. /**
  16750. * The texture used to render each particle. (this can be a spritesheet)
  16751. */
  16752. particleTexture: Nullable<Texture>;
  16753. /**
  16754. * The layer mask we are rendering the particles through.
  16755. */
  16756. layerMask: number;
  16757. /**
  16758. * This can help using your own shader to render the particle system.
  16759. * The according effect will be created
  16760. */
  16761. customShader: any;
  16762. /**
  16763. * By default particle system starts as soon as they are created. This prevents the
  16764. * automatic start to happen and let you decide when to start emitting particles.
  16765. */
  16766. preventAutoStart: boolean;
  16767. private _noiseTexture;
  16768. /**
  16769. * Gets or sets a texture used to add random noise to particle positions
  16770. */
  16771. noiseTexture: Nullable<ProceduralTexture>;
  16772. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  16773. noiseStrength: Vector3;
  16774. /**
  16775. * Callback triggered when the particle animation is ending.
  16776. */
  16777. onAnimationEnd: Nullable<() => void>;
  16778. /**
  16779. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  16780. */
  16781. blendMode: number;
  16782. /**
  16783. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  16784. * to override the particles.
  16785. */
  16786. forceDepthWrite: boolean;
  16787. /** Gets or sets a value indicating how many cycles (or frames) must be executed before first rendering (this value has to be set before starting the system). Default is 0 */
  16788. preWarmCycles: number;
  16789. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  16790. preWarmStepOffset: number;
  16791. /**
  16792. * If using a spritesheet (isAnimationSheetEnabled) defines the speed of the sprite loop (default is 1 meaning the animation will play once during the entire particle lifetime)
  16793. */
  16794. spriteCellChangeSpeed: number;
  16795. /**
  16796. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  16797. */
  16798. startSpriteCellID: number;
  16799. /**
  16800. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  16801. */
  16802. endSpriteCellID: number;
  16803. /**
  16804. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  16805. */
  16806. spriteCellWidth: number;
  16807. /**
  16808. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  16809. */
  16810. spriteCellHeight: number;
  16811. /**
  16812. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  16813. */
  16814. spriteRandomStartCell: boolean;
  16815. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  16816. translationPivot: Vector2;
  16817. /** @hidden */
  16818. protected _isAnimationSheetEnabled: boolean;
  16819. /**
  16820. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  16821. */
  16822. beginAnimationOnStart: boolean;
  16823. /**
  16824. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  16825. */
  16826. beginAnimationFrom: number;
  16827. /**
  16828. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  16829. */
  16830. beginAnimationTo: number;
  16831. /**
  16832. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  16833. */
  16834. beginAnimationLoop: boolean;
  16835. /**
  16836. * Gets or sets a world offset applied to all particles
  16837. */
  16838. worldOffset: Vector3;
  16839. /**
  16840. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  16841. */
  16842. isAnimationSheetEnabled: boolean;
  16843. /**
  16844. * Get hosting scene
  16845. * @returns the scene
  16846. */
  16847. getScene(): Scene;
  16848. /**
  16849. * You can use gravity if you want to give an orientation to your particles.
  16850. */
  16851. gravity: Vector3;
  16852. protected _colorGradients: Nullable<Array<ColorGradient>>;
  16853. protected _sizeGradients: Nullable<Array<FactorGradient>>;
  16854. protected _lifeTimeGradients: Nullable<Array<FactorGradient>>;
  16855. protected _angularSpeedGradients: Nullable<Array<FactorGradient>>;
  16856. protected _velocityGradients: Nullable<Array<FactorGradient>>;
  16857. protected _limitVelocityGradients: Nullable<Array<FactorGradient>>;
  16858. protected _dragGradients: Nullable<Array<FactorGradient>>;
  16859. protected _emitRateGradients: Nullable<Array<FactorGradient>>;
  16860. protected _startSizeGradients: Nullable<Array<FactorGradient>>;
  16861. protected _rampGradients: Nullable<Array<Color3Gradient>>;
  16862. protected _colorRemapGradients: Nullable<Array<FactorGradient>>;
  16863. protected _alphaRemapGradients: Nullable<Array<FactorGradient>>;
  16864. protected _hasTargetStopDurationDependantGradient(): boolean | null;
  16865. /**
  16866. * Defines the delay in milliseconds before starting the system (0 by default)
  16867. */
  16868. startDelay: number;
  16869. /**
  16870. * Gets the current list of drag gradients.
  16871. * You must use addDragGradient and removeDragGradient to udpate this list
  16872. * @returns the list of drag gradients
  16873. */
  16874. getDragGradients(): Nullable<Array<FactorGradient>>;
  16875. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  16876. limitVelocityDamping: number;
  16877. /**
  16878. * Gets the current list of limit velocity gradients.
  16879. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  16880. * @returns the list of limit velocity gradients
  16881. */
  16882. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  16883. /**
  16884. * Gets the current list of color gradients.
  16885. * You must use addColorGradient and removeColorGradient to udpate this list
  16886. * @returns the list of color gradients
  16887. */
  16888. getColorGradients(): Nullable<Array<ColorGradient>>;
  16889. /**
  16890. * Gets the current list of size gradients.
  16891. * You must use addSizeGradient and removeSizeGradient to udpate this list
  16892. * @returns the list of size gradients
  16893. */
  16894. getSizeGradients(): Nullable<Array<FactorGradient>>;
  16895. /**
  16896. * Gets the current list of color remap gradients.
  16897. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  16898. * @returns the list of color remap gradients
  16899. */
  16900. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  16901. /**
  16902. * Gets the current list of alpha remap gradients.
  16903. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  16904. * @returns the list of alpha remap gradients
  16905. */
  16906. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  16907. /**
  16908. * Gets the current list of life time gradients.
  16909. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  16910. * @returns the list of life time gradients
  16911. */
  16912. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  16913. /**
  16914. * Gets the current list of angular speed gradients.
  16915. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  16916. * @returns the list of angular speed gradients
  16917. */
  16918. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  16919. /**
  16920. * Gets the current list of velocity gradients.
  16921. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  16922. * @returns the list of velocity gradients
  16923. */
  16924. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  16925. /**
  16926. * Gets the current list of start size gradients.
  16927. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  16928. * @returns the list of start size gradients
  16929. */
  16930. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  16931. /**
  16932. * Gets the current list of emit rate gradients.
  16933. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  16934. * @returns the list of emit rate gradients
  16935. */
  16936. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  16937. /**
  16938. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  16939. * This only works when particleEmitterTyps is a BoxParticleEmitter
  16940. */
  16941. direction1: Vector3;
  16942. /**
  16943. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  16944. * This only works when particleEmitterTyps is a BoxParticleEmitter
  16945. */
  16946. direction2: Vector3;
  16947. /**
  16948. * Minimum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  16949. * This only works when particleEmitterTyps is a BoxParticleEmitter
  16950. */
  16951. minEmitBox: Vector3;
  16952. /**
  16953. * Maximum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  16954. * This only works when particleEmitterTyps is a BoxParticleEmitter
  16955. */
  16956. maxEmitBox: Vector3;
  16957. /**
  16958. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  16959. */
  16960. color1: Color4;
  16961. /**
  16962. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  16963. */
  16964. color2: Color4;
  16965. /**
  16966. * Color the particle will have at the end of its lifetime
  16967. */
  16968. colorDead: Color4;
  16969. /**
  16970. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  16971. */
  16972. textureMask: Color4;
  16973. /**
  16974. * The particle emitter type defines the emitter used by the particle system.
  16975. * It can be for example box, sphere, or cone...
  16976. */
  16977. particleEmitterType: IParticleEmitterType;
  16978. /** @hidden */
  16979. _isSubEmitter: boolean;
  16980. /**
  16981. * Gets or sets the billboard mode to use when isBillboardBased = true.
  16982. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  16983. */
  16984. billboardMode: number;
  16985. protected _isBillboardBased: boolean;
  16986. /**
  16987. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  16988. */
  16989. isBillboardBased: boolean;
  16990. /**
  16991. * The scene the particle system belongs to.
  16992. */
  16993. protected _scene: Scene;
  16994. /**
  16995. * Local cache of defines for image processing.
  16996. */
  16997. protected _imageProcessingConfigurationDefines: ImageProcessingConfigurationDefines;
  16998. /**
  16999. * Default configuration related to image processing available in the standard Material.
  17000. */
  17001. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  17002. /**
  17003. * Gets the image processing configuration used either in this material.
  17004. */
  17005. /**
  17006. * Sets the Default image processing configuration used either in the this material.
  17007. *
  17008. * If sets to null, the scene one is in use.
  17009. */
  17010. imageProcessingConfiguration: ImageProcessingConfiguration;
  17011. /**
  17012. * Attaches a new image processing configuration to the Standard Material.
  17013. * @param configuration
  17014. */
  17015. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  17016. /** @hidden */
  17017. protected _reset(): void;
  17018. /** @hidden */
  17019. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: Nullable<RawTexture>): BaseParticleSystem;
  17020. /**
  17021. * Instantiates a particle system.
  17022. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  17023. * @param name The name of the particle system
  17024. */
  17025. constructor(name: string);
  17026. /**
  17027. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  17028. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  17029. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  17030. * @returns the emitter
  17031. */
  17032. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  17033. /**
  17034. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  17035. * @param radius The radius of the hemisphere to emit from
  17036. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  17037. * @returns the emitter
  17038. */
  17039. createHemisphericEmitter(radius?: number, radiusRange?: number): HemisphericParticleEmitter;
  17040. /**
  17041. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  17042. * @param radius The radius of the sphere to emit from
  17043. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  17044. * @returns the emitter
  17045. */
  17046. createSphereEmitter(radius?: number, radiusRange?: number): SphereParticleEmitter;
  17047. /**
  17048. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  17049. * @param radius The radius of the sphere to emit from
  17050. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  17051. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  17052. * @returns the emitter
  17053. */
  17054. createDirectedSphereEmitter(radius?: number, direction1?: Vector3, direction2?: Vector3): SphereDirectedParticleEmitter;
  17055. /**
  17056. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  17057. * @param radius The radius of the emission cylinder
  17058. * @param height The height of the emission cylinder
  17059. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  17060. * @param directionRandomizer How much to randomize the particle direction [0-1]
  17061. * @returns the emitter
  17062. */
  17063. createCylinderEmitter(radius?: number, height?: number, radiusRange?: number, directionRandomizer?: number): CylinderParticleEmitter;
  17064. /**
  17065. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  17066. * @param radius The radius of the cylinder to emit from
  17067. * @param height The height of the emission cylinder
  17068. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  17069. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  17070. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  17071. * @returns the emitter
  17072. */
  17073. createDirectedCylinderEmitter(radius?: number, height?: number, radiusRange?: number, direction1?: Vector3, direction2?: Vector3): CylinderDirectedParticleEmitter;
  17074. /**
  17075. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  17076. * @param radius The radius of the cone to emit from
  17077. * @param angle The base angle of the cone
  17078. * @returns the emitter
  17079. */
  17080. createConeEmitter(radius?: number, angle?: number): ConeParticleEmitter;
  17081. /**
  17082. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  17083. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  17084. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  17085. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  17086. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  17087. * @returns the emitter
  17088. */
  17089. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  17090. }
  17091. }
  17092. declare module "babylonjs/Particles/subEmitter" {
  17093. import { Scene } from "babylonjs/scene";
  17094. import { ParticleSystem } from "babylonjs/Particles/particleSystem";
  17095. /**
  17096. * Type of sub emitter
  17097. */
  17098. export enum SubEmitterType {
  17099. /**
  17100. * Attached to the particle over it's lifetime
  17101. */
  17102. ATTACHED = 0,
  17103. /**
  17104. * Created when the particle dies
  17105. */
  17106. END = 1
  17107. }
  17108. /**
  17109. * Sub emitter class used to emit particles from an existing particle
  17110. */
  17111. export class SubEmitter {
  17112. /**
  17113. * the particle system to be used by the sub emitter
  17114. */
  17115. particleSystem: ParticleSystem;
  17116. /**
  17117. * Type of the submitter (Default: END)
  17118. */
  17119. type: SubEmitterType;
  17120. /**
  17121. * If the particle should inherit the direction from the particle it's attached to. (+Y will face the direction the particle is moving) (Default: false)
  17122. * Note: This only is supported when using an emitter of type Mesh
  17123. */
  17124. inheritDirection: boolean;
  17125. /**
  17126. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  17127. */
  17128. inheritedVelocityAmount: number;
  17129. /**
  17130. * Creates a sub emitter
  17131. * @param particleSystem the particle system to be used by the sub emitter
  17132. */
  17133. constructor(
  17134. /**
  17135. * the particle system to be used by the sub emitter
  17136. */
  17137. particleSystem: ParticleSystem);
  17138. /**
  17139. * Clones the sub emitter
  17140. * @returns the cloned sub emitter
  17141. */
  17142. clone(): SubEmitter;
  17143. /**
  17144. * Serialize current object to a JSON object
  17145. * @returns the serialized object
  17146. */
  17147. serialize(): any;
  17148. /** @hidden */
  17149. static _ParseParticleSystem(system: any, scene: Scene, rootUrl: string): ParticleSystem;
  17150. /**
  17151. * Creates a new SubEmitter from a serialized JSON version
  17152. * @param serializationObject defines the JSON object to read from
  17153. * @param scene defines the hosting scene
  17154. * @param rootUrl defines the rootUrl for data loading
  17155. * @returns a new SubEmitter
  17156. */
  17157. static Parse(serializationObject: any, scene: Scene, rootUrl: string): SubEmitter;
  17158. /** Release associated resources */
  17159. dispose(): void;
  17160. }
  17161. }
  17162. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration" {
  17163. /** @hidden */
  17164. export var clipPlaneFragmentDeclaration: {
  17165. name: string;
  17166. shader: string;
  17167. };
  17168. }
  17169. declare module "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration" {
  17170. /** @hidden */
  17171. export var imageProcessingDeclaration: {
  17172. name: string;
  17173. shader: string;
  17174. };
  17175. }
  17176. declare module "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions" {
  17177. /** @hidden */
  17178. export var imageProcessingFunctions: {
  17179. name: string;
  17180. shader: string;
  17181. };
  17182. }
  17183. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragment" {
  17184. /** @hidden */
  17185. export var clipPlaneFragment: {
  17186. name: string;
  17187. shader: string;
  17188. };
  17189. }
  17190. declare module "babylonjs/Shaders/particles.fragment" {
  17191. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  17192. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  17193. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  17194. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  17195. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  17196. /** @hidden */
  17197. export var particlesPixelShader: {
  17198. name: string;
  17199. shader: string;
  17200. };
  17201. }
  17202. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration" {
  17203. /** @hidden */
  17204. export var clipPlaneVertexDeclaration: {
  17205. name: string;
  17206. shader: string;
  17207. };
  17208. }
  17209. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertex" {
  17210. /** @hidden */
  17211. export var clipPlaneVertex: {
  17212. name: string;
  17213. shader: string;
  17214. };
  17215. }
  17216. declare module "babylonjs/Shaders/particles.vertex" {
  17217. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  17218. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  17219. /** @hidden */
  17220. export var particlesVertexShader: {
  17221. name: string;
  17222. shader: string;
  17223. };
  17224. }
  17225. declare module "babylonjs/Particles/particleSystem" {
  17226. import { Nullable } from "babylonjs/types";
  17227. import { FactorGradient, Color3Gradient } from "babylonjs/Misc/gradients";
  17228. import { Observable } from "babylonjs/Misc/observable";
  17229. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17230. import { Effect } from "babylonjs/Materials/effect";
  17231. import { Scene, IDisposable } from "babylonjs/scene";
  17232. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  17233. import { BaseParticleSystem } from "babylonjs/Particles/baseParticleSystem";
  17234. import { Particle } from "babylonjs/Particles/particle";
  17235. import { SubEmitter } from "babylonjs/Particles/subEmitter";
  17236. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  17237. import "babylonjs/Shaders/particles.fragment";
  17238. import "babylonjs/Shaders/particles.vertex";
  17239. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  17240. /**
  17241. * This represents a particle system in Babylon.
  17242. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  17243. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  17244. * @example https://doc.babylonjs.com/babylon101/particles
  17245. */
  17246. export class ParticleSystem extends BaseParticleSystem implements IDisposable, IAnimatable, IParticleSystem {
  17247. /**
  17248. * Billboard mode will only apply to Y axis
  17249. */
  17250. static readonly BILLBOARDMODE_Y: number;
  17251. /**
  17252. * Billboard mode will apply to all axes
  17253. */
  17254. static readonly BILLBOARDMODE_ALL: number;
  17255. /**
  17256. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  17257. */
  17258. static readonly BILLBOARDMODE_STRETCHED: number;
  17259. /**
  17260. * This function can be defined to provide custom update for active particles.
  17261. * This function will be called instead of regular update (age, position, color, etc.).
  17262. * Do not forget that this function will be called on every frame so try to keep it simple and fast :)
  17263. */
  17264. updateFunction: (particles: Particle[]) => void;
  17265. private _emitterWorldMatrix;
  17266. /**
  17267. * This function can be defined to specify initial direction for every new particle.
  17268. * It by default use the emitterType defined function
  17269. */
  17270. startDirectionFunction: (worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle) => void;
  17271. /**
  17272. * This function can be defined to specify initial position for every new particle.
  17273. * It by default use the emitterType defined function
  17274. */
  17275. startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle) => void;
  17276. /**
  17277. * @hidden
  17278. */
  17279. _inheritedVelocityOffset: Vector3;
  17280. /**
  17281. * An event triggered when the system is disposed
  17282. */
  17283. onDisposeObservable: Observable<ParticleSystem>;
  17284. private _onDisposeObserver;
  17285. /**
  17286. * Sets a callback that will be triggered when the system is disposed
  17287. */
  17288. onDispose: () => void;
  17289. private _particles;
  17290. private _epsilon;
  17291. private _capacity;
  17292. private _stockParticles;
  17293. private _newPartsExcess;
  17294. private _vertexData;
  17295. private _vertexBuffer;
  17296. private _vertexBuffers;
  17297. private _spriteBuffer;
  17298. private _indexBuffer;
  17299. private _effect;
  17300. private _customEffect;
  17301. private _cachedDefines;
  17302. private _scaledColorStep;
  17303. private _colorDiff;
  17304. private _scaledDirection;
  17305. private _scaledGravity;
  17306. private _currentRenderId;
  17307. private _alive;
  17308. private _useInstancing;
  17309. private _started;
  17310. private _stopped;
  17311. private _actualFrame;
  17312. private _scaledUpdateSpeed;
  17313. private _vertexBufferSize;
  17314. /** @hidden */
  17315. _currentEmitRateGradient: Nullable<FactorGradient>;
  17316. /** @hidden */
  17317. _currentEmitRate1: number;
  17318. /** @hidden */
  17319. _currentEmitRate2: number;
  17320. /** @hidden */
  17321. _currentStartSizeGradient: Nullable<FactorGradient>;
  17322. /** @hidden */
  17323. _currentStartSize1: number;
  17324. /** @hidden */
  17325. _currentStartSize2: number;
  17326. private readonly _rawTextureWidth;
  17327. private _rampGradientsTexture;
  17328. private _useRampGradients;
  17329. /** Gets or sets a boolean indicating that ramp gradients must be used
  17330. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  17331. */
  17332. useRampGradients: boolean;
  17333. /**
  17334. * The Sub-emitters templates that will be used to generate the sub particle system to be associated with the system, this property is used by the root particle system only.
  17335. * When a particle is spawned, an array will be chosen at random and all the emitters in that array will be attached to the particle. (Default: [])
  17336. */
  17337. subEmitters: Array<ParticleSystem | SubEmitter | Array<SubEmitter>>;
  17338. private _subEmitters;
  17339. /**
  17340. * @hidden
  17341. * If the particle systems emitter should be disposed when the particle system is disposed
  17342. */
  17343. _disposeEmitterOnDispose: boolean;
  17344. /**
  17345. * The current active Sub-systems, this property is used by the root particle system only.
  17346. */
  17347. activeSubSystems: Array<ParticleSystem>;
  17348. private _rootParticleSystem;
  17349. /**
  17350. * Gets the current list of active particles
  17351. */
  17352. readonly particles: Particle[];
  17353. /**
  17354. * Returns the string "ParticleSystem"
  17355. * @returns a string containing the class name
  17356. */
  17357. getClassName(): string;
  17358. /**
  17359. * Instantiates a particle system.
  17360. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  17361. * @param name The name of the particle system
  17362. * @param capacity The max number of particles alive at the same time
  17363. * @param scene The scene the particle system belongs to
  17364. * @param customEffect a custom effect used to change the way particles are rendered by default
  17365. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  17366. * @param epsilon Offset used to render the particles
  17367. */
  17368. constructor(name: string, capacity: number, scene: Scene, customEffect?: Nullable<Effect>, isAnimationSheetEnabled?: boolean, epsilon?: number);
  17369. private _addFactorGradient;
  17370. private _removeFactorGradient;
  17371. /**
  17372. * Adds a new life time gradient
  17373. * @param gradient defines the gradient to use (between 0 and 1)
  17374. * @param factor defines the life time factor to affect to the specified gradient
  17375. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17376. * @returns the current particle system
  17377. */
  17378. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17379. /**
  17380. * Remove a specific life time gradient
  17381. * @param gradient defines the gradient to remove
  17382. * @returns the current particle system
  17383. */
  17384. removeLifeTimeGradient(gradient: number): IParticleSystem;
  17385. /**
  17386. * Adds a new size gradient
  17387. * @param gradient defines the gradient to use (between 0 and 1)
  17388. * @param factor defines the size factor to affect to the specified gradient
  17389. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17390. * @returns the current particle system
  17391. */
  17392. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17393. /**
  17394. * Remove a specific size gradient
  17395. * @param gradient defines the gradient to remove
  17396. * @returns the current particle system
  17397. */
  17398. removeSizeGradient(gradient: number): IParticleSystem;
  17399. /**
  17400. * Adds a new color remap gradient
  17401. * @param gradient defines the gradient to use (between 0 and 1)
  17402. * @param min defines the color remap minimal range
  17403. * @param max defines the color remap maximal range
  17404. * @returns the current particle system
  17405. */
  17406. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  17407. /**
  17408. * Remove a specific color remap gradient
  17409. * @param gradient defines the gradient to remove
  17410. * @returns the current particle system
  17411. */
  17412. removeColorRemapGradient(gradient: number): IParticleSystem;
  17413. /**
  17414. * Adds a new alpha remap gradient
  17415. * @param gradient defines the gradient to use (between 0 and 1)
  17416. * @param min defines the alpha remap minimal range
  17417. * @param max defines the alpha remap maximal range
  17418. * @returns the current particle system
  17419. */
  17420. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  17421. /**
  17422. * Remove a specific alpha remap gradient
  17423. * @param gradient defines the gradient to remove
  17424. * @returns the current particle system
  17425. */
  17426. removeAlphaRemapGradient(gradient: number): IParticleSystem;
  17427. /**
  17428. * Adds a new angular speed gradient
  17429. * @param gradient defines the gradient to use (between 0 and 1)
  17430. * @param factor defines the angular speed to affect to the specified gradient
  17431. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17432. * @returns the current particle system
  17433. */
  17434. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17435. /**
  17436. * Remove a specific angular speed gradient
  17437. * @param gradient defines the gradient to remove
  17438. * @returns the current particle system
  17439. */
  17440. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  17441. /**
  17442. * Adds a new velocity gradient
  17443. * @param gradient defines the gradient to use (between 0 and 1)
  17444. * @param factor defines the velocity to affect to the specified gradient
  17445. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17446. * @returns the current particle system
  17447. */
  17448. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17449. /**
  17450. * Remove a specific velocity gradient
  17451. * @param gradient defines the gradient to remove
  17452. * @returns the current particle system
  17453. */
  17454. removeVelocityGradient(gradient: number): IParticleSystem;
  17455. /**
  17456. * Adds a new limit velocity gradient
  17457. * @param gradient defines the gradient to use (between 0 and 1)
  17458. * @param factor defines the limit velocity value to affect to the specified gradient
  17459. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17460. * @returns the current particle system
  17461. */
  17462. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17463. /**
  17464. * Remove a specific limit velocity gradient
  17465. * @param gradient defines the gradient to remove
  17466. * @returns the current particle system
  17467. */
  17468. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  17469. /**
  17470. * Adds a new drag gradient
  17471. * @param gradient defines the gradient to use (between 0 and 1)
  17472. * @param factor defines the drag value to affect to the specified gradient
  17473. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17474. * @returns the current particle system
  17475. */
  17476. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17477. /**
  17478. * Remove a specific drag gradient
  17479. * @param gradient defines the gradient to remove
  17480. * @returns the current particle system
  17481. */
  17482. removeDragGradient(gradient: number): IParticleSystem;
  17483. /**
  17484. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  17485. * @param gradient defines the gradient to use (between 0 and 1)
  17486. * @param factor defines the emit rate value to affect to the specified gradient
  17487. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17488. * @returns the current particle system
  17489. */
  17490. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17491. /**
  17492. * Remove a specific emit rate gradient
  17493. * @param gradient defines the gradient to remove
  17494. * @returns the current particle system
  17495. */
  17496. removeEmitRateGradient(gradient: number): IParticleSystem;
  17497. /**
  17498. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  17499. * @param gradient defines the gradient to use (between 0 and 1)
  17500. * @param factor defines the start size value to affect to the specified gradient
  17501. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17502. * @returns the current particle system
  17503. */
  17504. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17505. /**
  17506. * Remove a specific start size gradient
  17507. * @param gradient defines the gradient to remove
  17508. * @returns the current particle system
  17509. */
  17510. removeStartSizeGradient(gradient: number): IParticleSystem;
  17511. private _createRampGradientTexture;
  17512. /**
  17513. * Gets the current list of ramp gradients.
  17514. * You must use addRampGradient and removeRampGradient to udpate this list
  17515. * @returns the list of ramp gradients
  17516. */
  17517. getRampGradients(): Nullable<Array<Color3Gradient>>;
  17518. /**
  17519. * Adds a new ramp gradient used to remap particle colors
  17520. * @param gradient defines the gradient to use (between 0 and 1)
  17521. * @param color defines the color to affect to the specified gradient
  17522. * @returns the current particle system
  17523. */
  17524. addRampGradient(gradient: number, color: Color3): ParticleSystem;
  17525. /**
  17526. * Remove a specific ramp gradient
  17527. * @param gradient defines the gradient to remove
  17528. * @returns the current particle system
  17529. */
  17530. removeRampGradient(gradient: number): ParticleSystem;
  17531. /**
  17532. * Adds a new color gradient
  17533. * @param gradient defines the gradient to use (between 0 and 1)
  17534. * @param color1 defines the color to affect to the specified gradient
  17535. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  17536. * @returns this particle system
  17537. */
  17538. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  17539. /**
  17540. * Remove a specific color gradient
  17541. * @param gradient defines the gradient to remove
  17542. * @returns this particle system
  17543. */
  17544. removeColorGradient(gradient: number): IParticleSystem;
  17545. private _fetchR;
  17546. protected _reset(): void;
  17547. private _resetEffect;
  17548. private _createVertexBuffers;
  17549. private _createIndexBuffer;
  17550. /**
  17551. * Gets the maximum number of particles active at the same time.
  17552. * @returns The max number of active particles.
  17553. */
  17554. getCapacity(): number;
  17555. /**
  17556. * Gets whether there are still active particles in the system.
  17557. * @returns True if it is alive, otherwise false.
  17558. */
  17559. isAlive(): boolean;
  17560. /**
  17561. * Gets if the system has been started. (Note: this will still be true after stop is called)
  17562. * @returns True if it has been started, otherwise false.
  17563. */
  17564. isStarted(): boolean;
  17565. private _prepareSubEmitterInternalArray;
  17566. /**
  17567. * Starts the particle system and begins to emit
  17568. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  17569. */
  17570. start(delay?: number): void;
  17571. /**
  17572. * Stops the particle system.
  17573. * @param stopSubEmitters if true it will stop the current system and all created sub-Systems if false it will stop the current root system only, this param is used by the root particle system only. the default value is true.
  17574. */
  17575. stop(stopSubEmitters?: boolean): void;
  17576. /**
  17577. * Remove all active particles
  17578. */
  17579. reset(): void;
  17580. /**
  17581. * @hidden (for internal use only)
  17582. */
  17583. _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
  17584. /**
  17585. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  17586. * Its lifetime will start back at 0.
  17587. */
  17588. recycleParticle: (particle: Particle) => void;
  17589. private _stopSubEmitters;
  17590. private _createParticle;
  17591. private _removeFromRoot;
  17592. private _emitFromParticle;
  17593. private _update;
  17594. /** @hidden */
  17595. static _GetAttributeNamesOrOptions(isAnimationSheetEnabled?: boolean, isBillboardBased?: boolean, useRampGradients?: boolean): string[];
  17596. /** @hidden */
  17597. static _GetEffectCreationOptions(isAnimationSheetEnabled?: boolean): string[];
  17598. /** @hidden */
  17599. private _getEffect;
  17600. /**
  17601. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  17602. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  17603. */
  17604. animate(preWarmOnly?: boolean): void;
  17605. private _appendParticleVertices;
  17606. /**
  17607. * Rebuilds the particle system.
  17608. */
  17609. rebuild(): void;
  17610. /**
  17611. * Is this system ready to be used/rendered
  17612. * @return true if the system is ready
  17613. */
  17614. isReady(): boolean;
  17615. private _render;
  17616. /**
  17617. * Renders the particle system in its current state.
  17618. * @returns the current number of particles
  17619. */
  17620. render(): number;
  17621. /**
  17622. * Disposes the particle system and free the associated resources
  17623. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  17624. */
  17625. dispose(disposeTexture?: boolean): void;
  17626. /**
  17627. * Clones the particle system.
  17628. * @param name The name of the cloned object
  17629. * @param newEmitter The new emitter to use
  17630. * @returns the cloned particle system
  17631. */
  17632. clone(name: string, newEmitter: any): ParticleSystem;
  17633. /**
  17634. * Serializes the particle system to a JSON object.
  17635. * @returns the JSON object
  17636. */
  17637. serialize(): any;
  17638. /** @hidden */
  17639. static _Serialize(serializationObject: any, particleSystem: IParticleSystem): void;
  17640. /** @hidden */
  17641. static _Parse(parsedParticleSystem: any, particleSystem: IParticleSystem, scene: Scene, rootUrl: string): void;
  17642. /**
  17643. * Parses a JSON object to create a particle system.
  17644. * @param parsedParticleSystem The JSON object to parse
  17645. * @param scene The scene to create the particle system in
  17646. * @param rootUrl The root url to use to load external dependencies like texture
  17647. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  17648. * @returns the Parsed particle system
  17649. */
  17650. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): ParticleSystem;
  17651. }
  17652. }
  17653. declare module "babylonjs/Particles/particle" {
  17654. import { Nullable } from "babylonjs/types";
  17655. import { Vector2, Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  17656. import { Color4 } from "babylonjs/Maths/math.color";
  17657. import { ParticleSystem } from "babylonjs/Particles/particleSystem";
  17658. import { SubEmitter } from "babylonjs/Particles/subEmitter";
  17659. import { ColorGradient, FactorGradient } from "babylonjs/Misc/gradients";
  17660. /**
  17661. * A particle represents one of the element emitted by a particle system.
  17662. * This is mainly define by its coordinates, direction, velocity and age.
  17663. */
  17664. export class Particle {
  17665. /**
  17666. * The particle system the particle belongs to.
  17667. */
  17668. particleSystem: ParticleSystem;
  17669. private static _Count;
  17670. /**
  17671. * Unique ID of the particle
  17672. */
  17673. id: number;
  17674. /**
  17675. * The world position of the particle in the scene.
  17676. */
  17677. position: Vector3;
  17678. /**
  17679. * The world direction of the particle in the scene.
  17680. */
  17681. direction: Vector3;
  17682. /**
  17683. * The color of the particle.
  17684. */
  17685. color: Color4;
  17686. /**
  17687. * The color change of the particle per step.
  17688. */
  17689. colorStep: Color4;
  17690. /**
  17691. * Defines how long will the life of the particle be.
  17692. */
  17693. lifeTime: number;
  17694. /**
  17695. * The current age of the particle.
  17696. */
  17697. age: number;
  17698. /**
  17699. * The current size of the particle.
  17700. */
  17701. size: number;
  17702. /**
  17703. * The current scale of the particle.
  17704. */
  17705. scale: Vector2;
  17706. /**
  17707. * The current angle of the particle.
  17708. */
  17709. angle: number;
  17710. /**
  17711. * Defines how fast is the angle changing.
  17712. */
  17713. angularSpeed: number;
  17714. /**
  17715. * Defines the cell index used by the particle to be rendered from a sprite.
  17716. */
  17717. cellIndex: number;
  17718. /**
  17719. * The information required to support color remapping
  17720. */
  17721. remapData: Vector4;
  17722. /** @hidden */
  17723. _randomCellOffset?: number;
  17724. /** @hidden */
  17725. _initialDirection: Nullable<Vector3>;
  17726. /** @hidden */
  17727. _attachedSubEmitters: Nullable<Array<SubEmitter>>;
  17728. /** @hidden */
  17729. _initialStartSpriteCellID: number;
  17730. /** @hidden */
  17731. _initialEndSpriteCellID: number;
  17732. /** @hidden */
  17733. _currentColorGradient: Nullable<ColorGradient>;
  17734. /** @hidden */
  17735. _currentColor1: Color4;
  17736. /** @hidden */
  17737. _currentColor2: Color4;
  17738. /** @hidden */
  17739. _currentSizeGradient: Nullable<FactorGradient>;
  17740. /** @hidden */
  17741. _currentSize1: number;
  17742. /** @hidden */
  17743. _currentSize2: number;
  17744. /** @hidden */
  17745. _currentAngularSpeedGradient: Nullable<FactorGradient>;
  17746. /** @hidden */
  17747. _currentAngularSpeed1: number;
  17748. /** @hidden */
  17749. _currentAngularSpeed2: number;
  17750. /** @hidden */
  17751. _currentVelocityGradient: Nullable<FactorGradient>;
  17752. /** @hidden */
  17753. _currentVelocity1: number;
  17754. /** @hidden */
  17755. _currentVelocity2: number;
  17756. /** @hidden */
  17757. _currentLimitVelocityGradient: Nullable<FactorGradient>;
  17758. /** @hidden */
  17759. _currentLimitVelocity1: number;
  17760. /** @hidden */
  17761. _currentLimitVelocity2: number;
  17762. /** @hidden */
  17763. _currentDragGradient: Nullable<FactorGradient>;
  17764. /** @hidden */
  17765. _currentDrag1: number;
  17766. /** @hidden */
  17767. _currentDrag2: number;
  17768. /** @hidden */
  17769. _randomNoiseCoordinates1: Vector3;
  17770. /** @hidden */
  17771. _randomNoiseCoordinates2: Vector3;
  17772. /**
  17773. * Creates a new instance Particle
  17774. * @param particleSystem the particle system the particle belongs to
  17775. */
  17776. constructor(
  17777. /**
  17778. * The particle system the particle belongs to.
  17779. */
  17780. particleSystem: ParticleSystem);
  17781. private updateCellInfoFromSystem;
  17782. /**
  17783. * Defines how the sprite cell index is updated for the particle
  17784. */
  17785. updateCellIndex(): void;
  17786. /** @hidden */
  17787. _inheritParticleInfoToSubEmitter(subEmitter: SubEmitter): void;
  17788. /** @hidden */
  17789. _inheritParticleInfoToSubEmitters(): void;
  17790. /** @hidden */
  17791. _reset(): void;
  17792. /**
  17793. * Copy the properties of particle to another one.
  17794. * @param other the particle to copy the information to.
  17795. */
  17796. copyTo(other: Particle): void;
  17797. }
  17798. }
  17799. declare module "babylonjs/Particles/EmitterTypes/IParticleEmitterType" {
  17800. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17801. import { Effect } from "babylonjs/Materials/effect";
  17802. import { Particle } from "babylonjs/Particles/particle";
  17803. /**
  17804. * Particle emitter represents a volume emitting particles.
  17805. * This is the responsibility of the implementation to define the volume shape like cone/sphere/box.
  17806. */
  17807. export interface IParticleEmitterType {
  17808. /**
  17809. * Called by the particle System when the direction is computed for the created particle.
  17810. * @param worldMatrix is the world matrix of the particle system
  17811. * @param directionToUpdate is the direction vector to update with the result
  17812. * @param particle is the particle we are computed the direction for
  17813. */
  17814. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  17815. /**
  17816. * Called by the particle System when the position is computed for the created particle.
  17817. * @param worldMatrix is the world matrix of the particle system
  17818. * @param positionToUpdate is the position vector to update with the result
  17819. * @param particle is the particle we are computed the position for
  17820. */
  17821. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  17822. /**
  17823. * Clones the current emitter and returns a copy of it
  17824. * @returns the new emitter
  17825. */
  17826. clone(): IParticleEmitterType;
  17827. /**
  17828. * Called by the GPUParticleSystem to setup the update shader
  17829. * @param effect defines the update shader
  17830. */
  17831. applyToShader(effect: Effect): void;
  17832. /**
  17833. * Returns a string to use to update the GPU particles update shader
  17834. * @returns the effect defines string
  17835. */
  17836. getEffectDefines(): string;
  17837. /**
  17838. * Returns a string representing the class name
  17839. * @returns a string containing the class name
  17840. */
  17841. getClassName(): string;
  17842. /**
  17843. * Serializes the particle system to a JSON object.
  17844. * @returns the JSON object
  17845. */
  17846. serialize(): any;
  17847. /**
  17848. * Parse properties from a JSON object
  17849. * @param serializationObject defines the JSON object
  17850. */
  17851. parse(serializationObject: any): void;
  17852. }
  17853. }
  17854. declare module "babylonjs/Particles/EmitterTypes/boxParticleEmitter" {
  17855. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17856. import { Effect } from "babylonjs/Materials/effect";
  17857. import { Particle } from "babylonjs/Particles/particle";
  17858. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  17859. /**
  17860. * Particle emitter emitting particles from the inside of a box.
  17861. * It emits the particles randomly between 2 given directions.
  17862. */
  17863. export class BoxParticleEmitter implements IParticleEmitterType {
  17864. /**
  17865. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  17866. */
  17867. direction1: Vector3;
  17868. /**
  17869. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  17870. */
  17871. direction2: Vector3;
  17872. /**
  17873. * Minimum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  17874. */
  17875. minEmitBox: Vector3;
  17876. /**
  17877. * Maximum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  17878. */
  17879. maxEmitBox: Vector3;
  17880. /**
  17881. * Creates a new instance BoxParticleEmitter
  17882. */
  17883. constructor();
  17884. /**
  17885. * Called by the particle System when the direction is computed for the created particle.
  17886. * @param worldMatrix is the world matrix of the particle system
  17887. * @param directionToUpdate is the direction vector to update with the result
  17888. * @param particle is the particle we are computed the direction for
  17889. */
  17890. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  17891. /**
  17892. * Called by the particle System when the position is computed for the created particle.
  17893. * @param worldMatrix is the world matrix of the particle system
  17894. * @param positionToUpdate is the position vector to update with the result
  17895. * @param particle is the particle we are computed the position for
  17896. */
  17897. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  17898. /**
  17899. * Clones the current emitter and returns a copy of it
  17900. * @returns the new emitter
  17901. */
  17902. clone(): BoxParticleEmitter;
  17903. /**
  17904. * Called by the GPUParticleSystem to setup the update shader
  17905. * @param effect defines the update shader
  17906. */
  17907. applyToShader(effect: Effect): void;
  17908. /**
  17909. * Returns a string to use to update the GPU particles update shader
  17910. * @returns a string containng the defines string
  17911. */
  17912. getEffectDefines(): string;
  17913. /**
  17914. * Returns the string "BoxParticleEmitter"
  17915. * @returns a string containing the class name
  17916. */
  17917. getClassName(): string;
  17918. /**
  17919. * Serializes the particle system to a JSON object.
  17920. * @returns the JSON object
  17921. */
  17922. serialize(): any;
  17923. /**
  17924. * Parse properties from a JSON object
  17925. * @param serializationObject defines the JSON object
  17926. */
  17927. parse(serializationObject: any): void;
  17928. }
  17929. }
  17930. declare module "babylonjs/Particles/EmitterTypes/coneParticleEmitter" {
  17931. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17932. import { Effect } from "babylonjs/Materials/effect";
  17933. import { Particle } from "babylonjs/Particles/particle";
  17934. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  17935. /**
  17936. * Particle emitter emitting particles from the inside of a cone.
  17937. * It emits the particles alongside the cone volume from the base to the particle.
  17938. * The emission direction might be randomized.
  17939. */
  17940. export class ConeParticleEmitter implements IParticleEmitterType {
  17941. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  17942. directionRandomizer: number;
  17943. private _radius;
  17944. private _angle;
  17945. private _height;
  17946. /**
  17947. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  17948. */
  17949. radiusRange: number;
  17950. /**
  17951. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  17952. */
  17953. heightRange: number;
  17954. /**
  17955. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  17956. */
  17957. emitFromSpawnPointOnly: boolean;
  17958. /**
  17959. * Gets or sets the radius of the emission cone
  17960. */
  17961. radius: number;
  17962. /**
  17963. * Gets or sets the angle of the emission cone
  17964. */
  17965. angle: number;
  17966. private _buildHeight;
  17967. /**
  17968. * Creates a new instance ConeParticleEmitter
  17969. * @param radius the radius of the emission cone (1 by default)
  17970. * @param angle the cone base angle (PI by default)
  17971. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  17972. */
  17973. constructor(radius?: number, angle?: number,
  17974. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  17975. directionRandomizer?: number);
  17976. /**
  17977. * Called by the particle System when the direction is computed for the created particle.
  17978. * @param worldMatrix is the world matrix of the particle system
  17979. * @param directionToUpdate is the direction vector to update with the result
  17980. * @param particle is the particle we are computed the direction for
  17981. */
  17982. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  17983. /**
  17984. * Called by the particle System when the position is computed for the created particle.
  17985. * @param worldMatrix is the world matrix of the particle system
  17986. * @param positionToUpdate is the position vector to update with the result
  17987. * @param particle is the particle we are computed the position for
  17988. */
  17989. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  17990. /**
  17991. * Clones the current emitter and returns a copy of it
  17992. * @returns the new emitter
  17993. */
  17994. clone(): ConeParticleEmitter;
  17995. /**
  17996. * Called by the GPUParticleSystem to setup the update shader
  17997. * @param effect defines the update shader
  17998. */
  17999. applyToShader(effect: Effect): void;
  18000. /**
  18001. * Returns a string to use to update the GPU particles update shader
  18002. * @returns a string containng the defines string
  18003. */
  18004. getEffectDefines(): string;
  18005. /**
  18006. * Returns the string "ConeParticleEmitter"
  18007. * @returns a string containing the class name
  18008. */
  18009. getClassName(): string;
  18010. /**
  18011. * Serializes the particle system to a JSON object.
  18012. * @returns the JSON object
  18013. */
  18014. serialize(): any;
  18015. /**
  18016. * Parse properties from a JSON object
  18017. * @param serializationObject defines the JSON object
  18018. */
  18019. parse(serializationObject: any): void;
  18020. }
  18021. }
  18022. declare module "babylonjs/Particles/EmitterTypes/cylinderParticleEmitter" {
  18023. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18024. import { Effect } from "babylonjs/Materials/effect";
  18025. import { Particle } from "babylonjs/Particles/particle";
  18026. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18027. /**
  18028. * Particle emitter emitting particles from the inside of a cylinder.
  18029. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  18030. */
  18031. export class CylinderParticleEmitter implements IParticleEmitterType {
  18032. /**
  18033. * The radius of the emission cylinder.
  18034. */
  18035. radius: number;
  18036. /**
  18037. * The height of the emission cylinder.
  18038. */
  18039. height: number;
  18040. /**
  18041. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18042. */
  18043. radiusRange: number;
  18044. /**
  18045. * How much to randomize the particle direction [0-1].
  18046. */
  18047. directionRandomizer: number;
  18048. /**
  18049. * Creates a new instance CylinderParticleEmitter
  18050. * @param radius the radius of the emission cylinder (1 by default)
  18051. * @param height the height of the emission cylinder (1 by default)
  18052. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18053. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18054. */
  18055. constructor(
  18056. /**
  18057. * The radius of the emission cylinder.
  18058. */
  18059. radius?: number,
  18060. /**
  18061. * The height of the emission cylinder.
  18062. */
  18063. height?: number,
  18064. /**
  18065. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18066. */
  18067. radiusRange?: number,
  18068. /**
  18069. * How much to randomize the particle direction [0-1].
  18070. */
  18071. directionRandomizer?: number);
  18072. /**
  18073. * Called by the particle System when the direction is computed for the created particle.
  18074. * @param worldMatrix is the world matrix of the particle system
  18075. * @param directionToUpdate is the direction vector to update with the result
  18076. * @param particle is the particle we are computed the direction for
  18077. */
  18078. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18079. /**
  18080. * Called by the particle System when the position is computed for the created particle.
  18081. * @param worldMatrix is the world matrix of the particle system
  18082. * @param positionToUpdate is the position vector to update with the result
  18083. * @param particle is the particle we are computed the position for
  18084. */
  18085. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18086. /**
  18087. * Clones the current emitter and returns a copy of it
  18088. * @returns the new emitter
  18089. */
  18090. clone(): CylinderParticleEmitter;
  18091. /**
  18092. * Called by the GPUParticleSystem to setup the update shader
  18093. * @param effect defines the update shader
  18094. */
  18095. applyToShader(effect: Effect): void;
  18096. /**
  18097. * Returns a string to use to update the GPU particles update shader
  18098. * @returns a string containng the defines string
  18099. */
  18100. getEffectDefines(): string;
  18101. /**
  18102. * Returns the string "CylinderParticleEmitter"
  18103. * @returns a string containing the class name
  18104. */
  18105. getClassName(): string;
  18106. /**
  18107. * Serializes the particle system to a JSON object.
  18108. * @returns the JSON object
  18109. */
  18110. serialize(): any;
  18111. /**
  18112. * Parse properties from a JSON object
  18113. * @param serializationObject defines the JSON object
  18114. */
  18115. parse(serializationObject: any): void;
  18116. }
  18117. /**
  18118. * Particle emitter emitting particles from the inside of a cylinder.
  18119. * It emits the particles randomly between two vectors.
  18120. */
  18121. export class CylinderDirectedParticleEmitter extends CylinderParticleEmitter {
  18122. /**
  18123. * The min limit of the emission direction.
  18124. */
  18125. direction1: Vector3;
  18126. /**
  18127. * The max limit of the emission direction.
  18128. */
  18129. direction2: Vector3;
  18130. /**
  18131. * Creates a new instance CylinderDirectedParticleEmitter
  18132. * @param radius the radius of the emission cylinder (1 by default)
  18133. * @param height the height of the emission cylinder (1 by default)
  18134. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18135. * @param direction1 the min limit of the emission direction (up vector by default)
  18136. * @param direction2 the max limit of the emission direction (up vector by default)
  18137. */
  18138. constructor(radius?: number, height?: number, radiusRange?: number,
  18139. /**
  18140. * The min limit of the emission direction.
  18141. */
  18142. direction1?: Vector3,
  18143. /**
  18144. * The max limit of the emission direction.
  18145. */
  18146. direction2?: Vector3);
  18147. /**
  18148. * Called by the particle System when the direction is computed for the created particle.
  18149. * @param worldMatrix is the world matrix of the particle system
  18150. * @param directionToUpdate is the direction vector to update with the result
  18151. * @param particle is the particle we are computed the direction for
  18152. */
  18153. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18154. /**
  18155. * Clones the current emitter and returns a copy of it
  18156. * @returns the new emitter
  18157. */
  18158. clone(): CylinderDirectedParticleEmitter;
  18159. /**
  18160. * Called by the GPUParticleSystem to setup the update shader
  18161. * @param effect defines the update shader
  18162. */
  18163. applyToShader(effect: Effect): void;
  18164. /**
  18165. * Returns a string to use to update the GPU particles update shader
  18166. * @returns a string containng the defines string
  18167. */
  18168. getEffectDefines(): string;
  18169. /**
  18170. * Returns the string "CylinderDirectedParticleEmitter"
  18171. * @returns a string containing the class name
  18172. */
  18173. getClassName(): string;
  18174. /**
  18175. * Serializes the particle system to a JSON object.
  18176. * @returns the JSON object
  18177. */
  18178. serialize(): any;
  18179. /**
  18180. * Parse properties from a JSON object
  18181. * @param serializationObject defines the JSON object
  18182. */
  18183. parse(serializationObject: any): void;
  18184. }
  18185. }
  18186. declare module "babylonjs/Particles/EmitterTypes/hemisphericParticleEmitter" {
  18187. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18188. import { Effect } from "babylonjs/Materials/effect";
  18189. import { Particle } from "babylonjs/Particles/particle";
  18190. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18191. /**
  18192. * Particle emitter emitting particles from the inside of a hemisphere.
  18193. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  18194. */
  18195. export class HemisphericParticleEmitter implements IParticleEmitterType {
  18196. /**
  18197. * The radius of the emission hemisphere.
  18198. */
  18199. radius: number;
  18200. /**
  18201. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18202. */
  18203. radiusRange: number;
  18204. /**
  18205. * How much to randomize the particle direction [0-1].
  18206. */
  18207. directionRandomizer: number;
  18208. /**
  18209. * Creates a new instance HemisphericParticleEmitter
  18210. * @param radius the radius of the emission hemisphere (1 by default)
  18211. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18212. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18213. */
  18214. constructor(
  18215. /**
  18216. * The radius of the emission hemisphere.
  18217. */
  18218. radius?: number,
  18219. /**
  18220. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18221. */
  18222. radiusRange?: number,
  18223. /**
  18224. * How much to randomize the particle direction [0-1].
  18225. */
  18226. directionRandomizer?: number);
  18227. /**
  18228. * Called by the particle System when the direction is computed for the created particle.
  18229. * @param worldMatrix is the world matrix of the particle system
  18230. * @param directionToUpdate is the direction vector to update with the result
  18231. * @param particle is the particle we are computed the direction for
  18232. */
  18233. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18234. /**
  18235. * Called by the particle System when the position is computed for the created particle.
  18236. * @param worldMatrix is the world matrix of the particle system
  18237. * @param positionToUpdate is the position vector to update with the result
  18238. * @param particle is the particle we are computed the position for
  18239. */
  18240. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18241. /**
  18242. * Clones the current emitter and returns a copy of it
  18243. * @returns the new emitter
  18244. */
  18245. clone(): HemisphericParticleEmitter;
  18246. /**
  18247. * Called by the GPUParticleSystem to setup the update shader
  18248. * @param effect defines the update shader
  18249. */
  18250. applyToShader(effect: Effect): void;
  18251. /**
  18252. * Returns a string to use to update the GPU particles update shader
  18253. * @returns a string containng the defines string
  18254. */
  18255. getEffectDefines(): string;
  18256. /**
  18257. * Returns the string "HemisphericParticleEmitter"
  18258. * @returns a string containing the class name
  18259. */
  18260. getClassName(): string;
  18261. /**
  18262. * Serializes the particle system to a JSON object.
  18263. * @returns the JSON object
  18264. */
  18265. serialize(): any;
  18266. /**
  18267. * Parse properties from a JSON object
  18268. * @param serializationObject defines the JSON object
  18269. */
  18270. parse(serializationObject: any): void;
  18271. }
  18272. }
  18273. declare module "babylonjs/Particles/EmitterTypes/pointParticleEmitter" {
  18274. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18275. import { Effect } from "babylonjs/Materials/effect";
  18276. import { Particle } from "babylonjs/Particles/particle";
  18277. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18278. /**
  18279. * Particle emitter emitting particles from a point.
  18280. * It emits the particles randomly between 2 given directions.
  18281. */
  18282. export class PointParticleEmitter implements IParticleEmitterType {
  18283. /**
  18284. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18285. */
  18286. direction1: Vector3;
  18287. /**
  18288. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18289. */
  18290. direction2: Vector3;
  18291. /**
  18292. * Creates a new instance PointParticleEmitter
  18293. */
  18294. constructor();
  18295. /**
  18296. * Called by the particle System when the direction is computed for the created particle.
  18297. * @param worldMatrix is the world matrix of the particle system
  18298. * @param directionToUpdate is the direction vector to update with the result
  18299. * @param particle is the particle we are computed the direction for
  18300. */
  18301. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18302. /**
  18303. * Called by the particle System when the position is computed for the created particle.
  18304. * @param worldMatrix is the world matrix of the particle system
  18305. * @param positionToUpdate is the position vector to update with the result
  18306. * @param particle is the particle we are computed the position for
  18307. */
  18308. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18309. /**
  18310. * Clones the current emitter and returns a copy of it
  18311. * @returns the new emitter
  18312. */
  18313. clone(): PointParticleEmitter;
  18314. /**
  18315. * Called by the GPUParticleSystem to setup the update shader
  18316. * @param effect defines the update shader
  18317. */
  18318. applyToShader(effect: Effect): void;
  18319. /**
  18320. * Returns a string to use to update the GPU particles update shader
  18321. * @returns a string containng the defines string
  18322. */
  18323. getEffectDefines(): string;
  18324. /**
  18325. * Returns the string "PointParticleEmitter"
  18326. * @returns a string containing the class name
  18327. */
  18328. getClassName(): string;
  18329. /**
  18330. * Serializes the particle system to a JSON object.
  18331. * @returns the JSON object
  18332. */
  18333. serialize(): any;
  18334. /**
  18335. * Parse properties from a JSON object
  18336. * @param serializationObject defines the JSON object
  18337. */
  18338. parse(serializationObject: any): void;
  18339. }
  18340. }
  18341. declare module "babylonjs/Particles/EmitterTypes/sphereParticleEmitter" {
  18342. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18343. import { Effect } from "babylonjs/Materials/effect";
  18344. import { Particle } from "babylonjs/Particles/particle";
  18345. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18346. /**
  18347. * Particle emitter emitting particles from the inside of a sphere.
  18348. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  18349. */
  18350. export class SphereParticleEmitter implements IParticleEmitterType {
  18351. /**
  18352. * The radius of the emission sphere.
  18353. */
  18354. radius: number;
  18355. /**
  18356. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18357. */
  18358. radiusRange: number;
  18359. /**
  18360. * How much to randomize the particle direction [0-1].
  18361. */
  18362. directionRandomizer: number;
  18363. /**
  18364. * Creates a new instance SphereParticleEmitter
  18365. * @param radius the radius of the emission sphere (1 by default)
  18366. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18367. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18368. */
  18369. constructor(
  18370. /**
  18371. * The radius of the emission sphere.
  18372. */
  18373. radius?: number,
  18374. /**
  18375. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18376. */
  18377. radiusRange?: number,
  18378. /**
  18379. * How much to randomize the particle direction [0-1].
  18380. */
  18381. directionRandomizer?: number);
  18382. /**
  18383. * Called by the particle System when the direction is computed for the created particle.
  18384. * @param worldMatrix is the world matrix of the particle system
  18385. * @param directionToUpdate is the direction vector to update with the result
  18386. * @param particle is the particle we are computed the direction for
  18387. */
  18388. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18389. /**
  18390. * Called by the particle System when the position is computed for the created particle.
  18391. * @param worldMatrix is the world matrix of the particle system
  18392. * @param positionToUpdate is the position vector to update with the result
  18393. * @param particle is the particle we are computed the position for
  18394. */
  18395. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18396. /**
  18397. * Clones the current emitter and returns a copy of it
  18398. * @returns the new emitter
  18399. */
  18400. clone(): SphereParticleEmitter;
  18401. /**
  18402. * Called by the GPUParticleSystem to setup the update shader
  18403. * @param effect defines the update shader
  18404. */
  18405. applyToShader(effect: Effect): void;
  18406. /**
  18407. * Returns a string to use to update the GPU particles update shader
  18408. * @returns a string containng the defines string
  18409. */
  18410. getEffectDefines(): string;
  18411. /**
  18412. * Returns the string "SphereParticleEmitter"
  18413. * @returns a string containing the class name
  18414. */
  18415. getClassName(): string;
  18416. /**
  18417. * Serializes the particle system to a JSON object.
  18418. * @returns the JSON object
  18419. */
  18420. serialize(): any;
  18421. /**
  18422. * Parse properties from a JSON object
  18423. * @param serializationObject defines the JSON object
  18424. */
  18425. parse(serializationObject: any): void;
  18426. }
  18427. /**
  18428. * Particle emitter emitting particles from the inside of a sphere.
  18429. * It emits the particles randomly between two vectors.
  18430. */
  18431. export class SphereDirectedParticleEmitter extends SphereParticleEmitter {
  18432. /**
  18433. * The min limit of the emission direction.
  18434. */
  18435. direction1: Vector3;
  18436. /**
  18437. * The max limit of the emission direction.
  18438. */
  18439. direction2: Vector3;
  18440. /**
  18441. * Creates a new instance SphereDirectedParticleEmitter
  18442. * @param radius the radius of the emission sphere (1 by default)
  18443. * @param direction1 the min limit of the emission direction (up vector by default)
  18444. * @param direction2 the max limit of the emission direction (up vector by default)
  18445. */
  18446. constructor(radius?: number,
  18447. /**
  18448. * The min limit of the emission direction.
  18449. */
  18450. direction1?: Vector3,
  18451. /**
  18452. * The max limit of the emission direction.
  18453. */
  18454. direction2?: Vector3);
  18455. /**
  18456. * Called by the particle System when the direction is computed for the created particle.
  18457. * @param worldMatrix is the world matrix of the particle system
  18458. * @param directionToUpdate is the direction vector to update with the result
  18459. * @param particle is the particle we are computed the direction for
  18460. */
  18461. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18462. /**
  18463. * Clones the current emitter and returns a copy of it
  18464. * @returns the new emitter
  18465. */
  18466. clone(): SphereDirectedParticleEmitter;
  18467. /**
  18468. * Called by the GPUParticleSystem to setup the update shader
  18469. * @param effect defines the update shader
  18470. */
  18471. applyToShader(effect: Effect): void;
  18472. /**
  18473. * Returns a string to use to update the GPU particles update shader
  18474. * @returns a string containng the defines string
  18475. */
  18476. getEffectDefines(): string;
  18477. /**
  18478. * Returns the string "SphereDirectedParticleEmitter"
  18479. * @returns a string containing the class name
  18480. */
  18481. getClassName(): string;
  18482. /**
  18483. * Serializes the particle system to a JSON object.
  18484. * @returns the JSON object
  18485. */
  18486. serialize(): any;
  18487. /**
  18488. * Parse properties from a JSON object
  18489. * @param serializationObject defines the JSON object
  18490. */
  18491. parse(serializationObject: any): void;
  18492. }
  18493. }
  18494. declare module "babylonjs/Particles/EmitterTypes/index" {
  18495. export * from "babylonjs/Particles/EmitterTypes/boxParticleEmitter";
  18496. export * from "babylonjs/Particles/EmitterTypes/coneParticleEmitter";
  18497. export * from "babylonjs/Particles/EmitterTypes/cylinderParticleEmitter";
  18498. export * from "babylonjs/Particles/EmitterTypes/hemisphericParticleEmitter";
  18499. export * from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18500. export * from "babylonjs/Particles/EmitterTypes/pointParticleEmitter";
  18501. export * from "babylonjs/Particles/EmitterTypes/sphereParticleEmitter";
  18502. }
  18503. declare module "babylonjs/Particles/IParticleSystem" {
  18504. import { Nullable } from "babylonjs/types";
  18505. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  18506. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  18507. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  18508. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  18509. import { Texture } from "babylonjs/Materials/Textures/texture";
  18510. import { BoxParticleEmitter, IParticleEmitterType, PointParticleEmitter, HemisphericParticleEmitter, SphereParticleEmitter, SphereDirectedParticleEmitter, CylinderParticleEmitter, ConeParticleEmitter } from "babylonjs/Particles/EmitterTypes/index";
  18511. import { Scene } from "babylonjs/scene";
  18512. import { ColorGradient, FactorGradient, Color3Gradient } from "babylonjs/Misc/gradients";
  18513. import { Animation } from "babylonjs/Animations/animation";
  18514. /**
  18515. * Interface representing a particle system in Babylon.js.
  18516. * This groups the common functionalities that needs to be implemented in order to create a particle system.
  18517. * A particle system represents a way to manage particles from their emission to their animation and rendering.
  18518. */
  18519. export interface IParticleSystem {
  18520. /**
  18521. * List of animations used by the particle system.
  18522. */
  18523. animations: Animation[];
  18524. /**
  18525. * The id of the Particle system.
  18526. */
  18527. id: string;
  18528. /**
  18529. * The name of the Particle system.
  18530. */
  18531. name: string;
  18532. /**
  18533. * The emitter represents the Mesh or position we are attaching the particle system to.
  18534. */
  18535. emitter: Nullable<AbstractMesh | Vector3>;
  18536. /**
  18537. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  18538. */
  18539. isBillboardBased: boolean;
  18540. /**
  18541. * The rendering group used by the Particle system to chose when to render.
  18542. */
  18543. renderingGroupId: number;
  18544. /**
  18545. * The layer mask we are rendering the particles through.
  18546. */
  18547. layerMask: number;
  18548. /**
  18549. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  18550. */
  18551. updateSpeed: number;
  18552. /**
  18553. * The amount of time the particle system is running (depends of the overall update speed).
  18554. */
  18555. targetStopDuration: number;
  18556. /**
  18557. * The texture used to render each particle. (this can be a spritesheet)
  18558. */
  18559. particleTexture: Nullable<Texture>;
  18560. /**
  18561. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE, ParticleSystem.BLENDMODE_STANDARD or ParticleSystem.BLENDMODE_ADD.
  18562. */
  18563. blendMode: number;
  18564. /**
  18565. * Minimum life time of emitting particles.
  18566. */
  18567. minLifeTime: number;
  18568. /**
  18569. * Maximum life time of emitting particles.
  18570. */
  18571. maxLifeTime: number;
  18572. /**
  18573. * Minimum Size of emitting particles.
  18574. */
  18575. minSize: number;
  18576. /**
  18577. * Maximum Size of emitting particles.
  18578. */
  18579. maxSize: number;
  18580. /**
  18581. * Minimum scale of emitting particles on X axis.
  18582. */
  18583. minScaleX: number;
  18584. /**
  18585. * Maximum scale of emitting particles on X axis.
  18586. */
  18587. maxScaleX: number;
  18588. /**
  18589. * Minimum scale of emitting particles on Y axis.
  18590. */
  18591. minScaleY: number;
  18592. /**
  18593. * Maximum scale of emitting particles on Y axis.
  18594. */
  18595. maxScaleY: number;
  18596. /**
  18597. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  18598. */
  18599. color1: Color4;
  18600. /**
  18601. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  18602. */
  18603. color2: Color4;
  18604. /**
  18605. * Color the particle will have at the end of its lifetime.
  18606. */
  18607. colorDead: Color4;
  18608. /**
  18609. * The maximum number of particles to emit per frame until we reach the activeParticleCount value
  18610. */
  18611. emitRate: number;
  18612. /**
  18613. * You can use gravity if you want to give an orientation to your particles.
  18614. */
  18615. gravity: Vector3;
  18616. /**
  18617. * Minimum power of emitting particles.
  18618. */
  18619. minEmitPower: number;
  18620. /**
  18621. * Maximum power of emitting particles.
  18622. */
  18623. maxEmitPower: number;
  18624. /**
  18625. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  18626. */
  18627. minAngularSpeed: number;
  18628. /**
  18629. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  18630. */
  18631. maxAngularSpeed: number;
  18632. /**
  18633. * Gets or sets the minimal initial rotation in radians.
  18634. */
  18635. minInitialRotation: number;
  18636. /**
  18637. * Gets or sets the maximal initial rotation in radians.
  18638. */
  18639. maxInitialRotation: number;
  18640. /**
  18641. * The particle emitter type defines the emitter used by the particle system.
  18642. * It can be for example box, sphere, or cone...
  18643. */
  18644. particleEmitterType: Nullable<IParticleEmitterType>;
  18645. /**
  18646. * Defines the delay in milliseconds before starting the system (0 by default)
  18647. */
  18648. startDelay: number;
  18649. /**
  18650. * Gets or sets a value indicating how many cycles (or frames) must be executed before first rendering (this value has to be set before starting the system). Default is 0
  18651. */
  18652. preWarmCycles: number;
  18653. /**
  18654. * Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1)
  18655. */
  18656. preWarmStepOffset: number;
  18657. /**
  18658. * If using a spritesheet (isAnimationSheetEnabled) defines the speed of the sprite loop (default is 1 meaning the animation will play once during the entire particle lifetime)
  18659. */
  18660. spriteCellChangeSpeed: number;
  18661. /**
  18662. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  18663. */
  18664. startSpriteCellID: number;
  18665. /**
  18666. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  18667. */
  18668. endSpriteCellID: number;
  18669. /**
  18670. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  18671. */
  18672. spriteCellWidth: number;
  18673. /**
  18674. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  18675. */
  18676. spriteCellHeight: number;
  18677. /**
  18678. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  18679. */
  18680. spriteRandomStartCell: boolean;
  18681. /**
  18682. * Gets or sets a boolean indicating if a spritesheet is used to animate the particles texture
  18683. */
  18684. isAnimationSheetEnabled: boolean;
  18685. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  18686. translationPivot: Vector2;
  18687. /**
  18688. * Gets or sets a texture used to add random noise to particle positions
  18689. */
  18690. noiseTexture: Nullable<BaseTexture>;
  18691. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  18692. noiseStrength: Vector3;
  18693. /**
  18694. * Gets or sets the billboard mode to use when isBillboardBased = true.
  18695. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  18696. */
  18697. billboardMode: number;
  18698. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  18699. limitVelocityDamping: number;
  18700. /**
  18701. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  18702. */
  18703. beginAnimationOnStart: boolean;
  18704. /**
  18705. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  18706. */
  18707. beginAnimationFrom: number;
  18708. /**
  18709. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  18710. */
  18711. beginAnimationTo: number;
  18712. /**
  18713. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  18714. */
  18715. beginAnimationLoop: boolean;
  18716. /**
  18717. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  18718. */
  18719. disposeOnStop: boolean;
  18720. /**
  18721. * Gets the maximum number of particles active at the same time.
  18722. * @returns The max number of active particles.
  18723. */
  18724. getCapacity(): number;
  18725. /**
  18726. * Gets if the system has been started. (Note: this will still be true after stop is called)
  18727. * @returns True if it has been started, otherwise false.
  18728. */
  18729. isStarted(): boolean;
  18730. /**
  18731. * Animates the particle system for this frame.
  18732. */
  18733. animate(): void;
  18734. /**
  18735. * Renders the particle system in its current state.
  18736. * @returns the current number of particles
  18737. */
  18738. render(): number;
  18739. /**
  18740. * Dispose the particle system and frees its associated resources.
  18741. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  18742. */
  18743. dispose(disposeTexture?: boolean): void;
  18744. /**
  18745. * Clones the particle system.
  18746. * @param name The name of the cloned object
  18747. * @param newEmitter The new emitter to use
  18748. * @returns the cloned particle system
  18749. */
  18750. clone(name: string, newEmitter: any): Nullable<IParticleSystem>;
  18751. /**
  18752. * Serializes the particle system to a JSON object.
  18753. * @returns the JSON object
  18754. */
  18755. serialize(): any;
  18756. /**
  18757. * Rebuild the particle system
  18758. */
  18759. rebuild(): void;
  18760. /**
  18761. * Starts the particle system and begins to emit
  18762. * @param delay defines the delay in milliseconds before starting the system (0 by default)
  18763. */
  18764. start(delay?: number): void;
  18765. /**
  18766. * Stops the particle system.
  18767. */
  18768. stop(): void;
  18769. /**
  18770. * Remove all active particles
  18771. */
  18772. reset(): void;
  18773. /**
  18774. * Is this system ready to be used/rendered
  18775. * @return true if the system is ready
  18776. */
  18777. isReady(): boolean;
  18778. /**
  18779. * Adds a new color gradient
  18780. * @param gradient defines the gradient to use (between 0 and 1)
  18781. * @param color1 defines the color to affect to the specified gradient
  18782. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  18783. * @returns the current particle system
  18784. */
  18785. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  18786. /**
  18787. * Remove a specific color gradient
  18788. * @param gradient defines the gradient to remove
  18789. * @returns the current particle system
  18790. */
  18791. removeColorGradient(gradient: number): IParticleSystem;
  18792. /**
  18793. * Adds a new size gradient
  18794. * @param gradient defines the gradient to use (between 0 and 1)
  18795. * @param factor defines the size factor to affect to the specified gradient
  18796. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18797. * @returns the current particle system
  18798. */
  18799. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18800. /**
  18801. * Remove a specific size gradient
  18802. * @param gradient defines the gradient to remove
  18803. * @returns the current particle system
  18804. */
  18805. removeSizeGradient(gradient: number): IParticleSystem;
  18806. /**
  18807. * Gets the current list of color gradients.
  18808. * You must use addColorGradient and removeColorGradient to udpate this list
  18809. * @returns the list of color gradients
  18810. */
  18811. getColorGradients(): Nullable<Array<ColorGradient>>;
  18812. /**
  18813. * Gets the current list of size gradients.
  18814. * You must use addSizeGradient and removeSizeGradient to udpate this list
  18815. * @returns the list of size gradients
  18816. */
  18817. getSizeGradients(): Nullable<Array<FactorGradient>>;
  18818. /**
  18819. * Gets the current list of angular speed gradients.
  18820. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  18821. * @returns the list of angular speed gradients
  18822. */
  18823. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  18824. /**
  18825. * Adds a new angular speed gradient
  18826. * @param gradient defines the gradient to use (between 0 and 1)
  18827. * @param factor defines the angular speed to affect to the specified gradient
  18828. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18829. * @returns the current particle system
  18830. */
  18831. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18832. /**
  18833. * Remove a specific angular speed gradient
  18834. * @param gradient defines the gradient to remove
  18835. * @returns the current particle system
  18836. */
  18837. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  18838. /**
  18839. * Gets the current list of velocity gradients.
  18840. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  18841. * @returns the list of velocity gradients
  18842. */
  18843. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  18844. /**
  18845. * Adds a new velocity gradient
  18846. * @param gradient defines the gradient to use (between 0 and 1)
  18847. * @param factor defines the velocity to affect to the specified gradient
  18848. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18849. * @returns the current particle system
  18850. */
  18851. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18852. /**
  18853. * Remove a specific velocity gradient
  18854. * @param gradient defines the gradient to remove
  18855. * @returns the current particle system
  18856. */
  18857. removeVelocityGradient(gradient: number): IParticleSystem;
  18858. /**
  18859. * Gets the current list of limit velocity gradients.
  18860. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  18861. * @returns the list of limit velocity gradients
  18862. */
  18863. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  18864. /**
  18865. * Adds a new limit velocity gradient
  18866. * @param gradient defines the gradient to use (between 0 and 1)
  18867. * @param factor defines the limit velocity to affect to the specified gradient
  18868. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18869. * @returns the current particle system
  18870. */
  18871. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18872. /**
  18873. * Remove a specific limit velocity gradient
  18874. * @param gradient defines the gradient to remove
  18875. * @returns the current particle system
  18876. */
  18877. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  18878. /**
  18879. * Adds a new drag gradient
  18880. * @param gradient defines the gradient to use (between 0 and 1)
  18881. * @param factor defines the drag to affect to the specified gradient
  18882. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18883. * @returns the current particle system
  18884. */
  18885. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18886. /**
  18887. * Remove a specific drag gradient
  18888. * @param gradient defines the gradient to remove
  18889. * @returns the current particle system
  18890. */
  18891. removeDragGradient(gradient: number): IParticleSystem;
  18892. /**
  18893. * Gets the current list of drag gradients.
  18894. * You must use addDragGradient and removeDragGradient to udpate this list
  18895. * @returns the list of drag gradients
  18896. */
  18897. getDragGradients(): Nullable<Array<FactorGradient>>;
  18898. /**
  18899. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  18900. * @param gradient defines the gradient to use (between 0 and 1)
  18901. * @param factor defines the emit rate to affect to the specified gradient
  18902. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18903. * @returns the current particle system
  18904. */
  18905. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18906. /**
  18907. * Remove a specific emit rate gradient
  18908. * @param gradient defines the gradient to remove
  18909. * @returns the current particle system
  18910. */
  18911. removeEmitRateGradient(gradient: number): IParticleSystem;
  18912. /**
  18913. * Gets the current list of emit rate gradients.
  18914. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  18915. * @returns the list of emit rate gradients
  18916. */
  18917. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  18918. /**
  18919. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  18920. * @param gradient defines the gradient to use (between 0 and 1)
  18921. * @param factor defines the start size to affect to the specified gradient
  18922. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18923. * @returns the current particle system
  18924. */
  18925. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18926. /**
  18927. * Remove a specific start size gradient
  18928. * @param gradient defines the gradient to remove
  18929. * @returns the current particle system
  18930. */
  18931. removeStartSizeGradient(gradient: number): IParticleSystem;
  18932. /**
  18933. * Gets the current list of start size gradients.
  18934. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  18935. * @returns the list of start size gradients
  18936. */
  18937. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  18938. /**
  18939. * Adds a new life time gradient
  18940. * @param gradient defines the gradient to use (between 0 and 1)
  18941. * @param factor defines the life time factor to affect to the specified gradient
  18942. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18943. * @returns the current particle system
  18944. */
  18945. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18946. /**
  18947. * Remove a specific life time gradient
  18948. * @param gradient defines the gradient to remove
  18949. * @returns the current particle system
  18950. */
  18951. removeLifeTimeGradient(gradient: number): IParticleSystem;
  18952. /**
  18953. * Gets the current list of life time gradients.
  18954. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  18955. * @returns the list of life time gradients
  18956. */
  18957. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  18958. /**
  18959. * Gets the current list of color gradients.
  18960. * You must use addColorGradient and removeColorGradient to udpate this list
  18961. * @returns the list of color gradients
  18962. */
  18963. getColorGradients(): Nullable<Array<ColorGradient>>;
  18964. /**
  18965. * Adds a new ramp gradient used to remap particle colors
  18966. * @param gradient defines the gradient to use (between 0 and 1)
  18967. * @param color defines the color to affect to the specified gradient
  18968. * @returns the current particle system
  18969. */
  18970. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  18971. /**
  18972. * Gets the current list of ramp gradients.
  18973. * You must use addRampGradient and removeRampGradient to udpate this list
  18974. * @returns the list of ramp gradients
  18975. */
  18976. getRampGradients(): Nullable<Array<Color3Gradient>>;
  18977. /** Gets or sets a boolean indicating that ramp gradients must be used
  18978. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  18979. */
  18980. useRampGradients: boolean;
  18981. /**
  18982. * Adds a new color remap gradient
  18983. * @param gradient defines the gradient to use (between 0 and 1)
  18984. * @param min defines the color remap minimal range
  18985. * @param max defines the color remap maximal range
  18986. * @returns the current particle system
  18987. */
  18988. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  18989. /**
  18990. * Gets the current list of color remap gradients.
  18991. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  18992. * @returns the list of color remap gradients
  18993. */
  18994. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  18995. /**
  18996. * Adds a new alpha remap gradient
  18997. * @param gradient defines the gradient to use (between 0 and 1)
  18998. * @param min defines the alpha remap minimal range
  18999. * @param max defines the alpha remap maximal range
  19000. * @returns the current particle system
  19001. */
  19002. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  19003. /**
  19004. * Gets the current list of alpha remap gradients.
  19005. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  19006. * @returns the list of alpha remap gradients
  19007. */
  19008. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  19009. /**
  19010. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  19011. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  19012. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  19013. * @returns the emitter
  19014. */
  19015. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  19016. /**
  19017. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  19018. * @param radius The radius of the hemisphere to emit from
  19019. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  19020. * @returns the emitter
  19021. */
  19022. createHemisphericEmitter(radius: number, radiusRange: number): HemisphericParticleEmitter;
  19023. /**
  19024. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  19025. * @param radius The radius of the sphere to emit from
  19026. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  19027. * @returns the emitter
  19028. */
  19029. createSphereEmitter(radius: number, radiusRange: number): SphereParticleEmitter;
  19030. /**
  19031. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  19032. * @param radius The radius of the sphere to emit from
  19033. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  19034. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  19035. * @returns the emitter
  19036. */
  19037. createDirectedSphereEmitter(radius: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  19038. /**
  19039. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  19040. * @param radius The radius of the emission cylinder
  19041. * @param height The height of the emission cylinder
  19042. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  19043. * @param directionRandomizer How much to randomize the particle direction [0-1]
  19044. * @returns the emitter
  19045. */
  19046. createCylinderEmitter(radius: number, height: number, radiusRange: number, directionRandomizer: number): CylinderParticleEmitter;
  19047. /**
  19048. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  19049. * @param radius The radius of the cylinder to emit from
  19050. * @param height The height of the emission cylinder
  19051. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  19052. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  19053. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  19054. * @returns the emitter
  19055. */
  19056. createDirectedCylinderEmitter(radius: number, height: number, radiusRange: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  19057. /**
  19058. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  19059. * @param radius The radius of the cone to emit from
  19060. * @param angle The base angle of the cone
  19061. * @returns the emitter
  19062. */
  19063. createConeEmitter(radius: number, angle: number): ConeParticleEmitter;
  19064. /**
  19065. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  19066. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  19067. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  19068. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  19069. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  19070. * @returns the emitter
  19071. */
  19072. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  19073. /**
  19074. * Get hosting scene
  19075. * @returns the scene
  19076. */
  19077. getScene(): Scene;
  19078. }
  19079. }
  19080. declare module "babylonjs/Meshes/instancedMesh" {
  19081. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  19082. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  19083. import { Camera } from "babylonjs/Cameras/camera";
  19084. import { Node } from "babylonjs/node";
  19085. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19086. import { Mesh } from "babylonjs/Meshes/mesh";
  19087. import { Material } from "babylonjs/Materials/material";
  19088. import { Skeleton } from "babylonjs/Bones/skeleton";
  19089. import { Light } from "babylonjs/Lights/light";
  19090. /**
  19091. * Creates an instance based on a source mesh.
  19092. */
  19093. export class InstancedMesh extends AbstractMesh {
  19094. private _sourceMesh;
  19095. private _currentLOD;
  19096. /** @hidden */
  19097. _indexInSourceMeshInstanceArray: number;
  19098. constructor(name: string, source: Mesh);
  19099. /**
  19100. * Returns the string "InstancedMesh".
  19101. */
  19102. getClassName(): string;
  19103. /** Gets the list of lights affecting that mesh */
  19104. readonly lightSources: Light[];
  19105. _resyncLightSources(): void;
  19106. _resyncLighSource(light: Light): void;
  19107. _removeLightSource(light: Light, dispose: boolean): void;
  19108. /**
  19109. * If the source mesh receives shadows
  19110. */
  19111. readonly receiveShadows: boolean;
  19112. /**
  19113. * The material of the source mesh
  19114. */
  19115. readonly material: Nullable<Material>;
  19116. /**
  19117. * Visibility of the source mesh
  19118. */
  19119. readonly visibility: number;
  19120. /**
  19121. * Skeleton of the source mesh
  19122. */
  19123. readonly skeleton: Nullable<Skeleton>;
  19124. /**
  19125. * Rendering ground id of the source mesh
  19126. */
  19127. renderingGroupId: number;
  19128. /**
  19129. * Returns the total number of vertices (integer).
  19130. */
  19131. getTotalVertices(): number;
  19132. /**
  19133. * Returns a positive integer : the total number of indices in this mesh geometry.
  19134. * @returns the numner of indices or zero if the mesh has no geometry.
  19135. */
  19136. getTotalIndices(): number;
  19137. /**
  19138. * The source mesh of the instance
  19139. */
  19140. readonly sourceMesh: Mesh;
  19141. /**
  19142. * Is this node ready to be used/rendered
  19143. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  19144. * @return {boolean} is it ready
  19145. */
  19146. isReady(completeCheck?: boolean): boolean;
  19147. /**
  19148. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  19149. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  19150. * @param copyWhenShared If true (default false) and and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.
  19151. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  19152. */
  19153. getVerticesData(kind: string, copyWhenShared?: boolean): Nullable<FloatArray>;
  19154. /**
  19155. * Sets the vertex data of the mesh geometry for the requested `kind`.
  19156. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  19157. * The `data` are either a numeric array either a Float32Array.
  19158. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  19159. * The parameter `stride` is an optional positive integer, it is usually automatically deducted from the `kind` (3 for positions or normals, 2 for UV, etc).
  19160. * Note that a new underlying VertexBuffer object is created each call.
  19161. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  19162. *
  19163. * Possible `kind` values :
  19164. * - VertexBuffer.PositionKind
  19165. * - VertexBuffer.UVKind
  19166. * - VertexBuffer.UV2Kind
  19167. * - VertexBuffer.UV3Kind
  19168. * - VertexBuffer.UV4Kind
  19169. * - VertexBuffer.UV5Kind
  19170. * - VertexBuffer.UV6Kind
  19171. * - VertexBuffer.ColorKind
  19172. * - VertexBuffer.MatricesIndicesKind
  19173. * - VertexBuffer.MatricesIndicesExtraKind
  19174. * - VertexBuffer.MatricesWeightsKind
  19175. * - VertexBuffer.MatricesWeightsExtraKind
  19176. *
  19177. * Returns the Mesh.
  19178. */
  19179. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  19180. /**
  19181. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  19182. * If the mesh has no geometry, it is simply returned as it is.
  19183. * The `data` are either a numeric array either a Float32Array.
  19184. * No new underlying VertexBuffer object is created.
  19185. * If the `kind` is the `PositionKind` and if `updateExtends` is true, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  19186. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  19187. *
  19188. * Possible `kind` values :
  19189. * - VertexBuffer.PositionKind
  19190. * - VertexBuffer.UVKind
  19191. * - VertexBuffer.UV2Kind
  19192. * - VertexBuffer.UV3Kind
  19193. * - VertexBuffer.UV4Kind
  19194. * - VertexBuffer.UV5Kind
  19195. * - VertexBuffer.UV6Kind
  19196. * - VertexBuffer.ColorKind
  19197. * - VertexBuffer.MatricesIndicesKind
  19198. * - VertexBuffer.MatricesIndicesExtraKind
  19199. * - VertexBuffer.MatricesWeightsKind
  19200. * - VertexBuffer.MatricesWeightsExtraKind
  19201. *
  19202. * Returns the Mesh.
  19203. */
  19204. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  19205. /**
  19206. * Sets the mesh indices.
  19207. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  19208. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  19209. * This method creates a new index buffer each call.
  19210. * Returns the Mesh.
  19211. */
  19212. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>): Mesh;
  19213. /**
  19214. * Boolean : True if the mesh owns the requested kind of data.
  19215. */
  19216. isVerticesDataPresent(kind: string): boolean;
  19217. /**
  19218. * Returns an array of indices (IndicesArray).
  19219. */
  19220. getIndices(): Nullable<IndicesArray>;
  19221. readonly _positions: Nullable<Vector3[]>;
  19222. /**
  19223. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  19224. * This means the mesh underlying bounding box and sphere are recomputed.
  19225. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  19226. * @returns the current mesh
  19227. */
  19228. refreshBoundingInfo(applySkeleton?: boolean): InstancedMesh;
  19229. /** @hidden */
  19230. _preActivate(): InstancedMesh;
  19231. /** @hidden */
  19232. _activate(renderId: number, intermediateRendering: boolean): boolean;
  19233. /** @hidden */
  19234. _postActivate(): void;
  19235. getWorldMatrix(): Matrix;
  19236. readonly isAnInstance: boolean;
  19237. /**
  19238. * Returns the current associated LOD AbstractMesh.
  19239. */
  19240. getLOD(camera: Camera): AbstractMesh;
  19241. /** @hidden */
  19242. _syncSubMeshes(): InstancedMesh;
  19243. /** @hidden */
  19244. _generatePointsArray(): boolean;
  19245. /**
  19246. * Creates a new InstancedMesh from the current mesh.
  19247. * - name (string) : the cloned mesh name
  19248. * - newParent (optional Node) : the optional Node to parent the clone to.
  19249. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  19250. *
  19251. * Returns the clone.
  19252. */
  19253. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  19254. /**
  19255. * Disposes the InstancedMesh.
  19256. * Returns nothing.
  19257. */
  19258. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  19259. }
  19260. }
  19261. declare module "babylonjs/Materials/shaderMaterial" {
  19262. import { Scene } from "babylonjs/scene";
  19263. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  19264. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19265. import { Mesh } from "babylonjs/Meshes/mesh";
  19266. import { BaseSubMesh } from "babylonjs/Meshes/subMesh";
  19267. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  19268. import { Texture } from "babylonjs/Materials/Textures/texture";
  19269. import { Material } from "babylonjs/Materials/material";
  19270. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  19271. /**
  19272. * Defines the options associated with the creation of a shader material.
  19273. */
  19274. export interface IShaderMaterialOptions {
  19275. /**
  19276. * Does the material work in alpha blend mode
  19277. */
  19278. needAlphaBlending: boolean;
  19279. /**
  19280. * Does the material work in alpha test mode
  19281. */
  19282. needAlphaTesting: boolean;
  19283. /**
  19284. * The list of attribute names used in the shader
  19285. */
  19286. attributes: string[];
  19287. /**
  19288. * The list of unifrom names used in the shader
  19289. */
  19290. uniforms: string[];
  19291. /**
  19292. * The list of UBO names used in the shader
  19293. */
  19294. uniformBuffers: string[];
  19295. /**
  19296. * The list of sampler names used in the shader
  19297. */
  19298. samplers: string[];
  19299. /**
  19300. * The list of defines used in the shader
  19301. */
  19302. defines: string[];
  19303. }
  19304. /**
  19305. * The ShaderMaterial object has the necessary methods to pass data from your scene to the Vertex and Fragment Shaders and returns a material that can be applied to any mesh.
  19306. *
  19307. * This returned material effects how the mesh will look based on the code in the shaders.
  19308. *
  19309. * @see http://doc.babylonjs.com/how_to/shader_material
  19310. */
  19311. export class ShaderMaterial extends Material {
  19312. private _shaderPath;
  19313. private _options;
  19314. private _textures;
  19315. private _textureArrays;
  19316. private _floats;
  19317. private _ints;
  19318. private _floatsArrays;
  19319. private _colors3;
  19320. private _colors3Arrays;
  19321. private _colors4;
  19322. private _colors4Arrays;
  19323. private _vectors2;
  19324. private _vectors3;
  19325. private _vectors4;
  19326. private _matrices;
  19327. private _matrices3x3;
  19328. private _matrices2x2;
  19329. private _vectors2Arrays;
  19330. private _vectors3Arrays;
  19331. private _vectors4Arrays;
  19332. private _cachedWorldViewMatrix;
  19333. private _cachedWorldViewProjectionMatrix;
  19334. private _renderId;
  19335. /**
  19336. * Instantiate a new shader material.
  19337. * The ShaderMaterial object has the necessary methods to pass data from your scene to the Vertex and Fragment Shaders and returns a material that can be applied to any mesh.
  19338. * This returned material effects how the mesh will look based on the code in the shaders.
  19339. * @see http://doc.babylonjs.com/how_to/shader_material
  19340. * @param name Define the name of the material in the scene
  19341. * @param scene Define the scene the material belongs to
  19342. * @param shaderPath Defines the route to the shader code in one of three ways:
  19343. * * object: { vertex: "custom", fragment: "custom" }, used with Effect.ShadersStore["customVertexShader"] and Effect.ShadersStore["customFragmentShader"]
  19344. * * object: { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in script tags
  19345. * * object: { vertexSource: "vertex shader code string", fragmentSource: "fragment shader code string" } using with strings containing the shaders code
  19346. * * string: "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  19347. * @param options Define the options used to create the shader
  19348. */
  19349. constructor(name: string, scene: Scene, shaderPath: any, options?: Partial<IShaderMaterialOptions>);
  19350. /**
  19351. * Gets the options used to compile the shader.
  19352. * They can be modified to trigger a new compilation
  19353. */
  19354. readonly options: IShaderMaterialOptions;
  19355. /**
  19356. * Gets the current class name of the material e.g. "ShaderMaterial"
  19357. * Mainly use in serialization.
  19358. * @returns the class name
  19359. */
  19360. getClassName(): string;
  19361. /**
  19362. * Specifies if the material will require alpha blending
  19363. * @returns a boolean specifying if alpha blending is needed
  19364. */
  19365. needAlphaBlending(): boolean;
  19366. /**
  19367. * Specifies if this material should be rendered in alpha test mode
  19368. * @returns a boolean specifying if an alpha test is needed.
  19369. */
  19370. needAlphaTesting(): boolean;
  19371. private _checkUniform;
  19372. /**
  19373. * Set a texture in the shader.
  19374. * @param name Define the name of the uniform samplers as defined in the shader
  19375. * @param texture Define the texture to bind to this sampler
  19376. * @return the material itself allowing "fluent" like uniform updates
  19377. */
  19378. setTexture(name: string, texture: Texture): ShaderMaterial;
  19379. /**
  19380. * Set a texture array in the shader.
  19381. * @param name Define the name of the uniform sampler array as defined in the shader
  19382. * @param textures Define the list of textures to bind to this sampler
  19383. * @return the material itself allowing "fluent" like uniform updates
  19384. */
  19385. setTextureArray(name: string, textures: Texture[]): ShaderMaterial;
  19386. /**
  19387. * Set a float in the shader.
  19388. * @param name Define the name of the uniform as defined in the shader
  19389. * @param value Define the value to give to the uniform
  19390. * @return the material itself allowing "fluent" like uniform updates
  19391. */
  19392. setFloat(name: string, value: number): ShaderMaterial;
  19393. /**
  19394. * Set a int in the shader.
  19395. * @param name Define the name of the uniform as defined in the shader
  19396. * @param value Define the value to give to the uniform
  19397. * @return the material itself allowing "fluent" like uniform updates
  19398. */
  19399. setInt(name: string, value: number): ShaderMaterial;
  19400. /**
  19401. * Set an array of floats in the shader.
  19402. * @param name Define the name of the uniform as defined in the shader
  19403. * @param value Define the value to give to the uniform
  19404. * @return the material itself allowing "fluent" like uniform updates
  19405. */
  19406. setFloats(name: string, value: number[]): ShaderMaterial;
  19407. /**
  19408. * Set a vec3 in the shader from a Color3.
  19409. * @param name Define the name of the uniform as defined in the shader
  19410. * @param value Define the value to give to the uniform
  19411. * @return the material itself allowing "fluent" like uniform updates
  19412. */
  19413. setColor3(name: string, value: Color3): ShaderMaterial;
  19414. /**
  19415. * Set a vec3 array in the shader from a Color3 array.
  19416. * @param name Define the name of the uniform as defined in the shader
  19417. * @param value Define the value to give to the uniform
  19418. * @return the material itself allowing "fluent" like uniform updates
  19419. */
  19420. setColor3Array(name: string, value: Color3[]): ShaderMaterial;
  19421. /**
  19422. * Set a vec4 in the shader from a Color4.
  19423. * @param name Define the name of the uniform as defined in the shader
  19424. * @param value Define the value to give to the uniform
  19425. * @return the material itself allowing "fluent" like uniform updates
  19426. */
  19427. setColor4(name: string, value: Color4): ShaderMaterial;
  19428. /**
  19429. * Set a vec4 array in the shader from a Color4 array.
  19430. * @param name Define the name of the uniform as defined in the shader
  19431. * @param value Define the value to give to the uniform
  19432. * @return the material itself allowing "fluent" like uniform updates
  19433. */
  19434. setColor4Array(name: string, value: Color4[]): ShaderMaterial;
  19435. /**
  19436. * Set a vec2 in the shader from a Vector2.
  19437. * @param name Define the name of the uniform as defined in the shader
  19438. * @param value Define the value to give to the uniform
  19439. * @return the material itself allowing "fluent" like uniform updates
  19440. */
  19441. setVector2(name: string, value: Vector2): ShaderMaterial;
  19442. /**
  19443. * Set a vec3 in the shader from a Vector3.
  19444. * @param name Define the name of the uniform as defined in the shader
  19445. * @param value Define the value to give to the uniform
  19446. * @return the material itself allowing "fluent" like uniform updates
  19447. */
  19448. setVector3(name: string, value: Vector3): ShaderMaterial;
  19449. /**
  19450. * Set a vec4 in the shader from a Vector4.
  19451. * @param name Define the name of the uniform as defined in the shader
  19452. * @param value Define the value to give to the uniform
  19453. * @return the material itself allowing "fluent" like uniform updates
  19454. */
  19455. setVector4(name: string, value: Vector4): ShaderMaterial;
  19456. /**
  19457. * Set a mat4 in the shader from a Matrix.
  19458. * @param name Define the name of the uniform as defined in the shader
  19459. * @param value Define the value to give to the uniform
  19460. * @return the material itself allowing "fluent" like uniform updates
  19461. */
  19462. setMatrix(name: string, value: Matrix): ShaderMaterial;
  19463. /**
  19464. * Set a mat3 in the shader from a Float32Array.
  19465. * @param name Define the name of the uniform as defined in the shader
  19466. * @param value Define the value to give to the uniform
  19467. * @return the material itself allowing "fluent" like uniform updates
  19468. */
  19469. setMatrix3x3(name: string, value: Float32Array): ShaderMaterial;
  19470. /**
  19471. * Set a mat2 in the shader from a Float32Array.
  19472. * @param name Define the name of the uniform as defined in the shader
  19473. * @param value Define the value to give to the uniform
  19474. * @return the material itself allowing "fluent" like uniform updates
  19475. */
  19476. setMatrix2x2(name: string, value: Float32Array): ShaderMaterial;
  19477. /**
  19478. * Set a vec2 array in the shader from a number array.
  19479. * @param name Define the name of the uniform as defined in the shader
  19480. * @param value Define the value to give to the uniform
  19481. * @return the material itself allowing "fluent" like uniform updates
  19482. */
  19483. setArray2(name: string, value: number[]): ShaderMaterial;
  19484. /**
  19485. * Set a vec3 array in the shader from a number array.
  19486. * @param name Define the name of the uniform as defined in the shader
  19487. * @param value Define the value to give to the uniform
  19488. * @return the material itself allowing "fluent" like uniform updates
  19489. */
  19490. setArray3(name: string, value: number[]): ShaderMaterial;
  19491. /**
  19492. * Set a vec4 array in the shader from a number array.
  19493. * @param name Define the name of the uniform as defined in the shader
  19494. * @param value Define the value to give to the uniform
  19495. * @return the material itself allowing "fluent" like uniform updates
  19496. */
  19497. setArray4(name: string, value: number[]): ShaderMaterial;
  19498. private _checkCache;
  19499. /**
  19500. * Specifies that the submesh is ready to be used
  19501. * @param mesh defines the mesh to check
  19502. * @param subMesh defines which submesh to check
  19503. * @param useInstances specifies that instances should be used
  19504. * @returns a boolean indicating that the submesh is ready or not
  19505. */
  19506. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  19507. /**
  19508. * Checks if the material is ready to render the requested mesh
  19509. * @param mesh Define the mesh to render
  19510. * @param useInstances Define whether or not the material is used with instances
  19511. * @returns true if ready, otherwise false
  19512. */
  19513. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  19514. /**
  19515. * Binds the world matrix to the material
  19516. * @param world defines the world transformation matrix
  19517. */
  19518. bindOnlyWorldMatrix(world: Matrix): void;
  19519. /**
  19520. * Binds the material to the mesh
  19521. * @param world defines the world transformation matrix
  19522. * @param mesh defines the mesh to bind the material to
  19523. */
  19524. bind(world: Matrix, mesh?: Mesh): void;
  19525. /**
  19526. * Gets the active textures from the material
  19527. * @returns an array of textures
  19528. */
  19529. getActiveTextures(): BaseTexture[];
  19530. /**
  19531. * Specifies if the material uses a texture
  19532. * @param texture defines the texture to check against the material
  19533. * @returns a boolean specifying if the material uses the texture
  19534. */
  19535. hasTexture(texture: BaseTexture): boolean;
  19536. /**
  19537. * Makes a duplicate of the material, and gives it a new name
  19538. * @param name defines the new name for the duplicated material
  19539. * @returns the cloned material
  19540. */
  19541. clone(name: string): ShaderMaterial;
  19542. /**
  19543. * Disposes the material
  19544. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  19545. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  19546. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  19547. */
  19548. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  19549. /**
  19550. * Serializes this material in a JSON representation
  19551. * @returns the serialized material object
  19552. */
  19553. serialize(): any;
  19554. /**
  19555. * Creates a shader material from parsed shader material data
  19556. * @param source defines the JSON represnetation of the material
  19557. * @param scene defines the hosting scene
  19558. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  19559. * @returns a new material
  19560. */
  19561. static Parse(source: any, scene: Scene, rootUrl: string): ShaderMaterial;
  19562. }
  19563. }
  19564. declare module "babylonjs/Shaders/color.fragment" {
  19565. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  19566. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  19567. /** @hidden */
  19568. export var colorPixelShader: {
  19569. name: string;
  19570. shader: string;
  19571. };
  19572. }
  19573. declare module "babylonjs/Shaders/color.vertex" {
  19574. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  19575. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  19576. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  19577. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  19578. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  19579. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  19580. /** @hidden */
  19581. export var colorVertexShader: {
  19582. name: string;
  19583. shader: string;
  19584. };
  19585. }
  19586. declare module "babylonjs/Meshes/linesMesh" {
  19587. import { Nullable } from "babylonjs/types";
  19588. import { Scene } from "babylonjs/scene";
  19589. import { Color3 } from "babylonjs/Maths/math.color";
  19590. import { Node } from "babylonjs/node";
  19591. import { SubMesh } from "babylonjs/Meshes/subMesh";
  19592. import { Mesh } from "babylonjs/Meshes/mesh";
  19593. import { InstancedMesh } from "babylonjs/Meshes/instancedMesh";
  19594. import { Effect } from "babylonjs/Materials/effect";
  19595. import { Material } from "babylonjs/Materials/material";
  19596. import "babylonjs/Shaders/color.fragment";
  19597. import "babylonjs/Shaders/color.vertex";
  19598. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19599. /**
  19600. * Line mesh
  19601. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  19602. */
  19603. export class LinesMesh extends Mesh {
  19604. /**
  19605. * If vertex color should be applied to the mesh
  19606. */
  19607. readonly useVertexColor?: boolean | undefined;
  19608. /**
  19609. * If vertex alpha should be applied to the mesh
  19610. */
  19611. readonly useVertexAlpha?: boolean | undefined;
  19612. /**
  19613. * Color of the line (Default: White)
  19614. */
  19615. color: Color3;
  19616. /**
  19617. * Alpha of the line (Default: 1)
  19618. */
  19619. alpha: number;
  19620. /**
  19621. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  19622. * This margin is expressed in world space coordinates, so its value may vary.
  19623. * Default value is 0.1
  19624. */
  19625. intersectionThreshold: number;
  19626. private _colorShader;
  19627. private color4;
  19628. /**
  19629. * Creates a new LinesMesh
  19630. * @param name defines the name
  19631. * @param scene defines the hosting scene
  19632. * @param parent defines the parent mesh if any
  19633. * @param source defines the optional source LinesMesh used to clone data from
  19634. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  19635. * When false, achieved by calling a clone(), also passing False.
  19636. * This will make creation of children, recursive.
  19637. * @param useVertexColor defines if this LinesMesh supports vertex color
  19638. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  19639. */
  19640. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<LinesMesh>, doNotCloneChildren?: boolean,
  19641. /**
  19642. * If vertex color should be applied to the mesh
  19643. */
  19644. useVertexColor?: boolean | undefined,
  19645. /**
  19646. * If vertex alpha should be applied to the mesh
  19647. */
  19648. useVertexAlpha?: boolean | undefined);
  19649. private _addClipPlaneDefine;
  19650. private _removeClipPlaneDefine;
  19651. isReady(): boolean;
  19652. /**
  19653. * Returns the string "LineMesh"
  19654. */
  19655. getClassName(): string;
  19656. /**
  19657. * @hidden
  19658. */
  19659. /**
  19660. * @hidden
  19661. */
  19662. material: Material;
  19663. /**
  19664. * @hidden
  19665. */
  19666. readonly checkCollisions: boolean;
  19667. /** @hidden */
  19668. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  19669. /** @hidden */
  19670. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  19671. /**
  19672. * Disposes of the line mesh
  19673. * @param doNotRecurse If children should be disposed
  19674. */
  19675. dispose(doNotRecurse?: boolean): void;
  19676. /**
  19677. * Returns a new LineMesh object cloned from the current one.
  19678. */
  19679. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  19680. /**
  19681. * Creates a new InstancedLinesMesh object from the mesh model.
  19682. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  19683. * @param name defines the name of the new instance
  19684. * @returns a new InstancedLinesMesh
  19685. */
  19686. createInstance(name: string): InstancedLinesMesh;
  19687. }
  19688. /**
  19689. * Creates an instance based on a source LinesMesh
  19690. */
  19691. export class InstancedLinesMesh extends InstancedMesh {
  19692. /**
  19693. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  19694. * This margin is expressed in world space coordinates, so its value may vary.
  19695. * Initilized with the intersectionThreshold value of the source LinesMesh
  19696. */
  19697. intersectionThreshold: number;
  19698. constructor(name: string, source: LinesMesh);
  19699. /**
  19700. * Returns the string "InstancedLinesMesh".
  19701. */
  19702. getClassName(): string;
  19703. }
  19704. }
  19705. declare module "babylonjs/Shaders/line.fragment" {
  19706. /** @hidden */
  19707. export var linePixelShader: {
  19708. name: string;
  19709. shader: string;
  19710. };
  19711. }
  19712. declare module "babylonjs/Shaders/line.vertex" {
  19713. /** @hidden */
  19714. export var lineVertexShader: {
  19715. name: string;
  19716. shader: string;
  19717. };
  19718. }
  19719. declare module "babylonjs/Rendering/edgesRenderer" {
  19720. import { Nullable } from "babylonjs/types";
  19721. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  19722. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19723. import { Vector3 } from "babylonjs/Maths/math.vector";
  19724. import { IDisposable } from "babylonjs/scene";
  19725. import { ShaderMaterial } from "babylonjs/Materials/shaderMaterial";
  19726. import "babylonjs/Shaders/line.fragment";
  19727. import "babylonjs/Shaders/line.vertex";
  19728. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  19729. module "babylonjs/Meshes/abstractMesh" {
  19730. interface AbstractMesh {
  19731. /**
  19732. * Gets the edgesRenderer associated with the mesh
  19733. */
  19734. edgesRenderer: Nullable<EdgesRenderer>;
  19735. }
  19736. }
  19737. module "babylonjs/Meshes/linesMesh" {
  19738. interface LinesMesh {
  19739. /**
  19740. * Enables the edge rendering mode on the mesh.
  19741. * This mode makes the mesh edges visible
  19742. * @param epsilon defines the maximal distance between two angles to detect a face
  19743. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  19744. * @returns the currentAbstractMesh
  19745. * @see https://www.babylonjs-playground.com/#19O9TU#0
  19746. */
  19747. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  19748. }
  19749. }
  19750. module "babylonjs/Meshes/linesMesh" {
  19751. interface InstancedLinesMesh {
  19752. /**
  19753. * Enables the edge rendering mode on the mesh.
  19754. * This mode makes the mesh edges visible
  19755. * @param epsilon defines the maximal distance between two angles to detect a face
  19756. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  19757. * @returns the current InstancedLinesMesh
  19758. * @see https://www.babylonjs-playground.com/#19O9TU#0
  19759. */
  19760. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): InstancedLinesMesh;
  19761. }
  19762. }
  19763. /**
  19764. * Defines the minimum contract an Edges renderer should follow.
  19765. */
  19766. export interface IEdgesRenderer extends IDisposable {
  19767. /**
  19768. * Gets or sets a boolean indicating if the edgesRenderer is active
  19769. */
  19770. isEnabled: boolean;
  19771. /**
  19772. * Renders the edges of the attached mesh,
  19773. */
  19774. render(): void;
  19775. /**
  19776. * Checks wether or not the edges renderer is ready to render.
  19777. * @return true if ready, otherwise false.
  19778. */
  19779. isReady(): boolean;
  19780. }
  19781. /**
  19782. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  19783. */
  19784. export class EdgesRenderer implements IEdgesRenderer {
  19785. /**
  19786. * Define the size of the edges with an orthographic camera
  19787. */
  19788. edgesWidthScalerForOrthographic: number;
  19789. /**
  19790. * Define the size of the edges with a perspective camera
  19791. */
  19792. edgesWidthScalerForPerspective: number;
  19793. protected _source: AbstractMesh;
  19794. protected _linesPositions: number[];
  19795. protected _linesNormals: number[];
  19796. protected _linesIndices: number[];
  19797. protected _epsilon: number;
  19798. protected _indicesCount: number;
  19799. protected _lineShader: ShaderMaterial;
  19800. protected _ib: DataBuffer;
  19801. protected _buffers: {
  19802. [key: string]: Nullable<VertexBuffer>;
  19803. };
  19804. protected _checkVerticesInsteadOfIndices: boolean;
  19805. private _meshRebuildObserver;
  19806. private _meshDisposeObserver;
  19807. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  19808. isEnabled: boolean;
  19809. /**
  19810. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  19811. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  19812. * @param source Mesh used to create edges
  19813. * @param epsilon sum of angles in adjacency to check for edge
  19814. * @param checkVerticesInsteadOfIndices bases the edges detection on vertices vs indices
  19815. * @param generateEdgesLines - should generate Lines or only prepare resources.
  19816. */
  19817. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean, generateEdgesLines?: boolean);
  19818. protected _prepareRessources(): void;
  19819. /** @hidden */
  19820. _rebuild(): void;
  19821. /**
  19822. * Releases the required resources for the edges renderer
  19823. */
  19824. dispose(): void;
  19825. protected _processEdgeForAdjacencies(pa: number, pb: number, p0: number, p1: number, p2: number): number;
  19826. protected _processEdgeForAdjacenciesWithVertices(pa: Vector3, pb: Vector3, p0: Vector3, p1: Vector3, p2: Vector3): number;
  19827. /**
  19828. * Checks if the pair of p0 and p1 is en edge
  19829. * @param faceIndex
  19830. * @param edge
  19831. * @param faceNormals
  19832. * @param p0
  19833. * @param p1
  19834. * @private
  19835. */
  19836. protected _checkEdge(faceIndex: number, edge: number, faceNormals: Array<Vector3>, p0: Vector3, p1: Vector3): void;
  19837. /**
  19838. * push line into the position, normal and index buffer
  19839. * @protected
  19840. */
  19841. protected createLine(p0: Vector3, p1: Vector3, offset: number): void;
  19842. /**
  19843. * Generates lines edges from adjacencjes
  19844. * @private
  19845. */
  19846. _generateEdgesLines(): void;
  19847. /**
  19848. * Checks wether or not the edges renderer is ready to render.
  19849. * @return true if ready, otherwise false.
  19850. */
  19851. isReady(): boolean;
  19852. /**
  19853. * Renders the edges of the attached mesh,
  19854. */
  19855. render(): void;
  19856. }
  19857. /**
  19858. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  19859. */
  19860. export class LineEdgesRenderer extends EdgesRenderer {
  19861. /**
  19862. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  19863. * @param source LineMesh used to generate edges
  19864. * @param epsilon not important (specified angle for edge detection)
  19865. * @param checkVerticesInsteadOfIndices not important for LineMesh
  19866. */
  19867. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean);
  19868. /**
  19869. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  19870. */
  19871. _generateEdgesLines(): void;
  19872. }
  19873. }
  19874. declare module "babylonjs/Rendering/renderingGroup" {
  19875. import { SmartArray } from "babylonjs/Misc/smartArray";
  19876. import { SubMesh } from "babylonjs/Meshes/subMesh";
  19877. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19878. import { Nullable } from "babylonjs/types";
  19879. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  19880. import { IEdgesRenderer } from "babylonjs/Rendering/edgesRenderer";
  19881. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  19882. import { Material } from "babylonjs/Materials/material";
  19883. import { Scene } from "babylonjs/scene";
  19884. /**
  19885. * This represents the object necessary to create a rendering group.
  19886. * This is exclusively used and created by the rendering manager.
  19887. * To modify the behavior, you use the available helpers in your scene or meshes.
  19888. * @hidden
  19889. */
  19890. export class RenderingGroup {
  19891. index: number;
  19892. private static _zeroVector;
  19893. private _scene;
  19894. private _opaqueSubMeshes;
  19895. private _transparentSubMeshes;
  19896. private _alphaTestSubMeshes;
  19897. private _depthOnlySubMeshes;
  19898. private _particleSystems;
  19899. private _spriteManagers;
  19900. private _opaqueSortCompareFn;
  19901. private _alphaTestSortCompareFn;
  19902. private _transparentSortCompareFn;
  19903. private _renderOpaque;
  19904. private _renderAlphaTest;
  19905. private _renderTransparent;
  19906. /** @hidden */
  19907. _edgesRenderers: SmartArray<IEdgesRenderer>;
  19908. onBeforeTransparentRendering: () => void;
  19909. /**
  19910. * Set the opaque sort comparison function.
  19911. * If null the sub meshes will be render in the order they were created
  19912. */
  19913. opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  19914. /**
  19915. * Set the alpha test sort comparison function.
  19916. * If null the sub meshes will be render in the order they were created
  19917. */
  19918. alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  19919. /**
  19920. * Set the transparent sort comparison function.
  19921. * If null the sub meshes will be render in the order they were created
  19922. */
  19923. transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  19924. /**
  19925. * Creates a new rendering group.
  19926. * @param index The rendering group index
  19927. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  19928. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  19929. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  19930. */
  19931. constructor(index: number, scene: Scene, opaqueSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, alphaTestSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, transparentSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>);
  19932. /**
  19933. * Render all the sub meshes contained in the group.
  19934. * @param customRenderFunction Used to override the default render behaviour of the group.
  19935. * @returns true if rendered some submeshes.
  19936. */
  19937. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, renderSprites: boolean, renderParticles: boolean, activeMeshes: Nullable<AbstractMesh[]>): void;
  19938. /**
  19939. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  19940. * @param subMeshes The submeshes to render
  19941. */
  19942. private renderOpaqueSorted;
  19943. /**
  19944. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  19945. * @param subMeshes The submeshes to render
  19946. */
  19947. private renderAlphaTestSorted;
  19948. /**
  19949. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  19950. * @param subMeshes The submeshes to render
  19951. */
  19952. private renderTransparentSorted;
  19953. /**
  19954. * Renders the submeshes in a specified order.
  19955. * @param subMeshes The submeshes to sort before render
  19956. * @param sortCompareFn The comparison function use to sort
  19957. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  19958. * @param transparent Specifies to activate blending if true
  19959. */
  19960. private static renderSorted;
  19961. /**
  19962. * Renders the submeshes in the order they were dispatched (no sort applied).
  19963. * @param subMeshes The submeshes to render
  19964. */
  19965. private static renderUnsorted;
  19966. /**
  19967. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  19968. * are rendered back to front if in the same alpha index.
  19969. *
  19970. * @param a The first submesh
  19971. * @param b The second submesh
  19972. * @returns The result of the comparison
  19973. */
  19974. static defaultTransparentSortCompare(a: SubMesh, b: SubMesh): number;
  19975. /**
  19976. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  19977. * are rendered back to front.
  19978. *
  19979. * @param a The first submesh
  19980. * @param b The second submesh
  19981. * @returns The result of the comparison
  19982. */
  19983. static backToFrontSortCompare(a: SubMesh, b: SubMesh): number;
  19984. /**
  19985. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  19986. * are rendered front to back (prevent overdraw).
  19987. *
  19988. * @param a The first submesh
  19989. * @param b The second submesh
  19990. * @returns The result of the comparison
  19991. */
  19992. static frontToBackSortCompare(a: SubMesh, b: SubMesh): number;
  19993. /**
  19994. * Resets the different lists of submeshes to prepare a new frame.
  19995. */
  19996. prepare(): void;
  19997. dispose(): void;
  19998. /**
  19999. * Inserts the submesh in its correct queue depending on its material.
  20000. * @param subMesh The submesh to dispatch
  20001. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  20002. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  20003. */
  20004. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  20005. dispatchSprites(spriteManager: ISpriteManager): void;
  20006. dispatchParticles(particleSystem: IParticleSystem): void;
  20007. private _renderParticles;
  20008. private _renderSprites;
  20009. }
  20010. }
  20011. declare module "babylonjs/Rendering/renderingManager" {
  20012. import { Nullable } from "babylonjs/types";
  20013. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20014. import { SubMesh } from "babylonjs/Meshes/subMesh";
  20015. import { SmartArray } from "babylonjs/Misc/smartArray";
  20016. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  20017. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  20018. import { Material } from "babylonjs/Materials/material";
  20019. import { Scene } from "babylonjs/scene";
  20020. import { Camera } from "babylonjs/Cameras/camera";
  20021. /**
  20022. * Interface describing the different options available in the rendering manager
  20023. * regarding Auto Clear between groups.
  20024. */
  20025. export interface IRenderingManagerAutoClearSetup {
  20026. /**
  20027. * Defines whether or not autoclear is enable.
  20028. */
  20029. autoClear: boolean;
  20030. /**
  20031. * Defines whether or not to autoclear the depth buffer.
  20032. */
  20033. depth: boolean;
  20034. /**
  20035. * Defines whether or not to autoclear the stencil buffer.
  20036. */
  20037. stencil: boolean;
  20038. }
  20039. /**
  20040. * This class is used by the onRenderingGroupObservable
  20041. */
  20042. export class RenderingGroupInfo {
  20043. /**
  20044. * The Scene that being rendered
  20045. */
  20046. scene: Scene;
  20047. /**
  20048. * The camera currently used for the rendering pass
  20049. */
  20050. camera: Nullable<Camera>;
  20051. /**
  20052. * The ID of the renderingGroup being processed
  20053. */
  20054. renderingGroupId: number;
  20055. }
  20056. /**
  20057. * This is the manager responsible of all the rendering for meshes sprites and particles.
  20058. * It is enable to manage the different groups as well as the different necessary sort functions.
  20059. * This should not be used directly aside of the few static configurations
  20060. */
  20061. export class RenderingManager {
  20062. /**
  20063. * The max id used for rendering groups (not included)
  20064. */
  20065. static MAX_RENDERINGGROUPS: number;
  20066. /**
  20067. * The min id used for rendering groups (included)
  20068. */
  20069. static MIN_RENDERINGGROUPS: number;
  20070. /**
  20071. * Used to globally prevent autoclearing scenes.
  20072. */
  20073. static AUTOCLEAR: boolean;
  20074. /**
  20075. * @hidden
  20076. */
  20077. _useSceneAutoClearSetup: boolean;
  20078. private _scene;
  20079. private _renderingGroups;
  20080. private _depthStencilBufferAlreadyCleaned;
  20081. private _autoClearDepthStencil;
  20082. private _customOpaqueSortCompareFn;
  20083. private _customAlphaTestSortCompareFn;
  20084. private _customTransparentSortCompareFn;
  20085. private _renderingGroupInfo;
  20086. /**
  20087. * Instantiates a new rendering group for a particular scene
  20088. * @param scene Defines the scene the groups belongs to
  20089. */
  20090. constructor(scene: Scene);
  20091. private _clearDepthStencilBuffer;
  20092. /**
  20093. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  20094. * @hidden
  20095. */
  20096. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, activeMeshes: Nullable<AbstractMesh[]>, renderParticles: boolean, renderSprites: boolean): void;
  20097. /**
  20098. * Resets the different information of the group to prepare a new frame
  20099. * @hidden
  20100. */
  20101. reset(): void;
  20102. /**
  20103. * Dispose and release the group and its associated resources.
  20104. * @hidden
  20105. */
  20106. dispose(): void;
  20107. /**
  20108. * Clear the info related to rendering groups preventing retention points during dispose.
  20109. */
  20110. freeRenderingGroups(): void;
  20111. private _prepareRenderingGroup;
  20112. /**
  20113. * Add a sprite manager to the rendering manager in order to render it this frame.
  20114. * @param spriteManager Define the sprite manager to render
  20115. */
  20116. dispatchSprites(spriteManager: ISpriteManager): void;
  20117. /**
  20118. * Add a particle system to the rendering manager in order to render it this frame.
  20119. * @param particleSystem Define the particle system to render
  20120. */
  20121. dispatchParticles(particleSystem: IParticleSystem): void;
  20122. /**
  20123. * Add a submesh to the manager in order to render it this frame
  20124. * @param subMesh The submesh to dispatch
  20125. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  20126. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  20127. */
  20128. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  20129. /**
  20130. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  20131. * This allowed control for front to back rendering or reversly depending of the special needs.
  20132. *
  20133. * @param renderingGroupId The rendering group id corresponding to its index
  20134. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  20135. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  20136. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  20137. */
  20138. setRenderingOrder(renderingGroupId: number, opaqueSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, alphaTestSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, transparentSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>): void;
  20139. /**
  20140. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  20141. *
  20142. * @param renderingGroupId The rendering group id corresponding to its index
  20143. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  20144. * @param depth Automatically clears depth between groups if true and autoClear is true.
  20145. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  20146. */
  20147. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  20148. /**
  20149. * Gets the current auto clear configuration for one rendering group of the rendering
  20150. * manager.
  20151. * @param index the rendering group index to get the information for
  20152. * @returns The auto clear setup for the requested rendering group
  20153. */
  20154. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  20155. }
  20156. }
  20157. declare module "babylonjs/Materials/Textures/renderTargetTexture" {
  20158. import { Observable } from "babylonjs/Misc/observable";
  20159. import { SmartArray } from "babylonjs/Misc/smartArray";
  20160. import { Nullable } from "babylonjs/types";
  20161. import { Camera } from "babylonjs/Cameras/camera";
  20162. import { Scene } from "babylonjs/scene";
  20163. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  20164. import { Color4 } from "babylonjs/Maths/math.color";
  20165. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  20166. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20167. import { SubMesh } from "babylonjs/Meshes/subMesh";
  20168. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  20169. import { Texture } from "babylonjs/Materials/Textures/texture";
  20170. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  20171. import { RenderingManager } from "babylonjs/Rendering/renderingManager";
  20172. import "babylonjs/Engines/Extensions/engine.renderTarget";
  20173. import { Engine } from "babylonjs/Engines/engine";
  20174. /**
  20175. * This Helps creating a texture that will be created from a camera in your scene.
  20176. * It is basically a dynamic texture that could be used to create special effects for instance.
  20177. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  20178. */
  20179. export class RenderTargetTexture extends Texture {
  20180. isCube: boolean;
  20181. /**
  20182. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  20183. */
  20184. static readonly REFRESHRATE_RENDER_ONCE: number;
  20185. /**
  20186. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  20187. */
  20188. static readonly REFRESHRATE_RENDER_ONEVERYFRAME: number;
  20189. /**
  20190. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  20191. * the central point of your effect and can save a lot of performances.
  20192. */
  20193. static readonly REFRESHRATE_RENDER_ONEVERYTWOFRAMES: number;
  20194. /**
  20195. * Use this predicate to dynamically define the list of mesh you want to render.
  20196. * If set, the renderList property will be overwritten.
  20197. */
  20198. renderListPredicate: (AbstractMesh: AbstractMesh) => boolean;
  20199. private _renderList;
  20200. /**
  20201. * Use this list to define the list of mesh you want to render.
  20202. */
  20203. renderList: Nullable<Array<AbstractMesh>>;
  20204. private _hookArray;
  20205. /**
  20206. * Define if particles should be rendered in your texture.
  20207. */
  20208. renderParticles: boolean;
  20209. /**
  20210. * Define if sprites should be rendered in your texture.
  20211. */
  20212. renderSprites: boolean;
  20213. /**
  20214. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  20215. */
  20216. coordinatesMode: number;
  20217. /**
  20218. * Define the camera used to render the texture.
  20219. */
  20220. activeCamera: Nullable<Camera>;
  20221. /**
  20222. * Override the render function of the texture with your own one.
  20223. */
  20224. customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  20225. /**
  20226. * Define if camera post processes should be use while rendering the texture.
  20227. */
  20228. useCameraPostProcesses: boolean;
  20229. /**
  20230. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  20231. */
  20232. ignoreCameraViewport: boolean;
  20233. private _postProcessManager;
  20234. private _postProcesses;
  20235. private _resizeObserver;
  20236. /**
  20237. * An event triggered when the texture is unbind.
  20238. */
  20239. onBeforeBindObservable: Observable<RenderTargetTexture>;
  20240. /**
  20241. * An event triggered when the texture is unbind.
  20242. */
  20243. onAfterUnbindObservable: Observable<RenderTargetTexture>;
  20244. private _onAfterUnbindObserver;
  20245. /**
  20246. * Set a after unbind callback in the texture.
  20247. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  20248. */
  20249. onAfterUnbind: () => void;
  20250. /**
  20251. * An event triggered before rendering the texture
  20252. */
  20253. onBeforeRenderObservable: Observable<number>;
  20254. private _onBeforeRenderObserver;
  20255. /**
  20256. * Set a before render callback in the texture.
  20257. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  20258. */
  20259. onBeforeRender: (faceIndex: number) => void;
  20260. /**
  20261. * An event triggered after rendering the texture
  20262. */
  20263. onAfterRenderObservable: Observable<number>;
  20264. private _onAfterRenderObserver;
  20265. /**
  20266. * Set a after render callback in the texture.
  20267. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  20268. */
  20269. onAfterRender: (faceIndex: number) => void;
  20270. /**
  20271. * An event triggered after the texture clear
  20272. */
  20273. onClearObservable: Observable<Engine>;
  20274. private _onClearObserver;
  20275. /**
  20276. * Set a clear callback in the texture.
  20277. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  20278. */
  20279. onClear: (Engine: Engine) => void;
  20280. /**
  20281. * An event triggered when the texture is resized.
  20282. */
  20283. onResizeObservable: Observable<RenderTargetTexture>;
  20284. /**
  20285. * Define the clear color of the Render Target if it should be different from the scene.
  20286. */
  20287. clearColor: Color4;
  20288. protected _size: number | {
  20289. width: number;
  20290. height: number;
  20291. };
  20292. protected _initialSizeParameter: number | {
  20293. width: number;
  20294. height: number;
  20295. } | {
  20296. ratio: number;
  20297. };
  20298. protected _sizeRatio: Nullable<number>;
  20299. /** @hidden */
  20300. _generateMipMaps: boolean;
  20301. protected _renderingManager: RenderingManager;
  20302. /** @hidden */
  20303. _waitingRenderList: string[];
  20304. protected _doNotChangeAspectRatio: boolean;
  20305. protected _currentRefreshId: number;
  20306. protected _refreshRate: number;
  20307. protected _textureMatrix: Matrix;
  20308. protected _samples: number;
  20309. protected _renderTargetOptions: RenderTargetCreationOptions;
  20310. /**
  20311. * Gets render target creation options that were used.
  20312. */
  20313. readonly renderTargetOptions: RenderTargetCreationOptions;
  20314. protected _engine: Engine;
  20315. protected _onRatioRescale(): void;
  20316. /**
  20317. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  20318. * It must define where the camera used to render the texture is set
  20319. */
  20320. boundingBoxPosition: Vector3;
  20321. private _boundingBoxSize;
  20322. /**
  20323. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  20324. * When defined, the cubemap will switch to local mode
  20325. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  20326. * @example https://www.babylonjs-playground.com/#RNASML
  20327. */
  20328. boundingBoxSize: Vector3;
  20329. /**
  20330. * In case the RTT has been created with a depth texture, get the associated
  20331. * depth texture.
  20332. * Otherwise, return null.
  20333. */
  20334. depthStencilTexture: Nullable<InternalTexture>;
  20335. /**
  20336. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  20337. * or used a shadow, depth texture...
  20338. * @param name The friendly name of the texture
  20339. * @param size The size of the RTT (number if square, or {width: number, height:number} or {ratio:} to define a ratio from the main scene)
  20340. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  20341. * @param generateMipMaps True if mip maps need to be generated after render.
  20342. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  20343. * @param type The type of the buffer in the RTT (int, half float, float...)
  20344. * @param isCube True if a cube texture needs to be created
  20345. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  20346. * @param generateDepthBuffer True to generate a depth buffer
  20347. * @param generateStencilBuffer True to generate a stencil buffer
  20348. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  20349. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  20350. * @param delayAllocation if the texture allocation should be delayed (default: false)
  20351. */
  20352. constructor(name: string, size: number | {
  20353. width: number;
  20354. height: number;
  20355. } | {
  20356. ratio: number;
  20357. }, scene: Nullable<Scene>, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean, type?: number, isCube?: boolean, samplingMode?: number, generateDepthBuffer?: boolean, generateStencilBuffer?: boolean, isMulti?: boolean, format?: number, delayAllocation?: boolean);
  20358. /**
  20359. * Creates a depth stencil texture.
  20360. * This is only available in WebGL 2 or with the depth texture extension available.
  20361. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  20362. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  20363. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  20364. */
  20365. createDepthStencilTexture(comparisonFunction?: number, bilinearFiltering?: boolean, generateStencil?: boolean): void;
  20366. private _processSizeParameter;
  20367. /**
  20368. * Define the number of samples to use in case of MSAA.
  20369. * It defaults to one meaning no MSAA has been enabled.
  20370. */
  20371. samples: number;
  20372. /**
  20373. * Resets the refresh counter of the texture and start bak from scratch.
  20374. * Could be useful to regenerate the texture if it is setup to render only once.
  20375. */
  20376. resetRefreshCounter(): void;
  20377. /**
  20378. * Define the refresh rate of the texture or the rendering frequency.
  20379. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  20380. */
  20381. refreshRate: number;
  20382. /**
  20383. * Adds a post process to the render target rendering passes.
  20384. * @param postProcess define the post process to add
  20385. */
  20386. addPostProcess(postProcess: PostProcess): void;
  20387. /**
  20388. * Clear all the post processes attached to the render target
  20389. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  20390. */
  20391. clearPostProcesses(dispose?: boolean): void;
  20392. /**
  20393. * Remove one of the post process from the list of attached post processes to the texture
  20394. * @param postProcess define the post process to remove from the list
  20395. */
  20396. removePostProcess(postProcess: PostProcess): void;
  20397. /** @hidden */
  20398. _shouldRender(): boolean;
  20399. /**
  20400. * Gets the actual render size of the texture.
  20401. * @returns the width of the render size
  20402. */
  20403. getRenderSize(): number;
  20404. /**
  20405. * Gets the actual render width of the texture.
  20406. * @returns the width of the render size
  20407. */
  20408. getRenderWidth(): number;
  20409. /**
  20410. * Gets the actual render height of the texture.
  20411. * @returns the height of the render size
  20412. */
  20413. getRenderHeight(): number;
  20414. /**
  20415. * Get if the texture can be rescaled or not.
  20416. */
  20417. readonly canRescale: boolean;
  20418. /**
  20419. * Resize the texture using a ratio.
  20420. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  20421. */
  20422. scale(ratio: number): void;
  20423. /**
  20424. * Get the texture reflection matrix used to rotate/transform the reflection.
  20425. * @returns the reflection matrix
  20426. */
  20427. getReflectionTextureMatrix(): Matrix;
  20428. /**
  20429. * Resize the texture to a new desired size.
  20430. * Be carrefull as it will recreate all the data in the new texture.
  20431. * @param size Define the new size. It can be:
  20432. * - a number for squared texture,
  20433. * - an object containing { width: number, height: number }
  20434. * - or an object containing a ratio { ratio: number }
  20435. */
  20436. resize(size: number | {
  20437. width: number;
  20438. height: number;
  20439. } | {
  20440. ratio: number;
  20441. }): void;
  20442. /**
  20443. * Renders all the objects from the render list into the texture.
  20444. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  20445. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  20446. */
  20447. render(useCameraPostProcess?: boolean, dumpForDebug?: boolean): void;
  20448. private _bestReflectionRenderTargetDimension;
  20449. /**
  20450. * @hidden
  20451. * @param faceIndex face index to bind to if this is a cubetexture
  20452. */
  20453. _bindFrameBuffer(faceIndex?: number): void;
  20454. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  20455. private renderToTarget;
  20456. /**
  20457. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  20458. * This allowed control for front to back rendering or reversly depending of the special needs.
  20459. *
  20460. * @param renderingGroupId The rendering group id corresponding to its index
  20461. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  20462. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  20463. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  20464. */
  20465. setRenderingOrder(renderingGroupId: number, opaqueSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, alphaTestSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, transparentSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>): void;
  20466. /**
  20467. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  20468. *
  20469. * @param renderingGroupId The rendering group id corresponding to its index
  20470. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  20471. */
  20472. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  20473. /**
  20474. * Clones the texture.
  20475. * @returns the cloned texture
  20476. */
  20477. clone(): RenderTargetTexture;
  20478. /**
  20479. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  20480. * @returns The JSON representation of the texture
  20481. */
  20482. serialize(): any;
  20483. /**
  20484. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  20485. */
  20486. disposeFramebufferObjects(): void;
  20487. /**
  20488. * Dispose the texture and release its associated resources.
  20489. */
  20490. dispose(): void;
  20491. /** @hidden */
  20492. _rebuild(): void;
  20493. /**
  20494. * Clear the info related to rendering groups preventing retention point in material dispose.
  20495. */
  20496. freeRenderingGroups(): void;
  20497. /**
  20498. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  20499. * @returns the view count
  20500. */
  20501. getViewCount(): number;
  20502. }
  20503. }
  20504. declare module "babylonjs/Materials/material" {
  20505. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  20506. import { SmartArray } from "babylonjs/Misc/smartArray";
  20507. import { Observable } from "babylonjs/Misc/observable";
  20508. import { Nullable } from "babylonjs/types";
  20509. import { Scene } from "babylonjs/scene";
  20510. import { Matrix } from "babylonjs/Maths/math.vector";
  20511. import { BaseSubMesh, SubMesh } from "babylonjs/Meshes/subMesh";
  20512. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20513. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  20514. import { Effect } from "babylonjs/Materials/effect";
  20515. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  20516. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  20517. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  20518. import { IInspectable } from "babylonjs/Misc/iInspectable";
  20519. import { Mesh } from "babylonjs/Meshes/mesh";
  20520. import { Animation } from "babylonjs/Animations/animation";
  20521. /**
  20522. * Base class for the main features of a material in Babylon.js
  20523. */
  20524. export class Material implements IAnimatable {
  20525. /**
  20526. * Returns the triangle fill mode
  20527. */
  20528. static readonly TriangleFillMode: number;
  20529. /**
  20530. * Returns the wireframe mode
  20531. */
  20532. static readonly WireFrameFillMode: number;
  20533. /**
  20534. * Returns the point fill mode
  20535. */
  20536. static readonly PointFillMode: number;
  20537. /**
  20538. * Returns the point list draw mode
  20539. */
  20540. static readonly PointListDrawMode: number;
  20541. /**
  20542. * Returns the line list draw mode
  20543. */
  20544. static readonly LineListDrawMode: number;
  20545. /**
  20546. * Returns the line loop draw mode
  20547. */
  20548. static readonly LineLoopDrawMode: number;
  20549. /**
  20550. * Returns the line strip draw mode
  20551. */
  20552. static readonly LineStripDrawMode: number;
  20553. /**
  20554. * Returns the triangle strip draw mode
  20555. */
  20556. static readonly TriangleStripDrawMode: number;
  20557. /**
  20558. * Returns the triangle fan draw mode
  20559. */
  20560. static readonly TriangleFanDrawMode: number;
  20561. /**
  20562. * Stores the clock-wise side orientation
  20563. */
  20564. static readonly ClockWiseSideOrientation: number;
  20565. /**
  20566. * Stores the counter clock-wise side orientation
  20567. */
  20568. static readonly CounterClockWiseSideOrientation: number;
  20569. /**
  20570. * The dirty texture flag value
  20571. */
  20572. static readonly TextureDirtyFlag: number;
  20573. /**
  20574. * The dirty light flag value
  20575. */
  20576. static readonly LightDirtyFlag: number;
  20577. /**
  20578. * The dirty fresnel flag value
  20579. */
  20580. static readonly FresnelDirtyFlag: number;
  20581. /**
  20582. * The dirty attribute flag value
  20583. */
  20584. static readonly AttributesDirtyFlag: number;
  20585. /**
  20586. * The dirty misc flag value
  20587. */
  20588. static readonly MiscDirtyFlag: number;
  20589. /**
  20590. * The all dirty flag value
  20591. */
  20592. static readonly AllDirtyFlag: number;
  20593. /**
  20594. * The ID of the material
  20595. */
  20596. id: string;
  20597. /**
  20598. * Gets or sets the unique id of the material
  20599. */
  20600. uniqueId: number;
  20601. /**
  20602. * The name of the material
  20603. */
  20604. name: string;
  20605. /**
  20606. * Gets or sets user defined metadata
  20607. */
  20608. metadata: any;
  20609. /**
  20610. * For internal use only. Please do not use.
  20611. */
  20612. reservedDataStore: any;
  20613. /**
  20614. * Specifies if the ready state should be checked on each call
  20615. */
  20616. checkReadyOnEveryCall: boolean;
  20617. /**
  20618. * Specifies if the ready state should be checked once
  20619. */
  20620. checkReadyOnlyOnce: boolean;
  20621. /**
  20622. * The state of the material
  20623. */
  20624. state: string;
  20625. /**
  20626. * The alpha value of the material
  20627. */
  20628. protected _alpha: number;
  20629. /**
  20630. * List of inspectable custom properties (used by the Inspector)
  20631. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  20632. */
  20633. inspectableCustomProperties: IInspectable[];
  20634. /**
  20635. * Sets the alpha value of the material
  20636. */
  20637. /**
  20638. * Gets the alpha value of the material
  20639. */
  20640. alpha: number;
  20641. /**
  20642. * Specifies if back face culling is enabled
  20643. */
  20644. protected _backFaceCulling: boolean;
  20645. /**
  20646. * Sets the back-face culling state
  20647. */
  20648. /**
  20649. * Gets the back-face culling state
  20650. */
  20651. backFaceCulling: boolean;
  20652. /**
  20653. * Stores the value for side orientation
  20654. */
  20655. sideOrientation: number;
  20656. /**
  20657. * Callback triggered when the material is compiled
  20658. */
  20659. onCompiled: Nullable<(effect: Effect) => void>;
  20660. /**
  20661. * Callback triggered when an error occurs
  20662. */
  20663. onError: Nullable<(effect: Effect, errors: string) => void>;
  20664. /**
  20665. * Callback triggered to get the render target textures
  20666. */
  20667. getRenderTargetTextures: Nullable<() => SmartArray<RenderTargetTexture>>;
  20668. /**
  20669. * Gets a boolean indicating that current material needs to register RTT
  20670. */
  20671. readonly hasRenderTargetTextures: boolean;
  20672. /**
  20673. * Specifies if the material should be serialized
  20674. */
  20675. doNotSerialize: boolean;
  20676. /**
  20677. * @hidden
  20678. */
  20679. _storeEffectOnSubMeshes: boolean;
  20680. /**
  20681. * Stores the animations for the material
  20682. */
  20683. animations: Nullable<Array<Animation>>;
  20684. /**
  20685. * An event triggered when the material is disposed
  20686. */
  20687. onDisposeObservable: Observable<Material>;
  20688. /**
  20689. * An observer which watches for dispose events
  20690. */
  20691. private _onDisposeObserver;
  20692. private _onUnBindObservable;
  20693. /**
  20694. * Called during a dispose event
  20695. */
  20696. onDispose: () => void;
  20697. private _onBindObservable;
  20698. /**
  20699. * An event triggered when the material is bound
  20700. */
  20701. readonly onBindObservable: Observable<AbstractMesh>;
  20702. /**
  20703. * An observer which watches for bind events
  20704. */
  20705. private _onBindObserver;
  20706. /**
  20707. * Called during a bind event
  20708. */
  20709. onBind: (Mesh: AbstractMesh) => void;
  20710. /**
  20711. * An event triggered when the material is unbound
  20712. */
  20713. readonly onUnBindObservable: Observable<Material>;
  20714. /**
  20715. * Stores the value of the alpha mode
  20716. */
  20717. private _alphaMode;
  20718. /**
  20719. * Sets the value of the alpha mode.
  20720. *
  20721. * | Value | Type | Description |
  20722. * | --- | --- | --- |
  20723. * | 0 | ALPHA_DISABLE | |
  20724. * | 1 | ALPHA_ADD | |
  20725. * | 2 | ALPHA_COMBINE | |
  20726. * | 3 | ALPHA_SUBTRACT | |
  20727. * | 4 | ALPHA_MULTIPLY | |
  20728. * | 5 | ALPHA_MAXIMIZED | |
  20729. * | 6 | ALPHA_ONEONE | |
  20730. * | 7 | ALPHA_PREMULTIPLIED | |
  20731. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  20732. * | 9 | ALPHA_INTERPOLATE | |
  20733. * | 10 | ALPHA_SCREENMODE | |
  20734. *
  20735. */
  20736. /**
  20737. * Gets the value of the alpha mode
  20738. */
  20739. alphaMode: number;
  20740. /**
  20741. * Stores the state of the need depth pre-pass value
  20742. */
  20743. private _needDepthPrePass;
  20744. /**
  20745. * Sets the need depth pre-pass value
  20746. */
  20747. /**
  20748. * Gets the depth pre-pass value
  20749. */
  20750. needDepthPrePass: boolean;
  20751. /**
  20752. * Specifies if depth writing should be disabled
  20753. */
  20754. disableDepthWrite: boolean;
  20755. /**
  20756. * Specifies if depth writing should be forced
  20757. */
  20758. forceDepthWrite: boolean;
  20759. /**
  20760. * Specifies if there should be a separate pass for culling
  20761. */
  20762. separateCullingPass: boolean;
  20763. /**
  20764. * Stores the state specifing if fog should be enabled
  20765. */
  20766. private _fogEnabled;
  20767. /**
  20768. * Sets the state for enabling fog
  20769. */
  20770. /**
  20771. * Gets the value of the fog enabled state
  20772. */
  20773. fogEnabled: boolean;
  20774. /**
  20775. * Stores the size of points
  20776. */
  20777. pointSize: number;
  20778. /**
  20779. * Stores the z offset value
  20780. */
  20781. zOffset: number;
  20782. /**
  20783. * Gets a value specifying if wireframe mode is enabled
  20784. */
  20785. /**
  20786. * Sets the state of wireframe mode
  20787. */
  20788. wireframe: boolean;
  20789. /**
  20790. * Gets the value specifying if point clouds are enabled
  20791. */
  20792. /**
  20793. * Sets the state of point cloud mode
  20794. */
  20795. pointsCloud: boolean;
  20796. /**
  20797. * Gets the material fill mode
  20798. */
  20799. /**
  20800. * Sets the material fill mode
  20801. */
  20802. fillMode: number;
  20803. /**
  20804. * @hidden
  20805. * Stores the effects for the material
  20806. */
  20807. _effect: Nullable<Effect>;
  20808. /**
  20809. * @hidden
  20810. * Specifies if the material was previously ready
  20811. */
  20812. _wasPreviouslyReady: boolean;
  20813. /**
  20814. * Specifies if uniform buffers should be used
  20815. */
  20816. private _useUBO;
  20817. /**
  20818. * Stores a reference to the scene
  20819. */
  20820. private _scene;
  20821. /**
  20822. * Stores the fill mode state
  20823. */
  20824. private _fillMode;
  20825. /**
  20826. * Specifies if the depth write state should be cached
  20827. */
  20828. private _cachedDepthWriteState;
  20829. /**
  20830. * Stores the uniform buffer
  20831. */
  20832. protected _uniformBuffer: UniformBuffer;
  20833. /** @hidden */
  20834. _indexInSceneMaterialArray: number;
  20835. /** @hidden */
  20836. meshMap: Nullable<{
  20837. [id: string]: AbstractMesh | undefined;
  20838. }>;
  20839. /**
  20840. * Creates a material instance
  20841. * @param name defines the name of the material
  20842. * @param scene defines the scene to reference
  20843. * @param doNotAdd specifies if the material should be added to the scene
  20844. */
  20845. constructor(name: string, scene: Scene, doNotAdd?: boolean);
  20846. /**
  20847. * Returns a string representation of the current material
  20848. * @param fullDetails defines a boolean indicating which levels of logging is desired
  20849. * @returns a string with material information
  20850. */
  20851. toString(fullDetails?: boolean): string;
  20852. /**
  20853. * Gets the class name of the material
  20854. * @returns a string with the class name of the material
  20855. */
  20856. getClassName(): string;
  20857. /**
  20858. * Specifies if updates for the material been locked
  20859. */
  20860. readonly isFrozen: boolean;
  20861. /**
  20862. * Locks updates for the material
  20863. */
  20864. freeze(): void;
  20865. /**
  20866. * Unlocks updates for the material
  20867. */
  20868. unfreeze(): void;
  20869. /**
  20870. * Specifies if the material is ready to be used
  20871. * @param mesh defines the mesh to check
  20872. * @param useInstances specifies if instances should be used
  20873. * @returns a boolean indicating if the material is ready to be used
  20874. */
  20875. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  20876. /**
  20877. * Specifies that the submesh is ready to be used
  20878. * @param mesh defines the mesh to check
  20879. * @param subMesh defines which submesh to check
  20880. * @param useInstances specifies that instances should be used
  20881. * @returns a boolean indicating that the submesh is ready or not
  20882. */
  20883. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  20884. /**
  20885. * Returns the material effect
  20886. * @returns the effect associated with the material
  20887. */
  20888. getEffect(): Nullable<Effect>;
  20889. /**
  20890. * Returns the current scene
  20891. * @returns a Scene
  20892. */
  20893. getScene(): Scene;
  20894. /**
  20895. * Specifies if the material will require alpha blending
  20896. * @returns a boolean specifying if alpha blending is needed
  20897. */
  20898. needAlphaBlending(): boolean;
  20899. /**
  20900. * Specifies if the mesh will require alpha blending
  20901. * @param mesh defines the mesh to check
  20902. * @returns a boolean specifying if alpha blending is needed for the mesh
  20903. */
  20904. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  20905. /**
  20906. * Specifies if this material should be rendered in alpha test mode
  20907. * @returns a boolean specifying if an alpha test is needed.
  20908. */
  20909. needAlphaTesting(): boolean;
  20910. /**
  20911. * Gets the texture used for the alpha test
  20912. * @returns the texture to use for alpha testing
  20913. */
  20914. getAlphaTestTexture(): Nullable<BaseTexture>;
  20915. /**
  20916. * Marks the material to indicate that it needs to be re-calculated
  20917. */
  20918. markDirty(): void;
  20919. /** @hidden */
  20920. _preBind(effect?: Effect, overrideOrientation?: Nullable<number>): boolean;
  20921. /**
  20922. * Binds the material to the mesh
  20923. * @param world defines the world transformation matrix
  20924. * @param mesh defines the mesh to bind the material to
  20925. */
  20926. bind(world: Matrix, mesh?: Mesh): void;
  20927. /**
  20928. * Binds the submesh to the material
  20929. * @param world defines the world transformation matrix
  20930. * @param mesh defines the mesh containing the submesh
  20931. * @param subMesh defines the submesh to bind the material to
  20932. */
  20933. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  20934. /**
  20935. * Binds the world matrix to the material
  20936. * @param world defines the world transformation matrix
  20937. */
  20938. bindOnlyWorldMatrix(world: Matrix): void;
  20939. /**
  20940. * Binds the scene's uniform buffer to the effect.
  20941. * @param effect defines the effect to bind to the scene uniform buffer
  20942. * @param sceneUbo defines the uniform buffer storing scene data
  20943. */
  20944. bindSceneUniformBuffer(effect: Effect, sceneUbo: UniformBuffer): void;
  20945. /**
  20946. * Binds the view matrix to the effect
  20947. * @param effect defines the effect to bind the view matrix to
  20948. */
  20949. bindView(effect: Effect): void;
  20950. /**
  20951. * Binds the view projection matrix to the effect
  20952. * @param effect defines the effect to bind the view projection matrix to
  20953. */
  20954. bindViewProjection(effect: Effect): void;
  20955. /**
  20956. * Specifies if material alpha testing should be turned on for the mesh
  20957. * @param mesh defines the mesh to check
  20958. */
  20959. protected _shouldTurnAlphaTestOn(mesh: AbstractMesh): boolean;
  20960. /**
  20961. * Processes to execute after binding the material to a mesh
  20962. * @param mesh defines the rendered mesh
  20963. */
  20964. protected _afterBind(mesh?: Mesh): void;
  20965. /**
  20966. * Unbinds the material from the mesh
  20967. */
  20968. unbind(): void;
  20969. /**
  20970. * Gets the active textures from the material
  20971. * @returns an array of textures
  20972. */
  20973. getActiveTextures(): BaseTexture[];
  20974. /**
  20975. * Specifies if the material uses a texture
  20976. * @param texture defines the texture to check against the material
  20977. * @returns a boolean specifying if the material uses the texture
  20978. */
  20979. hasTexture(texture: BaseTexture): boolean;
  20980. /**
  20981. * Makes a duplicate of the material, and gives it a new name
  20982. * @param name defines the new name for the duplicated material
  20983. * @returns the cloned material
  20984. */
  20985. clone(name: string): Nullable<Material>;
  20986. /**
  20987. * Gets the meshes bound to the material
  20988. * @returns an array of meshes bound to the material
  20989. */
  20990. getBindedMeshes(): AbstractMesh[];
  20991. /**
  20992. * Force shader compilation
  20993. * @param mesh defines the mesh associated with this material
  20994. * @param onCompiled defines a function to execute once the material is compiled
  20995. * @param options defines the options to configure the compilation
  20996. */
  20997. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
  20998. clipPlane: boolean;
  20999. }>): void;
  21000. /**
  21001. * Force shader compilation
  21002. * @param mesh defines the mesh that will use this material
  21003. * @param options defines additional options for compiling the shaders
  21004. * @returns a promise that resolves when the compilation completes
  21005. */
  21006. forceCompilationAsync(mesh: AbstractMesh, options?: Partial<{
  21007. clipPlane: boolean;
  21008. }>): Promise<void>;
  21009. private static readonly _AllDirtyCallBack;
  21010. private static readonly _ImageProcessingDirtyCallBack;
  21011. private static readonly _TextureDirtyCallBack;
  21012. private static readonly _FresnelDirtyCallBack;
  21013. private static readonly _MiscDirtyCallBack;
  21014. private static readonly _LightsDirtyCallBack;
  21015. private static readonly _AttributeDirtyCallBack;
  21016. private static _FresnelAndMiscDirtyCallBack;
  21017. private static _TextureAndMiscDirtyCallBack;
  21018. private static readonly _DirtyCallbackArray;
  21019. private static readonly _RunDirtyCallBacks;
  21020. /**
  21021. * Marks a define in the material to indicate that it needs to be re-computed
  21022. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  21023. */
  21024. markAsDirty(flag: number): void;
  21025. /**
  21026. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  21027. * @param func defines a function which checks material defines against the submeshes
  21028. */
  21029. protected _markAllSubMeshesAsDirty(func: (defines: MaterialDefines) => void): void;
  21030. /**
  21031. * Indicates that we need to re-calculated for all submeshes
  21032. */
  21033. protected _markAllSubMeshesAsAllDirty(): void;
  21034. /**
  21035. * Indicates that image processing needs to be re-calculated for all submeshes
  21036. */
  21037. protected _markAllSubMeshesAsImageProcessingDirty(): void;
  21038. /**
  21039. * Indicates that textures need to be re-calculated for all submeshes
  21040. */
  21041. protected _markAllSubMeshesAsTexturesDirty(): void;
  21042. /**
  21043. * Indicates that fresnel needs to be re-calculated for all submeshes
  21044. */
  21045. protected _markAllSubMeshesAsFresnelDirty(): void;
  21046. /**
  21047. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  21048. */
  21049. protected _markAllSubMeshesAsFresnelAndMiscDirty(): void;
  21050. /**
  21051. * Indicates that lights need to be re-calculated for all submeshes
  21052. */
  21053. protected _markAllSubMeshesAsLightsDirty(): void;
  21054. /**
  21055. * Indicates that attributes need to be re-calculated for all submeshes
  21056. */
  21057. protected _markAllSubMeshesAsAttributesDirty(): void;
  21058. /**
  21059. * Indicates that misc needs to be re-calculated for all submeshes
  21060. */
  21061. protected _markAllSubMeshesAsMiscDirty(): void;
  21062. /**
  21063. * Indicates that textures and misc need to be re-calculated for all submeshes
  21064. */
  21065. protected _markAllSubMeshesAsTexturesAndMiscDirty(): void;
  21066. /**
  21067. * Disposes the material
  21068. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  21069. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  21070. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  21071. */
  21072. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  21073. /** @hidden */
  21074. private releaseVertexArrayObject;
  21075. /**
  21076. * Serializes this material
  21077. * @returns the serialized material object
  21078. */
  21079. serialize(): any;
  21080. /**
  21081. * Creates a material from parsed material data
  21082. * @param parsedMaterial defines parsed material data
  21083. * @param scene defines the hosting scene
  21084. * @param rootUrl defines the root URL to use to load textures
  21085. * @returns a new material
  21086. */
  21087. static Parse(parsedMaterial: any, scene: Scene, rootUrl: string): Nullable<Material>;
  21088. }
  21089. }
  21090. declare module "babylonjs/Materials/multiMaterial" {
  21091. import { Nullable } from "babylonjs/types";
  21092. import { Scene } from "babylonjs/scene";
  21093. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  21094. import { BaseSubMesh } from "babylonjs/Meshes/subMesh";
  21095. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  21096. import { Material } from "babylonjs/Materials/material";
  21097. /**
  21098. * A multi-material is used to apply different materials to different parts of the same object without the need of
  21099. * separate meshes. This can be use to improve performances.
  21100. * @see http://doc.babylonjs.com/how_to/multi_materials
  21101. */
  21102. export class MultiMaterial extends Material {
  21103. private _subMaterials;
  21104. /**
  21105. * Gets or Sets the list of Materials used within the multi material.
  21106. * They need to be ordered according to the submeshes order in the associated mesh
  21107. */
  21108. subMaterials: Nullable<Material>[];
  21109. /**
  21110. * Function used to align with Node.getChildren()
  21111. * @returns the list of Materials used within the multi material
  21112. */
  21113. getChildren(): Nullable<Material>[];
  21114. /**
  21115. * Instantiates a new Multi Material
  21116. * A multi-material is used to apply different materials to different parts of the same object without the need of
  21117. * separate meshes. This can be use to improve performances.
  21118. * @see http://doc.babylonjs.com/how_to/multi_materials
  21119. * @param name Define the name in the scene
  21120. * @param scene Define the scene the material belongs to
  21121. */
  21122. constructor(name: string, scene: Scene);
  21123. private _hookArray;
  21124. /**
  21125. * Get one of the submaterial by its index in the submaterials array
  21126. * @param index The index to look the sub material at
  21127. * @returns The Material if the index has been defined
  21128. */
  21129. getSubMaterial(index: number): Nullable<Material>;
  21130. /**
  21131. * Get the list of active textures for the whole sub materials list.
  21132. * @returns All the textures that will be used during the rendering
  21133. */
  21134. getActiveTextures(): BaseTexture[];
  21135. /**
  21136. * Gets the current class name of the material e.g. "MultiMaterial"
  21137. * Mainly use in serialization.
  21138. * @returns the class name
  21139. */
  21140. getClassName(): string;
  21141. /**
  21142. * Checks if the material is ready to render the requested sub mesh
  21143. * @param mesh Define the mesh the submesh belongs to
  21144. * @param subMesh Define the sub mesh to look readyness for
  21145. * @param useInstances Define whether or not the material is used with instances
  21146. * @returns true if ready, otherwise false
  21147. */
  21148. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  21149. /**
  21150. * Clones the current material and its related sub materials
  21151. * @param name Define the name of the newly cloned material
  21152. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  21153. * @returns the cloned material
  21154. */
  21155. clone(name: string, cloneChildren?: boolean): MultiMaterial;
  21156. /**
  21157. * Serializes the materials into a JSON representation.
  21158. * @returns the JSON representation
  21159. */
  21160. serialize(): any;
  21161. /**
  21162. * Dispose the material and release its associated resources
  21163. * @param forceDisposeEffect Define if we want to force disposing the associated effect (if false the shader is not released and could be reuse later on)
  21164. * @param forceDisposeTextures Define if we want to force disposing the associated textures (if false, they will not be disposed and can still be use elsewhere in the app)
  21165. * @param forceDisposeChildren Define if we want to force disposing the associated submaterials (if false, they will not be disposed and can still be use elsewhere in the app)
  21166. */
  21167. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, forceDisposeChildren?: boolean): void;
  21168. /**
  21169. * Creates a MultiMaterial from parsed MultiMaterial data.
  21170. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  21171. * @param scene defines the hosting scene
  21172. * @returns a new MultiMaterial
  21173. */
  21174. static ParseMultiMaterial(parsedMultiMaterial: any, scene: Scene): MultiMaterial;
  21175. }
  21176. }
  21177. declare module "babylonjs/Meshes/subMesh" {
  21178. import { Nullable, IndicesArray, DeepImmutable, FloatArray } from "babylonjs/types";
  21179. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  21180. import { Engine } from "babylonjs/Engines/engine";
  21181. import { IntersectionInfo } from "babylonjs/Collisions/intersectionInfo";
  21182. import { ICullable, BoundingInfo } from "babylonjs/Culling/boundingInfo";
  21183. import { Effect } from "babylonjs/Materials/effect";
  21184. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  21185. import { Plane } from "babylonjs/Maths/math.plane";
  21186. import { Collider } from "babylonjs/Collisions/collider";
  21187. import { Material } from "babylonjs/Materials/material";
  21188. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  21189. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  21190. import { Mesh } from "babylonjs/Meshes/mesh";
  21191. import { Ray } from "babylonjs/Culling/ray";
  21192. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  21193. /**
  21194. * Base class for submeshes
  21195. */
  21196. export class BaseSubMesh {
  21197. /** @hidden */
  21198. _materialDefines: Nullable<MaterialDefines>;
  21199. /** @hidden */
  21200. _materialEffect: Nullable<Effect>;
  21201. /**
  21202. * Gets associated effect
  21203. */
  21204. readonly effect: Nullable<Effect>;
  21205. /**
  21206. * Sets associated effect (effect used to render this submesh)
  21207. * @param effect defines the effect to associate with
  21208. * @param defines defines the set of defines used to compile this effect
  21209. */
  21210. setEffect(effect: Nullable<Effect>, defines?: Nullable<MaterialDefines>): void;
  21211. }
  21212. /**
  21213. * Defines a subdivision inside a mesh
  21214. */
  21215. export class SubMesh extends BaseSubMesh implements ICullable {
  21216. /** the material index to use */
  21217. materialIndex: number;
  21218. /** vertex index start */
  21219. verticesStart: number;
  21220. /** vertices count */
  21221. verticesCount: number;
  21222. /** index start */
  21223. indexStart: number;
  21224. /** indices count */
  21225. indexCount: number;
  21226. /** @hidden */
  21227. _linesIndexCount: number;
  21228. private _mesh;
  21229. private _renderingMesh;
  21230. private _boundingInfo;
  21231. private _linesIndexBuffer;
  21232. /** @hidden */
  21233. _lastColliderWorldVertices: Nullable<Vector3[]>;
  21234. /** @hidden */
  21235. _trianglePlanes: Plane[];
  21236. /** @hidden */
  21237. _lastColliderTransformMatrix: Nullable<Matrix>;
  21238. /** @hidden */
  21239. _renderId: number;
  21240. /** @hidden */
  21241. _alphaIndex: number;
  21242. /** @hidden */
  21243. _distanceToCamera: number;
  21244. /** @hidden */
  21245. _id: number;
  21246. private _currentMaterial;
  21247. /**
  21248. * Add a new submesh to a mesh
  21249. * @param materialIndex defines the material index to use
  21250. * @param verticesStart defines vertex index start
  21251. * @param verticesCount defines vertices count
  21252. * @param indexStart defines index start
  21253. * @param indexCount defines indices count
  21254. * @param mesh defines the parent mesh
  21255. * @param renderingMesh defines an optional rendering mesh
  21256. * @param createBoundingBox defines if bounding box should be created for this submesh
  21257. * @returns the new submesh
  21258. */
  21259. static AddToMesh(materialIndex: number, verticesStart: number, verticesCount: number, indexStart: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean): SubMesh;
  21260. /**
  21261. * Creates a new submesh
  21262. * @param materialIndex defines the material index to use
  21263. * @param verticesStart defines vertex index start
  21264. * @param verticesCount defines vertices count
  21265. * @param indexStart defines index start
  21266. * @param indexCount defines indices count
  21267. * @param mesh defines the parent mesh
  21268. * @param renderingMesh defines an optional rendering mesh
  21269. * @param createBoundingBox defines if bounding box should be created for this submesh
  21270. */
  21271. constructor(
  21272. /** the material index to use */
  21273. materialIndex: number,
  21274. /** vertex index start */
  21275. verticesStart: number,
  21276. /** vertices count */
  21277. verticesCount: number,
  21278. /** index start */
  21279. indexStart: number,
  21280. /** indices count */
  21281. indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean);
  21282. /**
  21283. * Returns true if this submesh covers the entire parent mesh
  21284. * @ignorenaming
  21285. */
  21286. readonly IsGlobal: boolean;
  21287. /**
  21288. * Returns the submesh BoudingInfo object
  21289. * @returns current bounding info (or mesh's one if the submesh is global)
  21290. */
  21291. getBoundingInfo(): BoundingInfo;
  21292. /**
  21293. * Sets the submesh BoundingInfo
  21294. * @param boundingInfo defines the new bounding info to use
  21295. * @returns the SubMesh
  21296. */
  21297. setBoundingInfo(boundingInfo: BoundingInfo): SubMesh;
  21298. /**
  21299. * Returns the mesh of the current submesh
  21300. * @return the parent mesh
  21301. */
  21302. getMesh(): AbstractMesh;
  21303. /**
  21304. * Returns the rendering mesh of the submesh
  21305. * @returns the rendering mesh (could be different from parent mesh)
  21306. */
  21307. getRenderingMesh(): Mesh;
  21308. /**
  21309. * Returns the submesh material
  21310. * @returns null or the current material
  21311. */
  21312. getMaterial(): Nullable<Material>;
  21313. /**
  21314. * Sets a new updated BoundingInfo object to the submesh
  21315. * @param data defines an optional position array to use to determine the bounding info
  21316. * @returns the SubMesh
  21317. */
  21318. refreshBoundingInfo(data?: Nullable<FloatArray>): SubMesh;
  21319. /** @hidden */
  21320. _checkCollision(collider: Collider): boolean;
  21321. /**
  21322. * Updates the submesh BoundingInfo
  21323. * @param world defines the world matrix to use to update the bounding info
  21324. * @returns the submesh
  21325. */
  21326. updateBoundingInfo(world: DeepImmutable<Matrix>): SubMesh;
  21327. /**
  21328. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  21329. * @param frustumPlanes defines the frustum planes
  21330. * @returns true if the submesh is intersecting with the frustum
  21331. */
  21332. isInFrustum(frustumPlanes: Plane[]): boolean;
  21333. /**
  21334. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  21335. * @param frustumPlanes defines the frustum planes
  21336. * @returns true if the submesh is inside the frustum
  21337. */
  21338. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  21339. /**
  21340. * Renders the submesh
  21341. * @param enableAlphaMode defines if alpha needs to be used
  21342. * @returns the submesh
  21343. */
  21344. render(enableAlphaMode: boolean): SubMesh;
  21345. /**
  21346. * @hidden
  21347. */
  21348. _getLinesIndexBuffer(indices: IndicesArray, engine: Engine): DataBuffer;
  21349. /**
  21350. * Checks if the submesh intersects with a ray
  21351. * @param ray defines the ray to test
  21352. * @returns true is the passed ray intersects the submesh bounding box
  21353. */
  21354. canIntersects(ray: Ray): boolean;
  21355. /**
  21356. * Intersects current submesh with a ray
  21357. * @param ray defines the ray to test
  21358. * @param positions defines mesh's positions array
  21359. * @param indices defines mesh's indices array
  21360. * @param fastCheck defines if only bounding info should be used
  21361. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  21362. * @returns intersection info or null if no intersection
  21363. */
  21364. intersects(ray: Ray, positions: Vector3[], indices: IndicesArray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<IntersectionInfo>;
  21365. /** @hidden */
  21366. private _intersectLines;
  21367. /** @hidden */
  21368. private _intersectUnIndexedLines;
  21369. /** @hidden */
  21370. private _intersectTriangles;
  21371. /** @hidden */
  21372. private _intersectUnIndexedTriangles;
  21373. /** @hidden */
  21374. _rebuild(): void;
  21375. /**
  21376. * Creates a new submesh from the passed mesh
  21377. * @param newMesh defines the new hosting mesh
  21378. * @param newRenderingMesh defines an optional rendering mesh
  21379. * @returns the new submesh
  21380. */
  21381. clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh;
  21382. /**
  21383. * Release associated resources
  21384. */
  21385. dispose(): void;
  21386. /**
  21387. * Gets the class name
  21388. * @returns the string "SubMesh".
  21389. */
  21390. getClassName(): string;
  21391. /**
  21392. * Creates a new submesh from indices data
  21393. * @param materialIndex the index of the main mesh material
  21394. * @param startIndex the index where to start the copy in the mesh indices array
  21395. * @param indexCount the number of indices to copy then from the startIndex
  21396. * @param mesh the main mesh to create the submesh from
  21397. * @param renderingMesh the optional rendering mesh
  21398. * @returns a new submesh
  21399. */
  21400. static CreateFromIndices(materialIndex: number, startIndex: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh): SubMesh;
  21401. }
  21402. }
  21403. declare module "babylonjs/Loading/sceneLoaderFlags" {
  21404. /**
  21405. * Class used to represent data loading progression
  21406. */
  21407. export class SceneLoaderFlags {
  21408. private static _ForceFullSceneLoadingForIncremental;
  21409. private static _ShowLoadingScreen;
  21410. private static _CleanBoneMatrixWeights;
  21411. private static _loggingLevel;
  21412. /**
  21413. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  21414. */
  21415. static ForceFullSceneLoadingForIncremental: boolean;
  21416. /**
  21417. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  21418. */
  21419. static ShowLoadingScreen: boolean;
  21420. /**
  21421. * Defines the current logging level (while loading the scene)
  21422. * @ignorenaming
  21423. */
  21424. static loggingLevel: number;
  21425. /**
  21426. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  21427. */
  21428. static CleanBoneMatrixWeights: boolean;
  21429. }
  21430. }
  21431. declare module "babylonjs/Meshes/geometry" {
  21432. import { Nullable, FloatArray, DataArray, IndicesArray } from "babylonjs/types";
  21433. import { Scene } from "babylonjs/scene";
  21434. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  21435. import { Engine } from "babylonjs/Engines/engine";
  21436. import { IGetSetVerticesData, VertexData } from "babylonjs/Meshes/mesh.vertexData";
  21437. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  21438. import { Effect } from "babylonjs/Materials/effect";
  21439. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  21440. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  21441. import { Mesh } from "babylonjs/Meshes/mesh";
  21442. /**
  21443. * Class used to store geometry data (vertex buffers + index buffer)
  21444. */
  21445. export class Geometry implements IGetSetVerticesData {
  21446. /**
  21447. * Gets or sets the ID of the geometry
  21448. */
  21449. id: string;
  21450. /**
  21451. * Gets or sets the unique ID of the geometry
  21452. */
  21453. uniqueId: number;
  21454. /**
  21455. * Gets the delay loading state of the geometry (none by default which means not delayed)
  21456. */
  21457. delayLoadState: number;
  21458. /**
  21459. * Gets the file containing the data to load when running in delay load state
  21460. */
  21461. delayLoadingFile: Nullable<string>;
  21462. /**
  21463. * Callback called when the geometry is updated
  21464. */
  21465. onGeometryUpdated: (geometry: Geometry, kind?: string) => void;
  21466. private _scene;
  21467. private _engine;
  21468. private _meshes;
  21469. private _totalVertices;
  21470. /** @hidden */
  21471. _indices: IndicesArray;
  21472. /** @hidden */
  21473. _vertexBuffers: {
  21474. [key: string]: VertexBuffer;
  21475. };
  21476. private _isDisposed;
  21477. private _extend;
  21478. private _boundingBias;
  21479. /** @hidden */
  21480. _delayInfo: Array<string>;
  21481. private _indexBuffer;
  21482. private _indexBufferIsUpdatable;
  21483. /** @hidden */
  21484. _boundingInfo: Nullable<BoundingInfo>;
  21485. /** @hidden */
  21486. _delayLoadingFunction: Nullable<(any: any, geometry: Geometry) => void>;
  21487. /** @hidden */
  21488. _softwareSkinningFrameId: number;
  21489. private _vertexArrayObjects;
  21490. private _updatable;
  21491. /** @hidden */
  21492. _positions: Nullable<Vector3[]>;
  21493. /**
  21494. * Gets or sets the Bias Vector to apply on the bounding elements (box/sphere), the max extend is computed as v += v * bias.x + bias.y, the min is computed as v -= v * bias.x + bias.y
  21495. */
  21496. /**
  21497. * Gets or sets the Bias Vector to apply on the bounding elements (box/sphere), the max extend is computed as v += v * bias.x + bias.y, the min is computed as v -= v * bias.x + bias.y
  21498. */
  21499. boundingBias: Vector2;
  21500. /**
  21501. * Static function used to attach a new empty geometry to a mesh
  21502. * @param mesh defines the mesh to attach the geometry to
  21503. * @returns the new Geometry
  21504. */
  21505. static CreateGeometryForMesh(mesh: Mesh): Geometry;
  21506. /**
  21507. * Creates a new geometry
  21508. * @param id defines the unique ID
  21509. * @param scene defines the hosting scene
  21510. * @param vertexData defines the VertexData used to get geometry data
  21511. * @param updatable defines if geometry must be updatable (false by default)
  21512. * @param mesh defines the mesh that will be associated with the geometry
  21513. */
  21514. constructor(id: string, scene: Scene, vertexData?: VertexData, updatable?: boolean, mesh?: Nullable<Mesh>);
  21515. /**
  21516. * Gets the current extend of the geometry
  21517. */
  21518. readonly extend: {
  21519. minimum: Vector3;
  21520. maximum: Vector3;
  21521. };
  21522. /**
  21523. * Gets the hosting scene
  21524. * @returns the hosting Scene
  21525. */
  21526. getScene(): Scene;
  21527. /**
  21528. * Gets the hosting engine
  21529. * @returns the hosting Engine
  21530. */
  21531. getEngine(): Engine;
  21532. /**
  21533. * Defines if the geometry is ready to use
  21534. * @returns true if the geometry is ready to be used
  21535. */
  21536. isReady(): boolean;
  21537. /**
  21538. * Gets a value indicating that the geometry should not be serialized
  21539. */
  21540. readonly doNotSerialize: boolean;
  21541. /** @hidden */
  21542. _rebuild(): void;
  21543. /**
  21544. * Affects all geometry data in one call
  21545. * @param vertexData defines the geometry data
  21546. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  21547. */
  21548. setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  21549. /**
  21550. * Set specific vertex data
  21551. * @param kind defines the data kind (Position, normal, etc...)
  21552. * @param data defines the vertex data to use
  21553. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  21554. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  21555. */
  21556. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): void;
  21557. /**
  21558. * Removes a specific vertex data
  21559. * @param kind defines the data kind (Position, normal, etc...)
  21560. */
  21561. removeVerticesData(kind: string): void;
  21562. /**
  21563. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  21564. * @param buffer defines the vertex buffer to use
  21565. * @param totalVertices defines the total number of vertices for position kind (could be null)
  21566. */
  21567. setVerticesBuffer(buffer: VertexBuffer, totalVertices?: Nullable<number>): void;
  21568. /**
  21569. * Update a specific vertex buffer
  21570. * This function will directly update the underlying DataBuffer according to the passed numeric array or Float32Array
  21571. * It will do nothing if the buffer is not updatable
  21572. * @param kind defines the data kind (Position, normal, etc...)
  21573. * @param data defines the data to use
  21574. * @param offset defines the offset in the target buffer where to store the data
  21575. * @param useBytes set to true if the offset is in bytes
  21576. */
  21577. updateVerticesDataDirectly(kind: string, data: DataArray, offset: number, useBytes?: boolean): void;
  21578. /**
  21579. * Update a specific vertex buffer
  21580. * This function will create a new buffer if the current one is not updatable
  21581. * @param kind defines the data kind (Position, normal, etc...)
  21582. * @param data defines the data to use
  21583. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  21584. */
  21585. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean): void;
  21586. private _updateBoundingInfo;
  21587. /** @hidden */
  21588. _bind(effect: Nullable<Effect>, indexToBind?: Nullable<DataBuffer>): void;
  21589. /**
  21590. * Gets total number of vertices
  21591. * @returns the total number of vertices
  21592. */
  21593. getTotalVertices(): number;
  21594. /**
  21595. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  21596. * @param kind defines the data kind (Position, normal, etc...)
  21597. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  21598. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21599. * @returns a float array containing vertex data
  21600. */
  21601. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  21602. /**
  21603. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  21604. * @param kind defines the data kind (Position, normal, etc...)
  21605. * @returns true if the vertex buffer with the specified kind is updatable
  21606. */
  21607. isVertexBufferUpdatable(kind: string): boolean;
  21608. /**
  21609. * Gets a specific vertex buffer
  21610. * @param kind defines the data kind (Position, normal, etc...)
  21611. * @returns a VertexBuffer
  21612. */
  21613. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  21614. /**
  21615. * Returns all vertex buffers
  21616. * @return an object holding all vertex buffers indexed by kind
  21617. */
  21618. getVertexBuffers(): Nullable<{
  21619. [key: string]: VertexBuffer;
  21620. }>;
  21621. /**
  21622. * Gets a boolean indicating if specific vertex buffer is present
  21623. * @param kind defines the data kind (Position, normal, etc...)
  21624. * @returns true if data is present
  21625. */
  21626. isVerticesDataPresent(kind: string): boolean;
  21627. /**
  21628. * Gets a list of all attached data kinds (Position, normal, etc...)
  21629. * @returns a list of string containing all kinds
  21630. */
  21631. getVerticesDataKinds(): string[];
  21632. /**
  21633. * Update index buffer
  21634. * @param indices defines the indices to store in the index buffer
  21635. * @param offset defines the offset in the target buffer where to store the data
  21636. * @param gpuMemoryOnly defines a boolean indicating that only the GPU memory must be updated leaving the CPU version of the indices unchanged (false by default)
  21637. */
  21638. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): void;
  21639. /**
  21640. * Creates a new index buffer
  21641. * @param indices defines the indices to store in the index buffer
  21642. * @param totalVertices defines the total number of vertices (could be null)
  21643. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  21644. */
  21645. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): void;
  21646. /**
  21647. * Return the total number of indices
  21648. * @returns the total number of indices
  21649. */
  21650. getTotalIndices(): number;
  21651. /**
  21652. * Gets the index buffer array
  21653. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  21654. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21655. * @returns the index buffer array
  21656. */
  21657. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  21658. /**
  21659. * Gets the index buffer
  21660. * @return the index buffer
  21661. */
  21662. getIndexBuffer(): Nullable<DataBuffer>;
  21663. /** @hidden */
  21664. _releaseVertexArrayObject(effect?: Nullable<Effect>): void;
  21665. /**
  21666. * Release the associated resources for a specific mesh
  21667. * @param mesh defines the source mesh
  21668. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  21669. */
  21670. releaseForMesh(mesh: Mesh, shouldDispose?: boolean): void;
  21671. /**
  21672. * Apply current geometry to a given mesh
  21673. * @param mesh defines the mesh to apply geometry to
  21674. */
  21675. applyToMesh(mesh: Mesh): void;
  21676. private _updateExtend;
  21677. private _applyToMesh;
  21678. private notifyUpdate;
  21679. /**
  21680. * Load the geometry if it was flagged as delay loaded
  21681. * @param scene defines the hosting scene
  21682. * @param onLoaded defines a callback called when the geometry is loaded
  21683. */
  21684. load(scene: Scene, onLoaded?: () => void): void;
  21685. private _queueLoad;
  21686. /**
  21687. * Invert the geometry to move from a right handed system to a left handed one.
  21688. */
  21689. toLeftHanded(): void;
  21690. /** @hidden */
  21691. _resetPointsArrayCache(): void;
  21692. /** @hidden */
  21693. _generatePointsArray(): boolean;
  21694. /**
  21695. * Gets a value indicating if the geometry is disposed
  21696. * @returns true if the geometry was disposed
  21697. */
  21698. isDisposed(): boolean;
  21699. private _disposeVertexArrayObjects;
  21700. /**
  21701. * Free all associated resources
  21702. */
  21703. dispose(): void;
  21704. /**
  21705. * Clone the current geometry into a new geometry
  21706. * @param id defines the unique ID of the new geometry
  21707. * @returns a new geometry object
  21708. */
  21709. copy(id: string): Geometry;
  21710. /**
  21711. * Serialize the current geometry info (and not the vertices data) into a JSON object
  21712. * @return a JSON representation of the current geometry data (without the vertices data)
  21713. */
  21714. serialize(): any;
  21715. private toNumberArray;
  21716. /**
  21717. * Serialize all vertices data into a JSON oject
  21718. * @returns a JSON representation of the current geometry data
  21719. */
  21720. serializeVerticeData(): any;
  21721. /**
  21722. * Extracts a clone of a mesh geometry
  21723. * @param mesh defines the source mesh
  21724. * @param id defines the unique ID of the new geometry object
  21725. * @returns the new geometry object
  21726. */
  21727. static ExtractFromMesh(mesh: Mesh, id: string): Nullable<Geometry>;
  21728. /**
  21729. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  21730. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  21731. * Be aware Math.random() could cause collisions, but:
  21732. * "All but 6 of the 128 bits of the ID are randomly generated, which means that for any two ids, there's a 1 in 2^^122 (or 5.3x10^^36) chance they'll collide"
  21733. * @returns a string containing a new GUID
  21734. */
  21735. static RandomId(): string;
  21736. /** @hidden */
  21737. static _ImportGeometry(parsedGeometry: any, mesh: Mesh): void;
  21738. private static _CleanMatricesWeights;
  21739. /**
  21740. * Create a new geometry from persisted data (Using .babylon file format)
  21741. * @param parsedVertexData defines the persisted data
  21742. * @param scene defines the hosting scene
  21743. * @param rootUrl defines the root url to use to load assets (like delayed data)
  21744. * @returns the new geometry object
  21745. */
  21746. static Parse(parsedVertexData: any, scene: Scene, rootUrl: string): Nullable<Geometry>;
  21747. }
  21748. }
  21749. declare module "babylonjs/Meshes/mesh.vertexData" {
  21750. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  21751. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  21752. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  21753. import { Geometry } from "babylonjs/Meshes/geometry";
  21754. import { Mesh } from "babylonjs/Meshes/mesh";
  21755. /**
  21756. * Define an interface for all classes that will get and set the data on vertices
  21757. */
  21758. export interface IGetSetVerticesData {
  21759. /**
  21760. * Gets a boolean indicating if specific vertex data is present
  21761. * @param kind defines the vertex data kind to use
  21762. * @returns true is data kind is present
  21763. */
  21764. isVerticesDataPresent(kind: string): boolean;
  21765. /**
  21766. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  21767. * @param kind defines the data kind (Position, normal, etc...)
  21768. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  21769. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21770. * @returns a float array containing vertex data
  21771. */
  21772. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  21773. /**
  21774. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  21775. * @param copyWhenShared If true (default false) and and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.
  21776. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21777. * @returns the indices array or an empty array if the mesh has no geometry
  21778. */
  21779. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  21780. /**
  21781. * Set specific vertex data
  21782. * @param kind defines the data kind (Position, normal, etc...)
  21783. * @param data defines the vertex data to use
  21784. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  21785. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  21786. */
  21787. setVerticesData(kind: string, data: FloatArray, updatable: boolean): void;
  21788. /**
  21789. * Update a specific associated vertex buffer
  21790. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  21791. * - VertexBuffer.PositionKind
  21792. * - VertexBuffer.UVKind
  21793. * - VertexBuffer.UV2Kind
  21794. * - VertexBuffer.UV3Kind
  21795. * - VertexBuffer.UV4Kind
  21796. * - VertexBuffer.UV5Kind
  21797. * - VertexBuffer.UV6Kind
  21798. * - VertexBuffer.ColorKind
  21799. * - VertexBuffer.MatricesIndicesKind
  21800. * - VertexBuffer.MatricesIndicesExtraKind
  21801. * - VertexBuffer.MatricesWeightsKind
  21802. * - VertexBuffer.MatricesWeightsExtraKind
  21803. * @param data defines the data source
  21804. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  21805. * @param makeItUnique defines if the geometry associated with the mesh must be cloned to make the change only for this mesh (and not all meshes associated with the same geometry)
  21806. */
  21807. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): void;
  21808. /**
  21809. * Creates a new index buffer
  21810. * @param indices defines the indices to store in the index buffer
  21811. * @param totalVertices defines the total number of vertices (could be null)
  21812. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  21813. */
  21814. setIndices(indices: IndicesArray, totalVertices: Nullable<number>, updatable?: boolean): void;
  21815. }
  21816. /**
  21817. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  21818. */
  21819. export class VertexData {
  21820. /**
  21821. * Mesh side orientation : usually the external or front surface
  21822. */
  21823. static readonly FRONTSIDE: number;
  21824. /**
  21825. * Mesh side orientation : usually the internal or back surface
  21826. */
  21827. static readonly BACKSIDE: number;
  21828. /**
  21829. * Mesh side orientation : both internal and external or front and back surfaces
  21830. */
  21831. static readonly DOUBLESIDE: number;
  21832. /**
  21833. * Mesh side orientation : by default, `FRONTSIDE`
  21834. */
  21835. static readonly DEFAULTSIDE: number;
  21836. /**
  21837. * An array of the x, y, z position of each vertex [...., x, y, z, .....]
  21838. */
  21839. positions: Nullable<FloatArray>;
  21840. /**
  21841. * An array of the x, y, z normal vector of each vertex [...., x, y, z, .....]
  21842. */
  21843. normals: Nullable<FloatArray>;
  21844. /**
  21845. * An array of the x, y, z tangent vector of each vertex [...., x, y, z, .....]
  21846. */
  21847. tangents: Nullable<FloatArray>;
  21848. /**
  21849. * An array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21850. */
  21851. uvs: Nullable<FloatArray>;
  21852. /**
  21853. * A second array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21854. */
  21855. uvs2: Nullable<FloatArray>;
  21856. /**
  21857. * A third array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21858. */
  21859. uvs3: Nullable<FloatArray>;
  21860. /**
  21861. * A fourth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21862. */
  21863. uvs4: Nullable<FloatArray>;
  21864. /**
  21865. * A fifth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21866. */
  21867. uvs5: Nullable<FloatArray>;
  21868. /**
  21869. * A sixth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21870. */
  21871. uvs6: Nullable<FloatArray>;
  21872. /**
  21873. * An array of the r, g, b, a, color of each vertex [...., r, g, b, a, .....]
  21874. */
  21875. colors: Nullable<FloatArray>;
  21876. /**
  21877. * An array containing the list of indices to the array of matrices produced by bones, each vertex have up to 4 indices (8 if the matricesIndicesExtra is set).
  21878. */
  21879. matricesIndices: Nullable<FloatArray>;
  21880. /**
  21881. * An array containing the list of weights defining the weight of each indexed matrix in the final computation
  21882. */
  21883. matricesWeights: Nullable<FloatArray>;
  21884. /**
  21885. * An array extending the number of possible indices
  21886. */
  21887. matricesIndicesExtra: Nullable<FloatArray>;
  21888. /**
  21889. * An array extending the number of possible weights when the number of indices is extended
  21890. */
  21891. matricesWeightsExtra: Nullable<FloatArray>;
  21892. /**
  21893. * An array of i, j, k the three vertex indices required for each triangular facet [...., i, j, k .....]
  21894. */
  21895. indices: Nullable<IndicesArray>;
  21896. /**
  21897. * Uses the passed data array to set the set the values for the specified kind of data
  21898. * @param data a linear array of floating numbers
  21899. * @param kind the type of data that is being set, eg positions, colors etc
  21900. */
  21901. set(data: FloatArray, kind: string): void;
  21902. /**
  21903. * Associates the vertexData to the passed Mesh.
  21904. * Sets it as updatable or not (default `false`)
  21905. * @param mesh the mesh the vertexData is applied to
  21906. * @param updatable when used and having the value true allows new data to update the vertexData
  21907. * @returns the VertexData
  21908. */
  21909. applyToMesh(mesh: Mesh, updatable?: boolean): VertexData;
  21910. /**
  21911. * Associates the vertexData to the passed Geometry.
  21912. * Sets it as updatable or not (default `false`)
  21913. * @param geometry the geometry the vertexData is applied to
  21914. * @param updatable when used and having the value true allows new data to update the vertexData
  21915. * @returns VertexData
  21916. */
  21917. applyToGeometry(geometry: Geometry, updatable?: boolean): VertexData;
  21918. /**
  21919. * Updates the associated mesh
  21920. * @param mesh the mesh to be updated
  21921. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  21922. * @param makeItUnique when true, and when and if position kind is updated, a new global geometry will be created from these positions and set to the mesh, optional with default false
  21923. * @returns VertexData
  21924. */
  21925. updateMesh(mesh: Mesh): VertexData;
  21926. /**
  21927. * Updates the associated geometry
  21928. * @param geometry the geometry to be updated
  21929. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  21930. * @param makeItUnique when true, and when and if position kind is updated, a new global geometry will be created from these positions and set to the mesh, optional with default false
  21931. * @returns VertexData.
  21932. */
  21933. updateGeometry(geometry: Geometry): VertexData;
  21934. private _applyTo;
  21935. private _update;
  21936. /**
  21937. * Transforms each position and each normal of the vertexData according to the passed Matrix
  21938. * @param matrix the transforming matrix
  21939. * @returns the VertexData
  21940. */
  21941. transform(matrix: Matrix): VertexData;
  21942. /**
  21943. * Merges the passed VertexData into the current one
  21944. * @param other the VertexData to be merged into the current one
  21945. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  21946. * @returns the modified VertexData
  21947. */
  21948. merge(other: VertexData, use32BitsIndices?: boolean): VertexData;
  21949. private _mergeElement;
  21950. private _validate;
  21951. /**
  21952. * Serializes the VertexData
  21953. * @returns a serialized object
  21954. */
  21955. serialize(): any;
  21956. /**
  21957. * Extracts the vertexData from a mesh
  21958. * @param mesh the mesh from which to extract the VertexData
  21959. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  21960. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  21961. * @returns the object VertexData associated to the passed mesh
  21962. */
  21963. static ExtractFromMesh(mesh: Mesh, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  21964. /**
  21965. * Extracts the vertexData from the geometry
  21966. * @param geometry the geometry from which to extract the VertexData
  21967. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  21968. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  21969. * @returns the object VertexData associated to the passed mesh
  21970. */
  21971. static ExtractFromGeometry(geometry: Geometry, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  21972. private static _ExtractFrom;
  21973. /**
  21974. * Creates the VertexData for a Ribbon
  21975. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  21976. * * pathArray array of paths, each of which an array of successive Vector3
  21977. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  21978. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  21979. * * offset a positive integer, only used when pathArray contains a single path (offset = 10 means the point 1 is joined to the point 11), default rounded half size of the pathArray length
  21980. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  21981. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  21982. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  21983. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  21984. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  21985. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  21986. * @returns the VertexData of the ribbon
  21987. */
  21988. static CreateRibbon(options: {
  21989. pathArray: Vector3[][];
  21990. closeArray?: boolean;
  21991. closePath?: boolean;
  21992. offset?: number;
  21993. sideOrientation?: number;
  21994. frontUVs?: Vector4;
  21995. backUVs?: Vector4;
  21996. invertUV?: boolean;
  21997. uvs?: Vector2[];
  21998. colors?: Color4[];
  21999. }): VertexData;
  22000. /**
  22001. * Creates the VertexData for a box
  22002. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22003. * * size sets the width, height and depth of the box to the value of size, optional default 1
  22004. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  22005. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  22006. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  22007. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  22008. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  22009. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22010. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22011. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22012. * @returns the VertexData of the box
  22013. */
  22014. static CreateBox(options: {
  22015. size?: number;
  22016. width?: number;
  22017. height?: number;
  22018. depth?: number;
  22019. faceUV?: Vector4[];
  22020. faceColors?: Color4[];
  22021. sideOrientation?: number;
  22022. frontUVs?: Vector4;
  22023. backUVs?: Vector4;
  22024. }): VertexData;
  22025. /**
  22026. * Creates the VertexData for a tiled box
  22027. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22028. * * faceTiles sets the pattern, tile size and number of tiles for a face
  22029. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  22030. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  22031. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22032. * @returns the VertexData of the box
  22033. */
  22034. static CreateTiledBox(options: {
  22035. pattern?: number;
  22036. width?: number;
  22037. height?: number;
  22038. depth?: number;
  22039. tileSize?: number;
  22040. tileWidth?: number;
  22041. tileHeight?: number;
  22042. alignHorizontal?: number;
  22043. alignVertical?: number;
  22044. faceUV?: Vector4[];
  22045. faceColors?: Color4[];
  22046. sideOrientation?: number;
  22047. }): VertexData;
  22048. /**
  22049. * Creates the VertexData for a tiled plane
  22050. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22051. * * pattern a limited pattern arrangement depending on the number
  22052. * * tileSize sets the width, height and depth of the tile to the value of size, optional default 1
  22053. * * tileWidth sets the width (x direction) of the tile, overwrites the width set by size, optional, default size
  22054. * * tileHeight sets the height (y direction) of the tile, overwrites the height set by size, optional, default size
  22055. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22056. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22057. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22058. * @returns the VertexData of the tiled plane
  22059. */
  22060. static CreateTiledPlane(options: {
  22061. pattern?: number;
  22062. tileSize?: number;
  22063. tileWidth?: number;
  22064. tileHeight?: number;
  22065. size?: number;
  22066. width?: number;
  22067. height?: number;
  22068. alignHorizontal?: number;
  22069. alignVertical?: number;
  22070. sideOrientation?: number;
  22071. frontUVs?: Vector4;
  22072. backUVs?: Vector4;
  22073. }): VertexData;
  22074. /**
  22075. * Creates the VertexData for an ellipsoid, defaults to a sphere
  22076. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22077. * * segments sets the number of horizontal strips optional, default 32
  22078. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  22079. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  22080. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  22081. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  22082. * * arc a number from 0 to 1, to create an unclosed ellipsoid based on the fraction of the circumference (latitude) given by the arc value, optional, default 1
  22083. * * slice a number from 0 to 1, to create an unclosed ellipsoid based on the fraction of the height (latitude) given by the arc value, optional, default 1
  22084. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22085. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22086. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22087. * @returns the VertexData of the ellipsoid
  22088. */
  22089. static CreateSphere(options: {
  22090. segments?: number;
  22091. diameter?: number;
  22092. diameterX?: number;
  22093. diameterY?: number;
  22094. diameterZ?: number;
  22095. arc?: number;
  22096. slice?: number;
  22097. sideOrientation?: number;
  22098. frontUVs?: Vector4;
  22099. backUVs?: Vector4;
  22100. }): VertexData;
  22101. /**
  22102. * Creates the VertexData for a cylinder, cone or prism
  22103. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22104. * * height sets the height (y direction) of the cylinder, optional, default 2
  22105. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  22106. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  22107. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  22108. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  22109. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  22110. * * arc a number from 0 to 1, to create an unclosed cylinder based on the fraction of the circumference given by the arc value, optional, default 1
  22111. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22112. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22113. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  22114. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  22115. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22116. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22117. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22118. * @returns the VertexData of the cylinder, cone or prism
  22119. */
  22120. static CreateCylinder(options: {
  22121. height?: number;
  22122. diameterTop?: number;
  22123. diameterBottom?: number;
  22124. diameter?: number;
  22125. tessellation?: number;
  22126. subdivisions?: number;
  22127. arc?: number;
  22128. faceColors?: Color4[];
  22129. faceUV?: Vector4[];
  22130. hasRings?: boolean;
  22131. enclose?: boolean;
  22132. sideOrientation?: number;
  22133. frontUVs?: Vector4;
  22134. backUVs?: Vector4;
  22135. }): VertexData;
  22136. /**
  22137. * Creates the VertexData for a torus
  22138. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22139. * * diameter the diameter of the torus, optional default 1
  22140. * * thickness the diameter of the tube forming the torus, optional default 0.5
  22141. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  22142. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22143. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22144. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22145. * @returns the VertexData of the torus
  22146. */
  22147. static CreateTorus(options: {
  22148. diameter?: number;
  22149. thickness?: number;
  22150. tessellation?: number;
  22151. sideOrientation?: number;
  22152. frontUVs?: Vector4;
  22153. backUVs?: Vector4;
  22154. }): VertexData;
  22155. /**
  22156. * Creates the VertexData of the LineSystem
  22157. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  22158. * - lines an array of lines, each line being an array of successive Vector3
  22159. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  22160. * @returns the VertexData of the LineSystem
  22161. */
  22162. static CreateLineSystem(options: {
  22163. lines: Vector3[][];
  22164. colors?: Nullable<Color4[][]>;
  22165. }): VertexData;
  22166. /**
  22167. * Create the VertexData for a DashedLines
  22168. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  22169. * - points an array successive Vector3
  22170. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  22171. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  22172. * - dashNb the intended total number of dashes, optional, default 200
  22173. * @returns the VertexData for the DashedLines
  22174. */
  22175. static CreateDashedLines(options: {
  22176. points: Vector3[];
  22177. dashSize?: number;
  22178. gapSize?: number;
  22179. dashNb?: number;
  22180. }): VertexData;
  22181. /**
  22182. * Creates the VertexData for a Ground
  22183. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  22184. * - width the width (x direction) of the ground, optional, default 1
  22185. * - height the height (z direction) of the ground, optional, default 1
  22186. * - subdivisions the number of subdivisions per side, optional, default 1
  22187. * @returns the VertexData of the Ground
  22188. */
  22189. static CreateGround(options: {
  22190. width?: number;
  22191. height?: number;
  22192. subdivisions?: number;
  22193. subdivisionsX?: number;
  22194. subdivisionsY?: number;
  22195. }): VertexData;
  22196. /**
  22197. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  22198. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  22199. * * xmin the ground minimum X coordinate, optional, default -1
  22200. * * zmin the ground minimum Z coordinate, optional, default -1
  22201. * * xmax the ground maximum X coordinate, optional, default 1
  22202. * * zmax the ground maximum Z coordinate, optional, default 1
  22203. * * subdivisions a javascript object {w: positive integer, h: positive integer}, `w` and `h` are the numbers of subdivisions on the ground width and height creating 'tiles', default {w: 6, h: 6}
  22204. * * precision a javascript object {w: positive integer, h: positive integer}, `w` and `h` are the numbers of subdivisions on the tile width and height, default {w: 2, h: 2}
  22205. * @returns the VertexData of the TiledGround
  22206. */
  22207. static CreateTiledGround(options: {
  22208. xmin: number;
  22209. zmin: number;
  22210. xmax: number;
  22211. zmax: number;
  22212. subdivisions?: {
  22213. w: number;
  22214. h: number;
  22215. };
  22216. precision?: {
  22217. w: number;
  22218. h: number;
  22219. };
  22220. }): VertexData;
  22221. /**
  22222. * Creates the VertexData of the Ground designed from a heightmap
  22223. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  22224. * * width the width (x direction) of the ground
  22225. * * height the height (z direction) of the ground
  22226. * * subdivisions the number of subdivisions per side
  22227. * * minHeight the minimum altitude on the ground, optional, default 0
  22228. * * maxHeight the maximum altitude on the ground, optional default 1
  22229. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  22230. * * buffer the array holding the image color data
  22231. * * bufferWidth the width of image
  22232. * * bufferHeight the height of image
  22233. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  22234. * @returns the VertexData of the Ground designed from a heightmap
  22235. */
  22236. static CreateGroundFromHeightMap(options: {
  22237. width: number;
  22238. height: number;
  22239. subdivisions: number;
  22240. minHeight: number;
  22241. maxHeight: number;
  22242. colorFilter: Color3;
  22243. buffer: Uint8Array;
  22244. bufferWidth: number;
  22245. bufferHeight: number;
  22246. alphaFilter: number;
  22247. }): VertexData;
  22248. /**
  22249. * Creates the VertexData for a Plane
  22250. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  22251. * * size sets the width and height of the plane to the value of size, optional default 1
  22252. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  22253. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  22254. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22255. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22256. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22257. * @returns the VertexData of the box
  22258. */
  22259. static CreatePlane(options: {
  22260. size?: number;
  22261. width?: number;
  22262. height?: number;
  22263. sideOrientation?: number;
  22264. frontUVs?: Vector4;
  22265. backUVs?: Vector4;
  22266. }): VertexData;
  22267. /**
  22268. * Creates the VertexData of the Disc or regular Polygon
  22269. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  22270. * * radius the radius of the disc, optional default 0.5
  22271. * * tessellation the number of polygon sides, optional, default 64
  22272. * * arc a number from 0 to 1, to create an unclosed polygon based on the fraction of the circumference given by the arc value, optional, default 1
  22273. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22274. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22275. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22276. * @returns the VertexData of the box
  22277. */
  22278. static CreateDisc(options: {
  22279. radius?: number;
  22280. tessellation?: number;
  22281. arc?: number;
  22282. sideOrientation?: number;
  22283. frontUVs?: Vector4;
  22284. backUVs?: Vector4;
  22285. }): VertexData;
  22286. /**
  22287. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  22288. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  22289. * @param polygon a mesh built from polygonTriangulation.build()
  22290. * @param sideOrientation takes the values Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22291. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22292. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22293. * @param frontUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22294. * @param backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22295. * @returns the VertexData of the Polygon
  22296. */
  22297. static CreatePolygon(polygon: Mesh, sideOrientation: number, fUV?: Vector4[], fColors?: Color4[], frontUVs?: Vector4, backUVs?: Vector4): VertexData;
  22298. /**
  22299. * Creates the VertexData of the IcoSphere
  22300. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  22301. * * radius the radius of the IcoSphere, optional default 1
  22302. * * radiusX allows stretching in the x direction, optional, default radius
  22303. * * radiusY allows stretching in the y direction, optional, default radius
  22304. * * radiusZ allows stretching in the z direction, optional, default radius
  22305. * * flat when true creates a flat shaded mesh, optional, default true
  22306. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  22307. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22308. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22309. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22310. * @returns the VertexData of the IcoSphere
  22311. */
  22312. static CreateIcoSphere(options: {
  22313. radius?: number;
  22314. radiusX?: number;
  22315. radiusY?: number;
  22316. radiusZ?: number;
  22317. flat?: boolean;
  22318. subdivisions?: number;
  22319. sideOrientation?: number;
  22320. frontUVs?: Vector4;
  22321. backUVs?: Vector4;
  22322. }): VertexData;
  22323. /**
  22324. * Creates the VertexData for a Polyhedron
  22325. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  22326. * * type provided types are:
  22327. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  22328. * * 9 : Pentagonal Pyramid (J2), 10 : Triangular Dipyramid (J12), 11 : Pentagonal Dipyramid (J13), 12 : Elongated Square Dipyramid (J15), 13 : Elongated Pentagonal Dipyramid (J16), 14 : Elongated Pentagonal Cupola (J20)
  22329. * * size the size of the IcoSphere, optional default 1
  22330. * * sizeX allows stretching in the x direction, optional, default size
  22331. * * sizeY allows stretching in the y direction, optional, default size
  22332. * * sizeZ allows stretching in the z direction, optional, default size
  22333. * * custom a number that overwrites the type to create from an extended set of polyhedron from https://www.babylonjs-playground.com/#21QRSK#15 with minimised editor
  22334. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22335. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22336. * * flat when true creates a flat shaded mesh, optional, default true
  22337. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  22338. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22339. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22340. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22341. * @returns the VertexData of the Polyhedron
  22342. */
  22343. static CreatePolyhedron(options: {
  22344. type?: number;
  22345. size?: number;
  22346. sizeX?: number;
  22347. sizeY?: number;
  22348. sizeZ?: number;
  22349. custom?: any;
  22350. faceUV?: Vector4[];
  22351. faceColors?: Color4[];
  22352. flat?: boolean;
  22353. sideOrientation?: number;
  22354. frontUVs?: Vector4;
  22355. backUVs?: Vector4;
  22356. }): VertexData;
  22357. /**
  22358. * Creates the VertexData for a TorusKnot
  22359. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  22360. * * radius the radius of the torus knot, optional, default 2
  22361. * * tube the thickness of the tube, optional, default 0.5
  22362. * * radialSegments the number of sides on each tube segments, optional, default 32
  22363. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  22364. * * p the number of windings around the z axis, optional, default 2
  22365. * * q the number of windings around the x axis, optional, default 3
  22366. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22367. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22368. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22369. * @returns the VertexData of the Torus Knot
  22370. */
  22371. static CreateTorusKnot(options: {
  22372. radius?: number;
  22373. tube?: number;
  22374. radialSegments?: number;
  22375. tubularSegments?: number;
  22376. p?: number;
  22377. q?: number;
  22378. sideOrientation?: number;
  22379. frontUVs?: Vector4;
  22380. backUVs?: Vector4;
  22381. }): VertexData;
  22382. /**
  22383. * Compute normals for given positions and indices
  22384. * @param positions an array of vertex positions, [...., x, y, z, ......]
  22385. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  22386. * @param normals an array of vertex normals, [...., x, y, z, ......]
  22387. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  22388. * * facetNormals : optional array of facet normals (vector3)
  22389. * * facetPositions : optional array of facet positions (vector3)
  22390. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  22391. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  22392. * * bInfo : optional bounding info, required for facetPartitioning computation
  22393. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  22394. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  22395. * * useRightHandedSystem: optional boolean to for right handed system computation
  22396. * * depthSort : optional boolean to enable the facet depth sort computation
  22397. * * distanceTo : optional Vector3 to compute the facet depth from this location
  22398. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  22399. */
  22400. static ComputeNormals(positions: any, indices: any, normals: any, options?: {
  22401. facetNormals?: any;
  22402. facetPositions?: any;
  22403. facetPartitioning?: any;
  22404. ratio?: number;
  22405. bInfo?: any;
  22406. bbSize?: Vector3;
  22407. subDiv?: any;
  22408. useRightHandedSystem?: boolean;
  22409. depthSort?: boolean;
  22410. distanceTo?: Vector3;
  22411. depthSortedFacets?: any;
  22412. }): void;
  22413. /** @hidden */
  22414. static _ComputeSides(sideOrientation: number, positions: FloatArray, indices: FloatArray, normals: FloatArray, uvs: FloatArray, frontUVs?: Vector4, backUVs?: Vector4): void;
  22415. /**
  22416. * Applies VertexData created from the imported parameters to the geometry
  22417. * @param parsedVertexData the parsed data from an imported file
  22418. * @param geometry the geometry to apply the VertexData to
  22419. */
  22420. static ImportVertexData(parsedVertexData: any, geometry: Geometry): void;
  22421. }
  22422. }
  22423. declare module "babylonjs/Morph/morphTarget" {
  22424. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  22425. import { Observable } from "babylonjs/Misc/observable";
  22426. import { Nullable, FloatArray } from "babylonjs/types";
  22427. import { Scene } from "babylonjs/scene";
  22428. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  22429. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  22430. /**
  22431. * Defines a target to use with MorphTargetManager
  22432. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  22433. */
  22434. export class MorphTarget implements IAnimatable {
  22435. /** defines the name of the target */
  22436. name: string;
  22437. /**
  22438. * Gets or sets the list of animations
  22439. */
  22440. animations: import("babylonjs/Animations/animation").Animation[];
  22441. private _scene;
  22442. private _positions;
  22443. private _normals;
  22444. private _tangents;
  22445. private _uvs;
  22446. private _influence;
  22447. /**
  22448. * Observable raised when the influence changes
  22449. */
  22450. onInfluenceChanged: Observable<boolean>;
  22451. /** @hidden */
  22452. _onDataLayoutChanged: Observable<void>;
  22453. /**
  22454. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  22455. */
  22456. influence: number;
  22457. /**
  22458. * Gets or sets the id of the morph Target
  22459. */
  22460. id: string;
  22461. private _animationPropertiesOverride;
  22462. /**
  22463. * Gets or sets the animation properties override
  22464. */
  22465. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  22466. /**
  22467. * Creates a new MorphTarget
  22468. * @param name defines the name of the target
  22469. * @param influence defines the influence to use
  22470. * @param scene defines the scene the morphtarget belongs to
  22471. */
  22472. constructor(
  22473. /** defines the name of the target */
  22474. name: string, influence?: number, scene?: Nullable<Scene>);
  22475. /**
  22476. * Gets a boolean defining if the target contains position data
  22477. */
  22478. readonly hasPositions: boolean;
  22479. /**
  22480. * Gets a boolean defining if the target contains normal data
  22481. */
  22482. readonly hasNormals: boolean;
  22483. /**
  22484. * Gets a boolean defining if the target contains tangent data
  22485. */
  22486. readonly hasTangents: boolean;
  22487. /**
  22488. * Gets a boolean defining if the target contains texture coordinates data
  22489. */
  22490. readonly hasUVs: boolean;
  22491. /**
  22492. * Affects position data to this target
  22493. * @param data defines the position data to use
  22494. */
  22495. setPositions(data: Nullable<FloatArray>): void;
  22496. /**
  22497. * Gets the position data stored in this target
  22498. * @returns a FloatArray containing the position data (or null if not present)
  22499. */
  22500. getPositions(): Nullable<FloatArray>;
  22501. /**
  22502. * Affects normal data to this target
  22503. * @param data defines the normal data to use
  22504. */
  22505. setNormals(data: Nullable<FloatArray>): void;
  22506. /**
  22507. * Gets the normal data stored in this target
  22508. * @returns a FloatArray containing the normal data (or null if not present)
  22509. */
  22510. getNormals(): Nullable<FloatArray>;
  22511. /**
  22512. * Affects tangent data to this target
  22513. * @param data defines the tangent data to use
  22514. */
  22515. setTangents(data: Nullable<FloatArray>): void;
  22516. /**
  22517. * Gets the tangent data stored in this target
  22518. * @returns a FloatArray containing the tangent data (or null if not present)
  22519. */
  22520. getTangents(): Nullable<FloatArray>;
  22521. /**
  22522. * Affects texture coordinates data to this target
  22523. * @param data defines the texture coordinates data to use
  22524. */
  22525. setUVs(data: Nullable<FloatArray>): void;
  22526. /**
  22527. * Gets the texture coordinates data stored in this target
  22528. * @returns a FloatArray containing the texture coordinates data (or null if not present)
  22529. */
  22530. getUVs(): Nullable<FloatArray>;
  22531. /**
  22532. * Serializes the current target into a Serialization object
  22533. * @returns the serialized object
  22534. */
  22535. serialize(): any;
  22536. /**
  22537. * Returns the string "MorphTarget"
  22538. * @returns "MorphTarget"
  22539. */
  22540. getClassName(): string;
  22541. /**
  22542. * Creates a new target from serialized data
  22543. * @param serializationObject defines the serialized data to use
  22544. * @returns a new MorphTarget
  22545. */
  22546. static Parse(serializationObject: any): MorphTarget;
  22547. /**
  22548. * Creates a MorphTarget from mesh data
  22549. * @param mesh defines the source mesh
  22550. * @param name defines the name to use for the new target
  22551. * @param influence defines the influence to attach to the target
  22552. * @returns a new MorphTarget
  22553. */
  22554. static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
  22555. }
  22556. }
  22557. declare module "babylonjs/Morph/morphTargetManager" {
  22558. import { Nullable } from "babylonjs/types";
  22559. import { Scene } from "babylonjs/scene";
  22560. import { MorphTarget } from "babylonjs/Morph/morphTarget";
  22561. /**
  22562. * This class is used to deform meshes using morphing between different targets
  22563. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  22564. */
  22565. export class MorphTargetManager {
  22566. private _targets;
  22567. private _targetInfluenceChangedObservers;
  22568. private _targetDataLayoutChangedObservers;
  22569. private _activeTargets;
  22570. private _scene;
  22571. private _influences;
  22572. private _supportsNormals;
  22573. private _supportsTangents;
  22574. private _supportsUVs;
  22575. private _vertexCount;
  22576. private _uniqueId;
  22577. private _tempInfluences;
  22578. /**
  22579. * Gets or sets a boolean indicating if normals must be morphed
  22580. */
  22581. enableNormalMorphing: boolean;
  22582. /**
  22583. * Gets or sets a boolean indicating if tangents must be morphed
  22584. */
  22585. enableTangentMorphing: boolean;
  22586. /**
  22587. * Gets or sets a boolean indicating if UV must be morphed
  22588. */
  22589. enableUVMorphing: boolean;
  22590. /**
  22591. * Creates a new MorphTargetManager
  22592. * @param scene defines the current scene
  22593. */
  22594. constructor(scene?: Nullable<Scene>);
  22595. /**
  22596. * Gets the unique ID of this manager
  22597. */
  22598. readonly uniqueId: number;
  22599. /**
  22600. * Gets the number of vertices handled by this manager
  22601. */
  22602. readonly vertexCount: number;
  22603. /**
  22604. * Gets a boolean indicating if this manager supports morphing of normals
  22605. */
  22606. readonly supportsNormals: boolean;
  22607. /**
  22608. * Gets a boolean indicating if this manager supports morphing of tangents
  22609. */
  22610. readonly supportsTangents: boolean;
  22611. /**
  22612. * Gets a boolean indicating if this manager supports morphing of texture coordinates
  22613. */
  22614. readonly supportsUVs: boolean;
  22615. /**
  22616. * Gets the number of targets stored in this manager
  22617. */
  22618. readonly numTargets: number;
  22619. /**
  22620. * Gets the number of influencers (ie. the number of targets with influences > 0)
  22621. */
  22622. readonly numInfluencers: number;
  22623. /**
  22624. * Gets the list of influences (one per target)
  22625. */
  22626. readonly influences: Float32Array;
  22627. /**
  22628. * Gets the active target at specified index. An active target is a target with an influence > 0
  22629. * @param index defines the index to check
  22630. * @returns the requested target
  22631. */
  22632. getActiveTarget(index: number): MorphTarget;
  22633. /**
  22634. * Gets the target at specified index
  22635. * @param index defines the index to check
  22636. * @returns the requested target
  22637. */
  22638. getTarget(index: number): MorphTarget;
  22639. /**
  22640. * Add a new target to this manager
  22641. * @param target defines the target to add
  22642. */
  22643. addTarget(target: MorphTarget): void;
  22644. /**
  22645. * Removes a target from the manager
  22646. * @param target defines the target to remove
  22647. */
  22648. removeTarget(target: MorphTarget): void;
  22649. /**
  22650. * Serializes the current manager into a Serialization object
  22651. * @returns the serialized object
  22652. */
  22653. serialize(): any;
  22654. private _syncActiveTargets;
  22655. /**
  22656. * Syncrhonize the targets with all the meshes using this morph target manager
  22657. */
  22658. synchronize(): void;
  22659. /**
  22660. * Creates a new MorphTargetManager from serialized data
  22661. * @param serializationObject defines the serialized data
  22662. * @param scene defines the hosting scene
  22663. * @returns the new MorphTargetManager
  22664. */
  22665. static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
  22666. }
  22667. }
  22668. declare module "babylonjs/Meshes/meshLODLevel" {
  22669. import { Mesh } from "babylonjs/Meshes/mesh";
  22670. import { Nullable } from "babylonjs/types";
  22671. /**
  22672. * Class used to represent a specific level of detail of a mesh
  22673. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  22674. */
  22675. export class MeshLODLevel {
  22676. /** Defines the distance where this level should start being displayed */
  22677. distance: number;
  22678. /** Defines the mesh to use to render this level */
  22679. mesh: Nullable<Mesh>;
  22680. /**
  22681. * Creates a new LOD level
  22682. * @param distance defines the distance where this level should star being displayed
  22683. * @param mesh defines the mesh to use to render this level
  22684. */
  22685. constructor(
  22686. /** Defines the distance where this level should start being displayed */
  22687. distance: number,
  22688. /** Defines the mesh to use to render this level */
  22689. mesh: Nullable<Mesh>);
  22690. }
  22691. }
  22692. declare module "babylonjs/Meshes/groundMesh" {
  22693. import { Scene } from "babylonjs/scene";
  22694. import { Vector3 } from "babylonjs/Maths/math.vector";
  22695. import { Mesh } from "babylonjs/Meshes/mesh";
  22696. /**
  22697. * Mesh representing the gorund
  22698. */
  22699. export class GroundMesh extends Mesh {
  22700. /** If octree should be generated */
  22701. generateOctree: boolean;
  22702. private _heightQuads;
  22703. /** @hidden */
  22704. _subdivisionsX: number;
  22705. /** @hidden */
  22706. _subdivisionsY: number;
  22707. /** @hidden */
  22708. _width: number;
  22709. /** @hidden */
  22710. _height: number;
  22711. /** @hidden */
  22712. _minX: number;
  22713. /** @hidden */
  22714. _maxX: number;
  22715. /** @hidden */
  22716. _minZ: number;
  22717. /** @hidden */
  22718. _maxZ: number;
  22719. constructor(name: string, scene: Scene);
  22720. /**
  22721. * "GroundMesh"
  22722. * @returns "GroundMesh"
  22723. */
  22724. getClassName(): string;
  22725. /**
  22726. * The minimum of x and y subdivisions
  22727. */
  22728. readonly subdivisions: number;
  22729. /**
  22730. * X subdivisions
  22731. */
  22732. readonly subdivisionsX: number;
  22733. /**
  22734. * Y subdivisions
  22735. */
  22736. readonly subdivisionsY: number;
  22737. /**
  22738. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  22739. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  22740. * @param chunksCount the number of subdivisions for x and y
  22741. * @param octreeBlocksSize (Default: 32)
  22742. */
  22743. optimize(chunksCount: number, octreeBlocksSize?: number): void;
  22744. /**
  22745. * Returns a height (y) value in the Worl system :
  22746. * the ground altitude at the coordinates (x, z) expressed in the World system.
  22747. * @param x x coordinate
  22748. * @param z z coordinate
  22749. * @returns the ground y position if (x, z) are outside the ground surface.
  22750. */
  22751. getHeightAtCoordinates(x: number, z: number): number;
  22752. /**
  22753. * Returns a normalized vector (Vector3) orthogonal to the ground
  22754. * at the ground coordinates (x, z) expressed in the World system.
  22755. * @param x x coordinate
  22756. * @param z z coordinate
  22757. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  22758. */
  22759. getNormalAtCoordinates(x: number, z: number): Vector3;
  22760. /**
  22761. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  22762. * at the ground coordinates (x, z) expressed in the World system.
  22763. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  22764. * @param x x coordinate
  22765. * @param z z coordinate
  22766. * @param ref vector to store the result
  22767. * @returns the GroundMesh.
  22768. */
  22769. getNormalAtCoordinatesToRef(x: number, z: number, ref: Vector3): GroundMesh;
  22770. /**
  22771. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  22772. * if the ground has been updated.
  22773. * This can be used in the render loop.
  22774. * @returns the GroundMesh.
  22775. */
  22776. updateCoordinateHeights(): GroundMesh;
  22777. private _getFacetAt;
  22778. private _initHeightQuads;
  22779. private _computeHeightQuads;
  22780. /**
  22781. * Serializes this ground mesh
  22782. * @param serializationObject object to write serialization to
  22783. */
  22784. serialize(serializationObject: any): void;
  22785. /**
  22786. * Parses a serialized ground mesh
  22787. * @param parsedMesh the serialized mesh
  22788. * @param scene the scene to create the ground mesh in
  22789. * @returns the created ground mesh
  22790. */
  22791. static Parse(parsedMesh: any, scene: Scene): GroundMesh;
  22792. }
  22793. }
  22794. declare module "babylonjs/Physics/physicsJoint" {
  22795. import { Vector3 } from "babylonjs/Maths/math.vector";
  22796. import { IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  22797. /**
  22798. * Interface for Physics-Joint data
  22799. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22800. */
  22801. export interface PhysicsJointData {
  22802. /**
  22803. * The main pivot of the joint
  22804. */
  22805. mainPivot?: Vector3;
  22806. /**
  22807. * The connected pivot of the joint
  22808. */
  22809. connectedPivot?: Vector3;
  22810. /**
  22811. * The main axis of the joint
  22812. */
  22813. mainAxis?: Vector3;
  22814. /**
  22815. * The connected axis of the joint
  22816. */
  22817. connectedAxis?: Vector3;
  22818. /**
  22819. * The collision of the joint
  22820. */
  22821. collision?: boolean;
  22822. /**
  22823. * Native Oimo/Cannon/Energy data
  22824. */
  22825. nativeParams?: any;
  22826. }
  22827. /**
  22828. * This is a holder class for the physics joint created by the physics plugin
  22829. * It holds a set of functions to control the underlying joint
  22830. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22831. */
  22832. export class PhysicsJoint {
  22833. /**
  22834. * The type of the physics joint
  22835. */
  22836. type: number;
  22837. /**
  22838. * The data for the physics joint
  22839. */
  22840. jointData: PhysicsJointData;
  22841. private _physicsJoint;
  22842. protected _physicsPlugin: IPhysicsEnginePlugin;
  22843. /**
  22844. * Initializes the physics joint
  22845. * @param type The type of the physics joint
  22846. * @param jointData The data for the physics joint
  22847. */
  22848. constructor(
  22849. /**
  22850. * The type of the physics joint
  22851. */
  22852. type: number,
  22853. /**
  22854. * The data for the physics joint
  22855. */
  22856. jointData: PhysicsJointData);
  22857. /**
  22858. * Gets the physics joint
  22859. */
  22860. /**
  22861. * Sets the physics joint
  22862. */
  22863. physicsJoint: any;
  22864. /**
  22865. * Sets the physics plugin
  22866. */
  22867. physicsPlugin: IPhysicsEnginePlugin;
  22868. /**
  22869. * Execute a function that is physics-plugin specific.
  22870. * @param {Function} func the function that will be executed.
  22871. * It accepts two parameters: the physics world and the physics joint
  22872. */
  22873. executeNativeFunction(func: (world: any, physicsJoint: any) => void): void;
  22874. /**
  22875. * Distance-Joint type
  22876. */
  22877. static DistanceJoint: number;
  22878. /**
  22879. * Hinge-Joint type
  22880. */
  22881. static HingeJoint: number;
  22882. /**
  22883. * Ball-and-Socket joint type
  22884. */
  22885. static BallAndSocketJoint: number;
  22886. /**
  22887. * Wheel-Joint type
  22888. */
  22889. static WheelJoint: number;
  22890. /**
  22891. * Slider-Joint type
  22892. */
  22893. static SliderJoint: number;
  22894. /**
  22895. * Prismatic-Joint type
  22896. */
  22897. static PrismaticJoint: number;
  22898. /**
  22899. * Universal-Joint type
  22900. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  22901. */
  22902. static UniversalJoint: number;
  22903. /**
  22904. * Hinge-Joint 2 type
  22905. */
  22906. static Hinge2Joint: number;
  22907. /**
  22908. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  22909. */
  22910. static PointToPointJoint: number;
  22911. /**
  22912. * Spring-Joint type
  22913. */
  22914. static SpringJoint: number;
  22915. /**
  22916. * Lock-Joint type
  22917. */
  22918. static LockJoint: number;
  22919. }
  22920. /**
  22921. * A class representing a physics distance joint
  22922. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22923. */
  22924. export class DistanceJoint extends PhysicsJoint {
  22925. /**
  22926. *
  22927. * @param jointData The data for the Distance-Joint
  22928. */
  22929. constructor(jointData: DistanceJointData);
  22930. /**
  22931. * Update the predefined distance.
  22932. * @param maxDistance The maximum preferred distance
  22933. * @param minDistance The minimum preferred distance
  22934. */
  22935. updateDistance(maxDistance: number, minDistance?: number): void;
  22936. }
  22937. /**
  22938. * Represents a Motor-Enabled Joint
  22939. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22940. */
  22941. export class MotorEnabledJoint extends PhysicsJoint implements IMotorEnabledJoint {
  22942. /**
  22943. * Initializes the Motor-Enabled Joint
  22944. * @param type The type of the joint
  22945. * @param jointData The physica joint data for the joint
  22946. */
  22947. constructor(type: number, jointData: PhysicsJointData);
  22948. /**
  22949. * Set the motor values.
  22950. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22951. * @param force the force to apply
  22952. * @param maxForce max force for this motor.
  22953. */
  22954. setMotor(force?: number, maxForce?: number): void;
  22955. /**
  22956. * Set the motor's limits.
  22957. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22958. * @param upperLimit The upper limit of the motor
  22959. * @param lowerLimit The lower limit of the motor
  22960. */
  22961. setLimit(upperLimit: number, lowerLimit?: number): void;
  22962. }
  22963. /**
  22964. * This class represents a single physics Hinge-Joint
  22965. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22966. */
  22967. export class HingeJoint extends MotorEnabledJoint {
  22968. /**
  22969. * Initializes the Hinge-Joint
  22970. * @param jointData The joint data for the Hinge-Joint
  22971. */
  22972. constructor(jointData: PhysicsJointData);
  22973. /**
  22974. * Set the motor values.
  22975. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22976. * @param {number} force the force to apply
  22977. * @param {number} maxForce max force for this motor.
  22978. */
  22979. setMotor(force?: number, maxForce?: number): void;
  22980. /**
  22981. * Set the motor's limits.
  22982. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22983. * @param upperLimit The upper limit of the motor
  22984. * @param lowerLimit The lower limit of the motor
  22985. */
  22986. setLimit(upperLimit: number, lowerLimit?: number): void;
  22987. }
  22988. /**
  22989. * This class represents a dual hinge physics joint (same as wheel joint)
  22990. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22991. */
  22992. export class Hinge2Joint extends MotorEnabledJoint {
  22993. /**
  22994. * Initializes the Hinge2-Joint
  22995. * @param jointData The joint data for the Hinge2-Joint
  22996. */
  22997. constructor(jointData: PhysicsJointData);
  22998. /**
  22999. * Set the motor values.
  23000. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23001. * @param {number} targetSpeed the speed the motor is to reach
  23002. * @param {number} maxForce max force for this motor.
  23003. * @param {motorIndex} the motor's index, 0 or 1.
  23004. */
  23005. setMotor(targetSpeed?: number, maxForce?: number, motorIndex?: number): void;
  23006. /**
  23007. * Set the motor limits.
  23008. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23009. * @param {number} upperLimit the upper limit
  23010. * @param {number} lowerLimit lower limit
  23011. * @param {motorIndex} the motor's index, 0 or 1.
  23012. */
  23013. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  23014. }
  23015. /**
  23016. * Interface for a motor enabled joint
  23017. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23018. */
  23019. export interface IMotorEnabledJoint {
  23020. /**
  23021. * Physics joint
  23022. */
  23023. physicsJoint: any;
  23024. /**
  23025. * Sets the motor of the motor-enabled joint
  23026. * @param force The force of the motor
  23027. * @param maxForce The maximum force of the motor
  23028. * @param motorIndex The index of the motor
  23029. */
  23030. setMotor(force?: number, maxForce?: number, motorIndex?: number): void;
  23031. /**
  23032. * Sets the limit of the motor
  23033. * @param upperLimit The upper limit of the motor
  23034. * @param lowerLimit The lower limit of the motor
  23035. * @param motorIndex The index of the motor
  23036. */
  23037. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  23038. }
  23039. /**
  23040. * Joint data for a Distance-Joint
  23041. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23042. */
  23043. export interface DistanceJointData extends PhysicsJointData {
  23044. /**
  23045. * Max distance the 2 joint objects can be apart
  23046. */
  23047. maxDistance: number;
  23048. }
  23049. /**
  23050. * Joint data from a spring joint
  23051. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23052. */
  23053. export interface SpringJointData extends PhysicsJointData {
  23054. /**
  23055. * Length of the spring
  23056. */
  23057. length: number;
  23058. /**
  23059. * Stiffness of the spring
  23060. */
  23061. stiffness: number;
  23062. /**
  23063. * Damping of the spring
  23064. */
  23065. damping: number;
  23066. /** this callback will be called when applying the force to the impostors. */
  23067. forceApplicationCallback: () => void;
  23068. }
  23069. }
  23070. declare module "babylonjs/Physics/physicsRaycastResult" {
  23071. import { Vector3 } from "babylonjs/Maths/math.vector";
  23072. /**
  23073. * Holds the data for the raycast result
  23074. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23075. */
  23076. export class PhysicsRaycastResult {
  23077. private _hasHit;
  23078. private _hitDistance;
  23079. private _hitNormalWorld;
  23080. private _hitPointWorld;
  23081. private _rayFromWorld;
  23082. private _rayToWorld;
  23083. /**
  23084. * Gets if there was a hit
  23085. */
  23086. readonly hasHit: boolean;
  23087. /**
  23088. * Gets the distance from the hit
  23089. */
  23090. readonly hitDistance: number;
  23091. /**
  23092. * Gets the hit normal/direction in the world
  23093. */
  23094. readonly hitNormalWorld: Vector3;
  23095. /**
  23096. * Gets the hit point in the world
  23097. */
  23098. readonly hitPointWorld: Vector3;
  23099. /**
  23100. * Gets the ray "start point" of the ray in the world
  23101. */
  23102. readonly rayFromWorld: Vector3;
  23103. /**
  23104. * Gets the ray "end point" of the ray in the world
  23105. */
  23106. readonly rayToWorld: Vector3;
  23107. /**
  23108. * Sets the hit data (normal & point in world space)
  23109. * @param hitNormalWorld defines the normal in world space
  23110. * @param hitPointWorld defines the point in world space
  23111. */
  23112. setHitData(hitNormalWorld: IXYZ, hitPointWorld: IXYZ): void;
  23113. /**
  23114. * Sets the distance from the start point to the hit point
  23115. * @param distance
  23116. */
  23117. setHitDistance(distance: number): void;
  23118. /**
  23119. * Calculates the distance manually
  23120. */
  23121. calculateHitDistance(): void;
  23122. /**
  23123. * Resets all the values to default
  23124. * @param from The from point on world space
  23125. * @param to The to point on world space
  23126. */
  23127. reset(from?: Vector3, to?: Vector3): void;
  23128. }
  23129. /**
  23130. * Interface for the size containing width and height
  23131. */
  23132. interface IXYZ {
  23133. /**
  23134. * X
  23135. */
  23136. x: number;
  23137. /**
  23138. * Y
  23139. */
  23140. y: number;
  23141. /**
  23142. * Z
  23143. */
  23144. z: number;
  23145. }
  23146. }
  23147. declare module "babylonjs/Physics/IPhysicsEngine" {
  23148. import { Nullable } from "babylonjs/types";
  23149. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  23150. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23151. import { PhysicsImpostor, IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  23152. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  23153. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  23154. /**
  23155. * Interface used to describe a physics joint
  23156. */
  23157. export interface PhysicsImpostorJoint {
  23158. /** Defines the main impostor to which the joint is linked */
  23159. mainImpostor: PhysicsImpostor;
  23160. /** Defines the impostor that is connected to the main impostor using this joint */
  23161. connectedImpostor: PhysicsImpostor;
  23162. /** Defines the joint itself */
  23163. joint: PhysicsJoint;
  23164. }
  23165. /** @hidden */
  23166. export interface IPhysicsEnginePlugin {
  23167. world: any;
  23168. name: string;
  23169. setGravity(gravity: Vector3): void;
  23170. setTimeStep(timeStep: number): void;
  23171. getTimeStep(): number;
  23172. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  23173. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  23174. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  23175. generatePhysicsBody(impostor: PhysicsImpostor): void;
  23176. removePhysicsBody(impostor: PhysicsImpostor): void;
  23177. generateJoint(joint: PhysicsImpostorJoint): void;
  23178. removeJoint(joint: PhysicsImpostorJoint): void;
  23179. isSupported(): boolean;
  23180. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  23181. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  23182. setLinearVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  23183. setAngularVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  23184. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  23185. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  23186. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  23187. getBodyMass(impostor: PhysicsImpostor): number;
  23188. getBodyFriction(impostor: PhysicsImpostor): number;
  23189. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  23190. getBodyRestitution(impostor: PhysicsImpostor): number;
  23191. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  23192. getBodyPressure?(impostor: PhysicsImpostor): number;
  23193. setBodyPressure?(impostor: PhysicsImpostor, pressure: number): void;
  23194. getBodyStiffness?(impostor: PhysicsImpostor): number;
  23195. setBodyStiffness?(impostor: PhysicsImpostor, stiffness: number): void;
  23196. getBodyVelocityIterations?(impostor: PhysicsImpostor): number;
  23197. setBodyVelocityIterations?(impostor: PhysicsImpostor, velocityIterations: number): void;
  23198. getBodyPositionIterations?(impostor: PhysicsImpostor): number;
  23199. setBodyPositionIterations?(impostor: PhysicsImpostor, positionIterations: number): void;
  23200. appendAnchor?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  23201. appendHook?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  23202. sleepBody(impostor: PhysicsImpostor): void;
  23203. wakeUpBody(impostor: PhysicsImpostor): void;
  23204. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  23205. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  23206. setMotor(joint: IMotorEnabledJoint, speed: number, maxForce?: number, motorIndex?: number): void;
  23207. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  23208. getRadius(impostor: PhysicsImpostor): number;
  23209. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  23210. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  23211. dispose(): void;
  23212. }
  23213. /**
  23214. * Interface used to define a physics engine
  23215. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  23216. */
  23217. export interface IPhysicsEngine {
  23218. /**
  23219. * Gets the gravity vector used by the simulation
  23220. */
  23221. gravity: Vector3;
  23222. /**
  23223. * Sets the gravity vector used by the simulation
  23224. * @param gravity defines the gravity vector to use
  23225. */
  23226. setGravity(gravity: Vector3): void;
  23227. /**
  23228. * Set the time step of the physics engine.
  23229. * Default is 1/60.
  23230. * To slow it down, enter 1/600 for example.
  23231. * To speed it up, 1/30
  23232. * @param newTimeStep the new timestep to apply to this world.
  23233. */
  23234. setTimeStep(newTimeStep: number): void;
  23235. /**
  23236. * Get the time step of the physics engine.
  23237. * @returns the current time step
  23238. */
  23239. getTimeStep(): number;
  23240. /**
  23241. * Release all resources
  23242. */
  23243. dispose(): void;
  23244. /**
  23245. * Gets the name of the current physics plugin
  23246. * @returns the name of the plugin
  23247. */
  23248. getPhysicsPluginName(): string;
  23249. /**
  23250. * Adding a new impostor for the impostor tracking.
  23251. * This will be done by the impostor itself.
  23252. * @param impostor the impostor to add
  23253. */
  23254. addImpostor(impostor: PhysicsImpostor): void;
  23255. /**
  23256. * Remove an impostor from the engine.
  23257. * This impostor and its mesh will not longer be updated by the physics engine.
  23258. * @param impostor the impostor to remove
  23259. */
  23260. removeImpostor(impostor: PhysicsImpostor): void;
  23261. /**
  23262. * Add a joint to the physics engine
  23263. * @param mainImpostor defines the main impostor to which the joint is added.
  23264. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  23265. * @param joint defines the joint that will connect both impostors.
  23266. */
  23267. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  23268. /**
  23269. * Removes a joint from the simulation
  23270. * @param mainImpostor defines the impostor used with the joint
  23271. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  23272. * @param joint defines the joint to remove
  23273. */
  23274. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  23275. /**
  23276. * Gets the current plugin used to run the simulation
  23277. * @returns current plugin
  23278. */
  23279. getPhysicsPlugin(): IPhysicsEnginePlugin;
  23280. /**
  23281. * Gets the list of physic impostors
  23282. * @returns an array of PhysicsImpostor
  23283. */
  23284. getImpostors(): Array<PhysicsImpostor>;
  23285. /**
  23286. * Gets the impostor for a physics enabled object
  23287. * @param object defines the object impersonated by the impostor
  23288. * @returns the PhysicsImpostor or null if not found
  23289. */
  23290. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  23291. /**
  23292. * Gets the impostor for a physics body object
  23293. * @param body defines physics body used by the impostor
  23294. * @returns the PhysicsImpostor or null if not found
  23295. */
  23296. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  23297. /**
  23298. * Does a raycast in the physics world
  23299. * @param from when should the ray start?
  23300. * @param to when should the ray end?
  23301. * @returns PhysicsRaycastResult
  23302. */
  23303. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  23304. /**
  23305. * Called by the scene. No need to call it.
  23306. * @param delta defines the timespam between frames
  23307. */
  23308. _step(delta: number): void;
  23309. }
  23310. }
  23311. declare module "babylonjs/Physics/physicsImpostor" {
  23312. import { Nullable, IndicesArray } from "babylonjs/types";
  23313. import { Vector3, Matrix, Quaternion } from "babylonjs/Maths/math.vector";
  23314. import { TransformNode } from "babylonjs/Meshes/transformNode";
  23315. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23316. import { Scene } from "babylonjs/scene";
  23317. import { Bone } from "babylonjs/Bones/bone";
  23318. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  23319. import { PhysicsJoint, PhysicsJointData } from "babylonjs/Physics/physicsJoint";
  23320. import { Space } from "babylonjs/Maths/math.axis";
  23321. /**
  23322. * The interface for the physics imposter parameters
  23323. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23324. */
  23325. export interface PhysicsImpostorParameters {
  23326. /**
  23327. * The mass of the physics imposter
  23328. */
  23329. mass: number;
  23330. /**
  23331. * The friction of the physics imposter
  23332. */
  23333. friction?: number;
  23334. /**
  23335. * The coefficient of restitution of the physics imposter
  23336. */
  23337. restitution?: number;
  23338. /**
  23339. * The native options of the physics imposter
  23340. */
  23341. nativeOptions?: any;
  23342. /**
  23343. * Specifies if the parent should be ignored
  23344. */
  23345. ignoreParent?: boolean;
  23346. /**
  23347. * Specifies if bi-directional transformations should be disabled
  23348. */
  23349. disableBidirectionalTransformation?: boolean;
  23350. /**
  23351. * The pressure inside the physics imposter, soft object only
  23352. */
  23353. pressure?: number;
  23354. /**
  23355. * The stiffness the physics imposter, soft object only
  23356. */
  23357. stiffness?: number;
  23358. /**
  23359. * The number of iterations used in maintaining consistent vertex velocities, soft object only
  23360. */
  23361. velocityIterations?: number;
  23362. /**
  23363. * The number of iterations used in maintaining consistent vertex positions, soft object only
  23364. */
  23365. positionIterations?: number;
  23366. /**
  23367. * The number used to fix points on a cloth (0, 1, 2, 4, 8) or rope (0, 1, 2) only
  23368. * 0 None, 1, back left or top, 2, back right or bottom, 4, front left, 8, front right
  23369. * Add to fix multiple points
  23370. */
  23371. fixedPoints?: number;
  23372. /**
  23373. * The collision margin around a soft object
  23374. */
  23375. margin?: number;
  23376. /**
  23377. * The collision margin around a soft object
  23378. */
  23379. damping?: number;
  23380. /**
  23381. * The path for a rope based on an extrusion
  23382. */
  23383. path?: any;
  23384. /**
  23385. * The shape of an extrusion used for a rope based on an extrusion
  23386. */
  23387. shape?: any;
  23388. }
  23389. /**
  23390. * Interface for a physics-enabled object
  23391. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23392. */
  23393. export interface IPhysicsEnabledObject {
  23394. /**
  23395. * The position of the physics-enabled object
  23396. */
  23397. position: Vector3;
  23398. /**
  23399. * The rotation of the physics-enabled object
  23400. */
  23401. rotationQuaternion: Nullable<Quaternion>;
  23402. /**
  23403. * The scale of the physics-enabled object
  23404. */
  23405. scaling: Vector3;
  23406. /**
  23407. * The rotation of the physics-enabled object
  23408. */
  23409. rotation?: Vector3;
  23410. /**
  23411. * The parent of the physics-enabled object
  23412. */
  23413. parent?: any;
  23414. /**
  23415. * The bounding info of the physics-enabled object
  23416. * @returns The bounding info of the physics-enabled object
  23417. */
  23418. getBoundingInfo(): BoundingInfo;
  23419. /**
  23420. * Computes the world matrix
  23421. * @param force Specifies if the world matrix should be computed by force
  23422. * @returns A world matrix
  23423. */
  23424. computeWorldMatrix(force: boolean): Matrix;
  23425. /**
  23426. * Gets the world matrix
  23427. * @returns A world matrix
  23428. */
  23429. getWorldMatrix?(): Matrix;
  23430. /**
  23431. * Gets the child meshes
  23432. * @param directDescendantsOnly Specifies if only direct-descendants should be obtained
  23433. * @returns An array of abstract meshes
  23434. */
  23435. getChildMeshes?(directDescendantsOnly?: boolean): Array<AbstractMesh>;
  23436. /**
  23437. * Gets the vertex data
  23438. * @param kind The type of vertex data
  23439. * @returns A nullable array of numbers, or a float32 array
  23440. */
  23441. getVerticesData(kind: string): Nullable<Array<number> | Float32Array>;
  23442. /**
  23443. * Gets the indices from the mesh
  23444. * @returns A nullable array of index arrays
  23445. */
  23446. getIndices?(): Nullable<IndicesArray>;
  23447. /**
  23448. * Gets the scene from the mesh
  23449. * @returns the indices array or null
  23450. */
  23451. getScene?(): Scene;
  23452. /**
  23453. * Gets the absolute position from the mesh
  23454. * @returns the absolute position
  23455. */
  23456. getAbsolutePosition(): Vector3;
  23457. /**
  23458. * Gets the absolute pivot point from the mesh
  23459. * @returns the absolute pivot point
  23460. */
  23461. getAbsolutePivotPoint(): Vector3;
  23462. /**
  23463. * Rotates the mesh
  23464. * @param axis The axis of rotation
  23465. * @param amount The amount of rotation
  23466. * @param space The space of the rotation
  23467. * @returns The rotation transform node
  23468. */
  23469. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  23470. /**
  23471. * Translates the mesh
  23472. * @param axis The axis of translation
  23473. * @param distance The distance of translation
  23474. * @param space The space of the translation
  23475. * @returns The transform node
  23476. */
  23477. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  23478. /**
  23479. * Sets the absolute position of the mesh
  23480. * @param absolutePosition The absolute position of the mesh
  23481. * @returns The transform node
  23482. */
  23483. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  23484. /**
  23485. * Gets the class name of the mesh
  23486. * @returns The class name
  23487. */
  23488. getClassName(): string;
  23489. }
  23490. /**
  23491. * Represents a physics imposter
  23492. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23493. */
  23494. export class PhysicsImpostor {
  23495. /**
  23496. * The physics-enabled object used as the physics imposter
  23497. */
  23498. object: IPhysicsEnabledObject;
  23499. /**
  23500. * The type of the physics imposter
  23501. */
  23502. type: number;
  23503. private _options;
  23504. private _scene?;
  23505. /**
  23506. * The default object size of the imposter
  23507. */
  23508. static DEFAULT_OBJECT_SIZE: Vector3;
  23509. /**
  23510. * The identity quaternion of the imposter
  23511. */
  23512. static IDENTITY_QUATERNION: Quaternion;
  23513. /** @hidden */
  23514. _pluginData: any;
  23515. private _physicsEngine;
  23516. private _physicsBody;
  23517. private _bodyUpdateRequired;
  23518. private _onBeforePhysicsStepCallbacks;
  23519. private _onAfterPhysicsStepCallbacks;
  23520. /** @hidden */
  23521. _onPhysicsCollideCallbacks: Array<{
  23522. callback: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void;
  23523. otherImpostors: Array<PhysicsImpostor>;
  23524. }>;
  23525. private _deltaPosition;
  23526. private _deltaRotation;
  23527. private _deltaRotationConjugated;
  23528. /** @hidden */
  23529. _isFromLine: boolean;
  23530. private _parent;
  23531. private _isDisposed;
  23532. private static _tmpVecs;
  23533. private static _tmpQuat;
  23534. /**
  23535. * Specifies if the physics imposter is disposed
  23536. */
  23537. readonly isDisposed: boolean;
  23538. /**
  23539. * Gets the mass of the physics imposter
  23540. */
  23541. mass: number;
  23542. /**
  23543. * Gets the coefficient of friction
  23544. */
  23545. /**
  23546. * Sets the coefficient of friction
  23547. */
  23548. friction: number;
  23549. /**
  23550. * Gets the coefficient of restitution
  23551. */
  23552. /**
  23553. * Sets the coefficient of restitution
  23554. */
  23555. restitution: number;
  23556. /**
  23557. * Gets the pressure of a soft body; only supported by the AmmoJSPlugin
  23558. */
  23559. /**
  23560. * Sets the pressure of a soft body; only supported by the AmmoJSPlugin
  23561. */
  23562. pressure: number;
  23563. /**
  23564. * Gets the stiffness of a soft body; only supported by the AmmoJSPlugin
  23565. */
  23566. /**
  23567. * Sets the stiffness of a soft body; only supported by the AmmoJSPlugin
  23568. */
  23569. stiffness: number;
  23570. /**
  23571. * Gets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  23572. */
  23573. /**
  23574. * Sets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  23575. */
  23576. velocityIterations: number;
  23577. /**
  23578. * Gets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  23579. */
  23580. /**
  23581. * Sets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  23582. */
  23583. positionIterations: number;
  23584. /**
  23585. * The unique id of the physics imposter
  23586. * set by the physics engine when adding this impostor to the array
  23587. */
  23588. uniqueId: number;
  23589. /**
  23590. * @hidden
  23591. */
  23592. soft: boolean;
  23593. /**
  23594. * @hidden
  23595. */
  23596. segments: number;
  23597. private _joints;
  23598. /**
  23599. * Initializes the physics imposter
  23600. * @param object The physics-enabled object used as the physics imposter
  23601. * @param type The type of the physics imposter
  23602. * @param _options The options for the physics imposter
  23603. * @param _scene The Babylon scene
  23604. */
  23605. constructor(
  23606. /**
  23607. * The physics-enabled object used as the physics imposter
  23608. */
  23609. object: IPhysicsEnabledObject,
  23610. /**
  23611. * The type of the physics imposter
  23612. */
  23613. type: number, _options?: PhysicsImpostorParameters, _scene?: Scene | undefined);
  23614. /**
  23615. * This function will completly initialize this impostor.
  23616. * It will create a new body - but only if this mesh has no parent.
  23617. * If it has, this impostor will not be used other than to define the impostor
  23618. * of the child mesh.
  23619. * @hidden
  23620. */
  23621. _init(): void;
  23622. private _getPhysicsParent;
  23623. /**
  23624. * Should a new body be generated.
  23625. * @returns boolean specifying if body initialization is required
  23626. */
  23627. isBodyInitRequired(): boolean;
  23628. /**
  23629. * Sets the updated scaling
  23630. * @param updated Specifies if the scaling is updated
  23631. */
  23632. setScalingUpdated(): void;
  23633. /**
  23634. * Force a regeneration of this or the parent's impostor's body.
  23635. * Use under cautious - This will remove all joints already implemented.
  23636. */
  23637. forceUpdate(): void;
  23638. /**
  23639. * Gets the body that holds this impostor. Either its own, or its parent.
  23640. */
  23641. /**
  23642. * Set the physics body. Used mainly by the physics engine/plugin
  23643. */
  23644. physicsBody: any;
  23645. /**
  23646. * Get the parent of the physics imposter
  23647. * @returns Physics imposter or null
  23648. */
  23649. /**
  23650. * Sets the parent of the physics imposter
  23651. */
  23652. parent: Nullable<PhysicsImpostor>;
  23653. /**
  23654. * Resets the update flags
  23655. */
  23656. resetUpdateFlags(): void;
  23657. /**
  23658. * Gets the object extend size
  23659. * @returns the object extend size
  23660. */
  23661. getObjectExtendSize(): Vector3;
  23662. /**
  23663. * Gets the object center
  23664. * @returns The object center
  23665. */
  23666. getObjectCenter(): Vector3;
  23667. /**
  23668. * Get a specific parametes from the options parameter
  23669. * @param paramName The object parameter name
  23670. * @returns The object parameter
  23671. */
  23672. getParam(paramName: string): any;
  23673. /**
  23674. * Sets a specific parameter in the options given to the physics plugin
  23675. * @param paramName The parameter name
  23676. * @param value The value of the parameter
  23677. */
  23678. setParam(paramName: string, value: number): void;
  23679. /**
  23680. * Specifically change the body's mass option. Won't recreate the physics body object
  23681. * @param mass The mass of the physics imposter
  23682. */
  23683. setMass(mass: number): void;
  23684. /**
  23685. * Gets the linear velocity
  23686. * @returns linear velocity or null
  23687. */
  23688. getLinearVelocity(): Nullable<Vector3>;
  23689. /**
  23690. * Sets the linear velocity
  23691. * @param velocity linear velocity or null
  23692. */
  23693. setLinearVelocity(velocity: Nullable<Vector3>): void;
  23694. /**
  23695. * Gets the angular velocity
  23696. * @returns angular velocity or null
  23697. */
  23698. getAngularVelocity(): Nullable<Vector3>;
  23699. /**
  23700. * Sets the angular velocity
  23701. * @param velocity The velocity or null
  23702. */
  23703. setAngularVelocity(velocity: Nullable<Vector3>): void;
  23704. /**
  23705. * Execute a function with the physics plugin native code
  23706. * Provide a function the will have two variables - the world object and the physics body object
  23707. * @param func The function to execute with the physics plugin native code
  23708. */
  23709. executeNativeFunction(func: (world: any, physicsBody: any) => void): void;
  23710. /**
  23711. * Register a function that will be executed before the physics world is stepping forward
  23712. * @param func The function to execute before the physics world is stepped forward
  23713. */
  23714. registerBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  23715. /**
  23716. * Unregister a function that will be executed before the physics world is stepping forward
  23717. * @param func The function to execute before the physics world is stepped forward
  23718. */
  23719. unregisterBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  23720. /**
  23721. * Register a function that will be executed after the physics step
  23722. * @param func The function to execute after physics step
  23723. */
  23724. registerAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  23725. /**
  23726. * Unregisters a function that will be executed after the physics step
  23727. * @param func The function to execute after physics step
  23728. */
  23729. unregisterAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  23730. /**
  23731. * register a function that will be executed when this impostor collides against a different body
  23732. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  23733. * @param func Callback that is executed on collision
  23734. */
  23735. registerOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void): void;
  23736. /**
  23737. * Unregisters the physics imposter on contact
  23738. * @param collideAgainst The physics object to collide against
  23739. * @param func Callback to execute on collision
  23740. */
  23741. unregisterOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor | Array<PhysicsImpostor>) => void): void;
  23742. private _tmpQuat;
  23743. private _tmpQuat2;
  23744. /**
  23745. * Get the parent rotation
  23746. * @returns The parent rotation
  23747. */
  23748. getParentsRotation(): Quaternion;
  23749. /**
  23750. * this function is executed by the physics engine.
  23751. */
  23752. beforeStep: () => void;
  23753. /**
  23754. * this function is executed by the physics engine
  23755. */
  23756. afterStep: () => void;
  23757. /**
  23758. * Legacy collision detection event support
  23759. */
  23760. onCollideEvent: Nullable<(collider: PhysicsImpostor, collidedWith: PhysicsImpostor) => void>;
  23761. /**
  23762. * event and body object due to cannon's event-based architecture.
  23763. */
  23764. onCollide: (e: {
  23765. body: any;
  23766. }) => void;
  23767. /**
  23768. * Apply a force
  23769. * @param force The force to apply
  23770. * @param contactPoint The contact point for the force
  23771. * @returns The physics imposter
  23772. */
  23773. applyForce(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  23774. /**
  23775. * Apply an impulse
  23776. * @param force The impulse force
  23777. * @param contactPoint The contact point for the impulse force
  23778. * @returns The physics imposter
  23779. */
  23780. applyImpulse(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  23781. /**
  23782. * A help function to create a joint
  23783. * @param otherImpostor A physics imposter used to create a joint
  23784. * @param jointType The type of joint
  23785. * @param jointData The data for the joint
  23786. * @returns The physics imposter
  23787. */
  23788. createJoint(otherImpostor: PhysicsImpostor, jointType: number, jointData: PhysicsJointData): PhysicsImpostor;
  23789. /**
  23790. * Add a joint to this impostor with a different impostor
  23791. * @param otherImpostor A physics imposter used to add a joint
  23792. * @param joint The joint to add
  23793. * @returns The physics imposter
  23794. */
  23795. addJoint(otherImpostor: PhysicsImpostor, joint: PhysicsJoint): PhysicsImpostor;
  23796. /**
  23797. * Add an anchor to a cloth impostor
  23798. * @param otherImpostor rigid impostor to anchor to
  23799. * @param width ratio across width from 0 to 1
  23800. * @param height ratio up height from 0 to 1
  23801. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  23802. * @param noCollisionBetweenLinkedBodies when true collisions between cloth impostor and anchor are ignored; default false
  23803. * @returns impostor the soft imposter
  23804. */
  23805. addAnchor(otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  23806. /**
  23807. * Add a hook to a rope impostor
  23808. * @param otherImpostor rigid impostor to anchor to
  23809. * @param length ratio across rope from 0 to 1
  23810. * @param influence the elasticity between rope impostor and anchor from 0, very stretchy to 1, little strech
  23811. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  23812. * @returns impostor the rope imposter
  23813. */
  23814. addHook(otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  23815. /**
  23816. * Will keep this body still, in a sleep mode.
  23817. * @returns the physics imposter
  23818. */
  23819. sleep(): PhysicsImpostor;
  23820. /**
  23821. * Wake the body up.
  23822. * @returns The physics imposter
  23823. */
  23824. wakeUp(): PhysicsImpostor;
  23825. /**
  23826. * Clones the physics imposter
  23827. * @param newObject The physics imposter clones to this physics-enabled object
  23828. * @returns A nullable physics imposter
  23829. */
  23830. clone(newObject: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  23831. /**
  23832. * Disposes the physics imposter
  23833. */
  23834. dispose(): void;
  23835. /**
  23836. * Sets the delta position
  23837. * @param position The delta position amount
  23838. */
  23839. setDeltaPosition(position: Vector3): void;
  23840. /**
  23841. * Sets the delta rotation
  23842. * @param rotation The delta rotation amount
  23843. */
  23844. setDeltaRotation(rotation: Quaternion): void;
  23845. /**
  23846. * Gets the box size of the physics imposter and stores the result in the input parameter
  23847. * @param result Stores the box size
  23848. * @returns The physics imposter
  23849. */
  23850. getBoxSizeToRef(result: Vector3): PhysicsImpostor;
  23851. /**
  23852. * Gets the radius of the physics imposter
  23853. * @returns Radius of the physics imposter
  23854. */
  23855. getRadius(): number;
  23856. /**
  23857. * Sync a bone with this impostor
  23858. * @param bone The bone to sync to the impostor.
  23859. * @param boneMesh The mesh that the bone is influencing.
  23860. * @param jointPivot The pivot of the joint / bone in local space.
  23861. * @param distToJoint Optional distance from the impostor to the joint.
  23862. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  23863. */
  23864. syncBoneWithImpostor(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion): void;
  23865. /**
  23866. * Sync impostor to a bone
  23867. * @param bone The bone that the impostor will be synced to.
  23868. * @param boneMesh The mesh that the bone is influencing.
  23869. * @param jointPivot The pivot of the joint / bone in local space.
  23870. * @param distToJoint Optional distance from the impostor to the joint.
  23871. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  23872. * @param boneAxis Optional vector3 axis the bone is aligned with
  23873. */
  23874. syncImpostorWithBone(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion, boneAxis?: Vector3): void;
  23875. /**
  23876. * No-Imposter type
  23877. */
  23878. static NoImpostor: number;
  23879. /**
  23880. * Sphere-Imposter type
  23881. */
  23882. static SphereImpostor: number;
  23883. /**
  23884. * Box-Imposter type
  23885. */
  23886. static BoxImpostor: number;
  23887. /**
  23888. * Plane-Imposter type
  23889. */
  23890. static PlaneImpostor: number;
  23891. /**
  23892. * Mesh-imposter type
  23893. */
  23894. static MeshImpostor: number;
  23895. /**
  23896. * Capsule-Impostor type (Ammo.js plugin only)
  23897. */
  23898. static CapsuleImpostor: number;
  23899. /**
  23900. * Cylinder-Imposter type
  23901. */
  23902. static CylinderImpostor: number;
  23903. /**
  23904. * Particle-Imposter type
  23905. */
  23906. static ParticleImpostor: number;
  23907. /**
  23908. * Heightmap-Imposter type
  23909. */
  23910. static HeightmapImpostor: number;
  23911. /**
  23912. * ConvexHull-Impostor type (Ammo.js plugin only)
  23913. */
  23914. static ConvexHullImpostor: number;
  23915. /**
  23916. * Rope-Imposter type
  23917. */
  23918. static RopeImpostor: number;
  23919. /**
  23920. * Cloth-Imposter type
  23921. */
  23922. static ClothImpostor: number;
  23923. /**
  23924. * Softbody-Imposter type
  23925. */
  23926. static SoftbodyImpostor: number;
  23927. }
  23928. }
  23929. declare module "babylonjs/Meshes/mesh" {
  23930. import { Observable } from "babylonjs/Misc/observable";
  23931. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  23932. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  23933. import { Camera } from "babylonjs/Cameras/camera";
  23934. import { Scene } from "babylonjs/scene";
  23935. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  23936. import { Color4 } from "babylonjs/Maths/math.color";
  23937. import { Engine } from "babylonjs/Engines/engine";
  23938. import { Node } from "babylonjs/node";
  23939. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  23940. import { IGetSetVerticesData } from "babylonjs/Meshes/mesh.vertexData";
  23941. import { Buffer } from "babylonjs/Meshes/buffer";
  23942. import { Geometry } from "babylonjs/Meshes/geometry";
  23943. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23944. import { SubMesh } from "babylonjs/Meshes/subMesh";
  23945. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  23946. import { Effect } from "babylonjs/Materials/effect";
  23947. import { Material } from "babylonjs/Materials/material";
  23948. import { Skeleton } from "babylonjs/Bones/skeleton";
  23949. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  23950. import { MeshLODLevel } from "babylonjs/Meshes/meshLODLevel";
  23951. import { Path3D } from "babylonjs/Maths/math.path";
  23952. import { Plane } from "babylonjs/Maths/math.plane";
  23953. import { TransformNode } from "babylonjs/Meshes/transformNode";
  23954. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  23955. import { InstancedMesh } from "babylonjs/Meshes/instancedMesh";
  23956. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  23957. import { IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  23958. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  23959. /**
  23960. * @hidden
  23961. **/
  23962. export class _CreationDataStorage {
  23963. closePath?: boolean;
  23964. closeArray?: boolean;
  23965. idx: number[];
  23966. dashSize: number;
  23967. gapSize: number;
  23968. path3D: Path3D;
  23969. pathArray: Vector3[][];
  23970. arc: number;
  23971. radius: number;
  23972. cap: number;
  23973. tessellation: number;
  23974. }
  23975. /**
  23976. * @hidden
  23977. **/
  23978. class _InstanceDataStorage {
  23979. visibleInstances: any;
  23980. batchCache: _InstancesBatch;
  23981. instancesBufferSize: number;
  23982. instancesBuffer: Nullable<Buffer>;
  23983. instancesData: Float32Array;
  23984. overridenInstanceCount: number;
  23985. isFrozen: boolean;
  23986. previousBatch: Nullable<_InstancesBatch>;
  23987. hardwareInstancedRendering: boolean;
  23988. sideOrientation: number;
  23989. }
  23990. /**
  23991. * @hidden
  23992. **/
  23993. export class _InstancesBatch {
  23994. mustReturn: boolean;
  23995. visibleInstances: Nullable<import("babylonjs/Meshes/instancedMesh").InstancedMesh[]>[];
  23996. renderSelf: boolean[];
  23997. hardwareInstancedRendering: boolean[];
  23998. }
  23999. /**
  24000. * Class used to represent renderable models
  24001. */
  24002. export class Mesh extends AbstractMesh implements IGetSetVerticesData {
  24003. /**
  24004. * Mesh side orientation : usually the external or front surface
  24005. */
  24006. static readonly FRONTSIDE: number;
  24007. /**
  24008. * Mesh side orientation : usually the internal or back surface
  24009. */
  24010. static readonly BACKSIDE: number;
  24011. /**
  24012. * Mesh side orientation : both internal and external or front and back surfaces
  24013. */
  24014. static readonly DOUBLESIDE: number;
  24015. /**
  24016. * Mesh side orientation : by default, `FRONTSIDE`
  24017. */
  24018. static readonly DEFAULTSIDE: number;
  24019. /**
  24020. * Mesh cap setting : no cap
  24021. */
  24022. static readonly NO_CAP: number;
  24023. /**
  24024. * Mesh cap setting : one cap at the beginning of the mesh
  24025. */
  24026. static readonly CAP_START: number;
  24027. /**
  24028. * Mesh cap setting : one cap at the end of the mesh
  24029. */
  24030. static readonly CAP_END: number;
  24031. /**
  24032. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  24033. */
  24034. static readonly CAP_ALL: number;
  24035. /**
  24036. * Mesh pattern setting : no flip or rotate
  24037. */
  24038. static readonly NO_FLIP: number;
  24039. /**
  24040. * Mesh pattern setting : flip (reflect in y axis) alternate tiles on each row or column
  24041. */
  24042. static readonly FLIP_TILE: number;
  24043. /**
  24044. * Mesh pattern setting : rotate (180degs) alternate tiles on each row or column
  24045. */
  24046. static readonly ROTATE_TILE: number;
  24047. /**
  24048. * Mesh pattern setting : flip (reflect in y axis) all tiles on alternate rows
  24049. */
  24050. static readonly FLIP_ROW: number;
  24051. /**
  24052. * Mesh pattern setting : rotate (180degs) all tiles on alternate rows
  24053. */
  24054. static readonly ROTATE_ROW: number;
  24055. /**
  24056. * Mesh pattern setting : flip and rotate alternate tiles on each row or column
  24057. */
  24058. static readonly FLIP_N_ROTATE_TILE: number;
  24059. /**
  24060. * Mesh pattern setting : rotate pattern and rotate
  24061. */
  24062. static readonly FLIP_N_ROTATE_ROW: number;
  24063. /**
  24064. * Mesh tile positioning : part tiles same on left/right or top/bottom
  24065. */
  24066. static readonly CENTER: number;
  24067. /**
  24068. * Mesh tile positioning : part tiles on left
  24069. */
  24070. static readonly LEFT: number;
  24071. /**
  24072. * Mesh tile positioning : part tiles on right
  24073. */
  24074. static readonly RIGHT: number;
  24075. /**
  24076. * Mesh tile positioning : part tiles on top
  24077. */
  24078. static readonly TOP: number;
  24079. /**
  24080. * Mesh tile positioning : part tiles on bottom
  24081. */
  24082. static readonly BOTTOM: number;
  24083. /**
  24084. * Gets the default side orientation.
  24085. * @param orientation the orientation to value to attempt to get
  24086. * @returns the default orientation
  24087. * @hidden
  24088. */
  24089. static _GetDefaultSideOrientation(orientation?: number): number;
  24090. private _internalMeshDataInfo;
  24091. /**
  24092. * An event triggered before rendering the mesh
  24093. */
  24094. readonly onBeforeRenderObservable: Observable<Mesh>;
  24095. /**
  24096. * An event triggered before binding the mesh
  24097. */
  24098. readonly onBeforeBindObservable: Observable<Mesh>;
  24099. /**
  24100. * An event triggered after rendering the mesh
  24101. */
  24102. readonly onAfterRenderObservable: Observable<Mesh>;
  24103. /**
  24104. * An event triggered before drawing the mesh
  24105. */
  24106. readonly onBeforeDrawObservable: Observable<Mesh>;
  24107. private _onBeforeDrawObserver;
  24108. /**
  24109. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  24110. */
  24111. onBeforeDraw: () => void;
  24112. readonly hasInstances: boolean;
  24113. /**
  24114. * Gets the delay loading state of the mesh (when delay loading is turned on)
  24115. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  24116. */
  24117. delayLoadState: number;
  24118. /**
  24119. * Gets the list of instances created from this mesh
  24120. * it is not supposed to be modified manually.
  24121. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  24122. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  24123. */
  24124. instances: import("babylonjs/Meshes/instancedMesh").InstancedMesh[];
  24125. /**
  24126. * Gets the file containing delay loading data for this mesh
  24127. */
  24128. delayLoadingFile: string;
  24129. /** @hidden */
  24130. _binaryInfo: any;
  24131. /**
  24132. * User defined function used to change how LOD level selection is done
  24133. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  24134. */
  24135. onLODLevelSelection: (distance: number, mesh: Mesh, selectedLevel: Nullable<Mesh>) => void;
  24136. /**
  24137. * Gets or sets the morph target manager
  24138. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  24139. */
  24140. morphTargetManager: Nullable<MorphTargetManager>;
  24141. /** @hidden */
  24142. _creationDataStorage: Nullable<_CreationDataStorage>;
  24143. /** @hidden */
  24144. _geometry: Nullable<Geometry>;
  24145. /** @hidden */
  24146. _delayInfo: Array<string>;
  24147. /** @hidden */
  24148. _delayLoadingFunction: (any: any, mesh: Mesh) => void;
  24149. /** @hidden */
  24150. _instanceDataStorage: _InstanceDataStorage;
  24151. private _effectiveMaterial;
  24152. /** @hidden */
  24153. _shouldGenerateFlatShading: boolean;
  24154. /** @hidden */
  24155. _originalBuilderSideOrientation: number;
  24156. /**
  24157. * Use this property to change the original side orientation defined at construction time
  24158. */
  24159. overrideMaterialSideOrientation: Nullable<number>;
  24160. /**
  24161. * Gets the source mesh (the one used to clone this one from)
  24162. */
  24163. readonly source: Nullable<Mesh>;
  24164. /**
  24165. * Gets or sets a boolean indicating that this mesh does not use index buffer
  24166. */
  24167. isUnIndexed: boolean;
  24168. /**
  24169. * @constructor
  24170. * @param name The value used by scene.getMeshByName() to do a lookup.
  24171. * @param scene The scene to add this mesh to.
  24172. * @param parent The parent of this mesh, if it has one
  24173. * @param source An optional Mesh from which geometry is shared, cloned.
  24174. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  24175. * When false, achieved by calling a clone(), also passing False.
  24176. * This will make creation of children, recursive.
  24177. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  24178. */
  24179. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<Mesh>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean);
  24180. instantiateHierarychy(newParent?: Nullable<TransformNode>): Nullable<TransformNode>;
  24181. /**
  24182. * Gets the class name
  24183. * @returns the string "Mesh".
  24184. */
  24185. getClassName(): string;
  24186. /** @hidden */
  24187. readonly _isMesh: boolean;
  24188. /**
  24189. * Returns a description of this mesh
  24190. * @param fullDetails define if full details about this mesh must be used
  24191. * @returns a descriptive string representing this mesh
  24192. */
  24193. toString(fullDetails?: boolean): string;
  24194. /** @hidden */
  24195. _unBindEffect(): void;
  24196. /**
  24197. * Gets a boolean indicating if this mesh has LOD
  24198. */
  24199. readonly hasLODLevels: boolean;
  24200. /**
  24201. * Gets the list of MeshLODLevel associated with the current mesh
  24202. * @returns an array of MeshLODLevel
  24203. */
  24204. getLODLevels(): MeshLODLevel[];
  24205. private _sortLODLevels;
  24206. /**
  24207. * Add a mesh as LOD level triggered at the given distance.
  24208. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24209. * @param distance The distance from the center of the object to show this level
  24210. * @param mesh The mesh to be added as LOD level (can be null)
  24211. * @return This mesh (for chaining)
  24212. */
  24213. addLODLevel(distance: number, mesh: Nullable<Mesh>): Mesh;
  24214. /**
  24215. * Returns the LOD level mesh at the passed distance or null if not found.
  24216. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24217. * @param distance The distance from the center of the object to show this level
  24218. * @returns a Mesh or `null`
  24219. */
  24220. getLODLevelAtDistance(distance: number): Nullable<Mesh>;
  24221. /**
  24222. * Remove a mesh from the LOD array
  24223. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24224. * @param mesh defines the mesh to be removed
  24225. * @return This mesh (for chaining)
  24226. */
  24227. removeLODLevel(mesh: Mesh): Mesh;
  24228. /**
  24229. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  24230. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24231. * @param camera defines the camera to use to compute distance
  24232. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  24233. * @return This mesh (for chaining)
  24234. */
  24235. getLOD(camera: Camera, boundingSphere?: BoundingSphere): Nullable<AbstractMesh>;
  24236. /**
  24237. * Gets the mesh internal Geometry object
  24238. */
  24239. readonly geometry: Nullable<Geometry>;
  24240. /**
  24241. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  24242. * @returns the total number of vertices
  24243. */
  24244. getTotalVertices(): number;
  24245. /**
  24246. * Returns the content of an associated vertex buffer
  24247. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24248. * - VertexBuffer.PositionKind
  24249. * - VertexBuffer.UVKind
  24250. * - VertexBuffer.UV2Kind
  24251. * - VertexBuffer.UV3Kind
  24252. * - VertexBuffer.UV4Kind
  24253. * - VertexBuffer.UV5Kind
  24254. * - VertexBuffer.UV6Kind
  24255. * - VertexBuffer.ColorKind
  24256. * - VertexBuffer.MatricesIndicesKind
  24257. * - VertexBuffer.MatricesIndicesExtraKind
  24258. * - VertexBuffer.MatricesWeightsKind
  24259. * - VertexBuffer.MatricesWeightsExtraKind
  24260. * @param copyWhenShared defines a boolean indicating that if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one
  24261. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  24262. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  24263. */
  24264. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  24265. /**
  24266. * Returns the mesh VertexBuffer object from the requested `kind`
  24267. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24268. * - VertexBuffer.PositionKind
  24269. * - VertexBuffer.NormalKind
  24270. * - VertexBuffer.UVKind
  24271. * - VertexBuffer.UV2Kind
  24272. * - VertexBuffer.UV3Kind
  24273. * - VertexBuffer.UV4Kind
  24274. * - VertexBuffer.UV5Kind
  24275. * - VertexBuffer.UV6Kind
  24276. * - VertexBuffer.ColorKind
  24277. * - VertexBuffer.MatricesIndicesKind
  24278. * - VertexBuffer.MatricesIndicesExtraKind
  24279. * - VertexBuffer.MatricesWeightsKind
  24280. * - VertexBuffer.MatricesWeightsExtraKind
  24281. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  24282. */
  24283. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  24284. /**
  24285. * Tests if a specific vertex buffer is associated with this mesh
  24286. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  24287. * - VertexBuffer.PositionKind
  24288. * - VertexBuffer.NormalKind
  24289. * - VertexBuffer.UVKind
  24290. * - VertexBuffer.UV2Kind
  24291. * - VertexBuffer.UV3Kind
  24292. * - VertexBuffer.UV4Kind
  24293. * - VertexBuffer.UV5Kind
  24294. * - VertexBuffer.UV6Kind
  24295. * - VertexBuffer.ColorKind
  24296. * - VertexBuffer.MatricesIndicesKind
  24297. * - VertexBuffer.MatricesIndicesExtraKind
  24298. * - VertexBuffer.MatricesWeightsKind
  24299. * - VertexBuffer.MatricesWeightsExtraKind
  24300. * @returns a boolean
  24301. */
  24302. isVerticesDataPresent(kind: string): boolean;
  24303. /**
  24304. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  24305. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  24306. * - VertexBuffer.PositionKind
  24307. * - VertexBuffer.UVKind
  24308. * - VertexBuffer.UV2Kind
  24309. * - VertexBuffer.UV3Kind
  24310. * - VertexBuffer.UV4Kind
  24311. * - VertexBuffer.UV5Kind
  24312. * - VertexBuffer.UV6Kind
  24313. * - VertexBuffer.ColorKind
  24314. * - VertexBuffer.MatricesIndicesKind
  24315. * - VertexBuffer.MatricesIndicesExtraKind
  24316. * - VertexBuffer.MatricesWeightsKind
  24317. * - VertexBuffer.MatricesWeightsExtraKind
  24318. * @returns a boolean
  24319. */
  24320. isVertexBufferUpdatable(kind: string): boolean;
  24321. /**
  24322. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  24323. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24324. * - VertexBuffer.PositionKind
  24325. * - VertexBuffer.NormalKind
  24326. * - VertexBuffer.UVKind
  24327. * - VertexBuffer.UV2Kind
  24328. * - VertexBuffer.UV3Kind
  24329. * - VertexBuffer.UV4Kind
  24330. * - VertexBuffer.UV5Kind
  24331. * - VertexBuffer.UV6Kind
  24332. * - VertexBuffer.ColorKind
  24333. * - VertexBuffer.MatricesIndicesKind
  24334. * - VertexBuffer.MatricesIndicesExtraKind
  24335. * - VertexBuffer.MatricesWeightsKind
  24336. * - VertexBuffer.MatricesWeightsExtraKind
  24337. * @returns an array of strings
  24338. */
  24339. getVerticesDataKinds(): string[];
  24340. /**
  24341. * Returns a positive integer : the total number of indices in this mesh geometry.
  24342. * @returns the numner of indices or zero if the mesh has no geometry.
  24343. */
  24344. getTotalIndices(): number;
  24345. /**
  24346. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  24347. * @param copyWhenShared If true (default false) and and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.
  24348. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  24349. * @returns the indices array or an empty array if the mesh has no geometry
  24350. */
  24351. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  24352. readonly isBlocked: boolean;
  24353. /**
  24354. * Determine if the current mesh is ready to be rendered
  24355. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  24356. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  24357. * @returns true if all associated assets are ready (material, textures, shaders)
  24358. */
  24359. isReady(completeCheck?: boolean, forceInstanceSupport?: boolean): boolean;
  24360. /**
  24361. * Gets a boolean indicating if the normals aren't to be recomputed on next mesh `positions` array update. This property is pertinent only for updatable parametric shapes.
  24362. */
  24363. readonly areNormalsFrozen: boolean;
  24364. /**
  24365. * This function affects parametric shapes on vertex position update only : ribbons, tubes, etc. It has no effect at all on other shapes. It prevents the mesh normals from being recomputed on next `positions` array update.
  24366. * @returns the current mesh
  24367. */
  24368. freezeNormals(): Mesh;
  24369. /**
  24370. * This function affects parametric shapes on vertex position update only : ribbons, tubes, etc. It has no effect at all on other shapes. It reactivates the mesh normals computation if it was previously frozen
  24371. * @returns the current mesh
  24372. */
  24373. unfreezeNormals(): Mesh;
  24374. /**
  24375. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  24376. */
  24377. overridenInstanceCount: number;
  24378. /** @hidden */
  24379. _preActivate(): Mesh;
  24380. /** @hidden */
  24381. _preActivateForIntermediateRendering(renderId: number): Mesh;
  24382. /** @hidden */
  24383. _registerInstanceForRenderId(instance: InstancedMesh, renderId: number): Mesh;
  24384. /**
  24385. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  24386. * This means the mesh underlying bounding box and sphere are recomputed.
  24387. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  24388. * @returns the current mesh
  24389. */
  24390. refreshBoundingInfo(applySkeleton?: boolean): Mesh;
  24391. /** @hidden */
  24392. _createGlobalSubMesh(force: boolean): Nullable<SubMesh>;
  24393. /**
  24394. * This function will subdivide the mesh into multiple submeshes
  24395. * @param count defines the expected number of submeshes
  24396. */
  24397. subdivide(count: number): void;
  24398. /**
  24399. * Copy a FloatArray into a specific associated vertex buffer
  24400. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  24401. * - VertexBuffer.PositionKind
  24402. * - VertexBuffer.UVKind
  24403. * - VertexBuffer.UV2Kind
  24404. * - VertexBuffer.UV3Kind
  24405. * - VertexBuffer.UV4Kind
  24406. * - VertexBuffer.UV5Kind
  24407. * - VertexBuffer.UV6Kind
  24408. * - VertexBuffer.ColorKind
  24409. * - VertexBuffer.MatricesIndicesKind
  24410. * - VertexBuffer.MatricesIndicesExtraKind
  24411. * - VertexBuffer.MatricesWeightsKind
  24412. * - VertexBuffer.MatricesWeightsExtraKind
  24413. * @param data defines the data source
  24414. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  24415. * @param stride defines the data stride size (can be null)
  24416. * @returns the current mesh
  24417. */
  24418. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  24419. /**
  24420. * Flags an associated vertex buffer as updatable
  24421. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  24422. * - VertexBuffer.PositionKind
  24423. * - VertexBuffer.UVKind
  24424. * - VertexBuffer.UV2Kind
  24425. * - VertexBuffer.UV3Kind
  24426. * - VertexBuffer.UV4Kind
  24427. * - VertexBuffer.UV5Kind
  24428. * - VertexBuffer.UV6Kind
  24429. * - VertexBuffer.ColorKind
  24430. * - VertexBuffer.MatricesIndicesKind
  24431. * - VertexBuffer.MatricesIndicesExtraKind
  24432. * - VertexBuffer.MatricesWeightsKind
  24433. * - VertexBuffer.MatricesWeightsExtraKind
  24434. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  24435. */
  24436. markVerticesDataAsUpdatable(kind: string, updatable?: boolean): void;
  24437. /**
  24438. * Sets the mesh global Vertex Buffer
  24439. * @param buffer defines the buffer to use
  24440. * @returns the current mesh
  24441. */
  24442. setVerticesBuffer(buffer: VertexBuffer): Mesh;
  24443. /**
  24444. * Update a specific associated vertex buffer
  24445. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  24446. * - VertexBuffer.PositionKind
  24447. * - VertexBuffer.UVKind
  24448. * - VertexBuffer.UV2Kind
  24449. * - VertexBuffer.UV3Kind
  24450. * - VertexBuffer.UV4Kind
  24451. * - VertexBuffer.UV5Kind
  24452. * - VertexBuffer.UV6Kind
  24453. * - VertexBuffer.ColorKind
  24454. * - VertexBuffer.MatricesIndicesKind
  24455. * - VertexBuffer.MatricesIndicesExtraKind
  24456. * - VertexBuffer.MatricesWeightsKind
  24457. * - VertexBuffer.MatricesWeightsExtraKind
  24458. * @param data defines the data source
  24459. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  24460. * @param makeItUnique defines if the geometry associated with the mesh must be cloned to make the change only for this mesh (and not all meshes associated with the same geometry)
  24461. * @returns the current mesh
  24462. */
  24463. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  24464. /**
  24465. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  24466. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  24467. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  24468. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  24469. * @returns the current mesh
  24470. */
  24471. updateMeshPositions(positionFunction: (data: FloatArray) => void, computeNormals?: boolean): Mesh;
  24472. /**
  24473. * Creates a un-shared specific occurence of the geometry for the mesh.
  24474. * @returns the current mesh
  24475. */
  24476. makeGeometryUnique(): Mesh;
  24477. /**
  24478. * Set the index buffer of this mesh
  24479. * @param indices defines the source data
  24480. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  24481. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  24482. * @returns the current mesh
  24483. */
  24484. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): AbstractMesh;
  24485. /**
  24486. * Update the current index buffer
  24487. * @param indices defines the source data
  24488. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  24489. * @param gpuMemoryOnly defines a boolean indicating that only the GPU memory must be updated leaving the CPU version of the indices unchanged (false by default)
  24490. * @returns the current mesh
  24491. */
  24492. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  24493. /**
  24494. * Invert the geometry to move from a right handed system to a left handed one.
  24495. * @returns the current mesh
  24496. */
  24497. toLeftHanded(): Mesh;
  24498. /** @hidden */
  24499. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  24500. /** @hidden */
  24501. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  24502. /**
  24503. * Registers for this mesh a javascript function called just before the rendering process
  24504. * @param func defines the function to call before rendering this mesh
  24505. * @returns the current mesh
  24506. */
  24507. registerBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  24508. /**
  24509. * Disposes a previously registered javascript function called before the rendering
  24510. * @param func defines the function to remove
  24511. * @returns the current mesh
  24512. */
  24513. unregisterBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  24514. /**
  24515. * Registers for this mesh a javascript function called just after the rendering is complete
  24516. * @param func defines the function to call after rendering this mesh
  24517. * @returns the current mesh
  24518. */
  24519. registerAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  24520. /**
  24521. * Disposes a previously registered javascript function called after the rendering.
  24522. * @param func defines the function to remove
  24523. * @returns the current mesh
  24524. */
  24525. unregisterAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  24526. /** @hidden */
  24527. _getInstancesRenderList(subMeshId: number): _InstancesBatch;
  24528. /** @hidden */
  24529. _renderWithInstances(subMesh: SubMesh, fillMode: number, batch: _InstancesBatch, effect: Effect, engine: Engine): Mesh;
  24530. /** @hidden */
  24531. _processRendering(subMesh: SubMesh, effect: Effect, fillMode: number, batch: _InstancesBatch, hardwareInstancedRendering: boolean, onBeforeDraw: (isInstance: boolean, world: Matrix, effectiveMaterial?: Material) => void, effectiveMaterial?: Material): Mesh;
  24532. /** @hidden */
  24533. _rebuild(): void;
  24534. /** @hidden */
  24535. _freeze(): void;
  24536. /** @hidden */
  24537. _unFreeze(): void;
  24538. /**
  24539. * Triggers the draw call for the mesh. Usually, you don't need to call this method by your own because the mesh rendering is handled by the scene rendering manager
  24540. * @param subMesh defines the subMesh to render
  24541. * @param enableAlphaMode defines if alpha mode can be changed
  24542. * @returns the current mesh
  24543. */
  24544. render(subMesh: SubMesh, enableAlphaMode: boolean): Mesh;
  24545. private _onBeforeDraw;
  24546. /**
  24547. * Renormalize the mesh and patch it up if there are no weights
  24548. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  24549. * However in the case of zero weights then we set just a single influence to 1.
  24550. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  24551. */
  24552. cleanMatrixWeights(): void;
  24553. private normalizeSkinFourWeights;
  24554. private normalizeSkinWeightsAndExtra;
  24555. /**
  24556. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  24557. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  24558. * the user know there was an issue with importing the mesh
  24559. * @returns a validation object with skinned, valid and report string
  24560. */
  24561. validateSkinning(): {
  24562. skinned: boolean;
  24563. valid: boolean;
  24564. report: string;
  24565. };
  24566. /** @hidden */
  24567. _checkDelayState(): Mesh;
  24568. private _queueLoad;
  24569. /**
  24570. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  24571. * A mesh is in the frustum if its bounding box intersects the frustum
  24572. * @param frustumPlanes defines the frustum to test
  24573. * @returns true if the mesh is in the frustum planes
  24574. */
  24575. isInFrustum(frustumPlanes: Plane[]): boolean;
  24576. /**
  24577. * Sets the mesh material by the material or multiMaterial `id` property
  24578. * @param id is a string identifying the material or the multiMaterial
  24579. * @returns the current mesh
  24580. */
  24581. setMaterialByID(id: string): Mesh;
  24582. /**
  24583. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  24584. * @returns an array of IAnimatable
  24585. */
  24586. getAnimatables(): IAnimatable[];
  24587. /**
  24588. * Modifies the mesh geometry according to the passed transformation matrix.
  24589. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  24590. * The mesh normals are modified using the same transformation.
  24591. * Note that, under the hood, this method sets a new VertexBuffer each call.
  24592. * @param transform defines the transform matrix to use
  24593. * @see http://doc.babylonjs.com/resources/baking_transformations
  24594. * @returns the current mesh
  24595. */
  24596. bakeTransformIntoVertices(transform: Matrix): Mesh;
  24597. /**
  24598. * Modifies the mesh geometry according to its own current World Matrix.
  24599. * The mesh World Matrix is then reset.
  24600. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  24601. * Note that, under the hood, this method sets a new VertexBuffer each call.
  24602. * @see http://doc.babylonjs.com/resources/baking_transformations
  24603. * @returns the current mesh
  24604. */
  24605. bakeCurrentTransformIntoVertices(): Mesh;
  24606. /** @hidden */
  24607. readonly _positions: Nullable<Vector3[]>;
  24608. /** @hidden */
  24609. _resetPointsArrayCache(): Mesh;
  24610. /** @hidden */
  24611. _generatePointsArray(): boolean;
  24612. /**
  24613. * Returns a new Mesh object generated from the current mesh properties.
  24614. * This method must not get confused with createInstance()
  24615. * @param name is a string, the name given to the new mesh
  24616. * @param newParent can be any Node object (default `null`)
  24617. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  24618. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  24619. * @returns a new mesh
  24620. */
  24621. clone(name?: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean): Nullable<AbstractMesh>;
  24622. /**
  24623. * Releases resources associated with this mesh.
  24624. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  24625. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  24626. */
  24627. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  24628. /**
  24629. * Modifies the mesh geometry according to a displacement map.
  24630. * A displacement map is a colored image. Each pixel color value (actually a gradient computed from red, green, blue values) will give the displacement to apply to each mesh vertex.
  24631. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  24632. * @param url is a string, the URL from the image file is to be downloaded.
  24633. * @param minHeight is the lower limit of the displacement.
  24634. * @param maxHeight is the upper limit of the displacement.
  24635. * @param onSuccess is an optional Javascript function to be called just after the mesh is modified. It is passed the modified mesh and must return nothing.
  24636. * @param uvOffset is an optional vector2 used to offset UV.
  24637. * @param uvScale is an optional vector2 used to scale UV.
  24638. * @param forceUpdate defines whether or not to force an update of the generated buffers. This is useful to apply on a deserialized model for instance.
  24639. * @returns the Mesh.
  24640. */
  24641. applyDisplacementMap(url: string, minHeight: number, maxHeight: number, onSuccess?: (mesh: Mesh) => void, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  24642. /**
  24643. * Modifies the mesh geometry according to a displacementMap buffer.
  24644. * A displacement map is a colored image. Each pixel color value (actually a gradient computed from red, green, blue values) will give the displacement to apply to each mesh vertex.
  24645. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  24646. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  24647. * @param heightMapWidth is the width of the buffer image.
  24648. * @param heightMapHeight is the height of the buffer image.
  24649. * @param minHeight is the lower limit of the displacement.
  24650. * @param maxHeight is the upper limit of the displacement.
  24651. * @param onSuccess is an optional Javascript function to be called just after the mesh is modified. It is passed the modified mesh and must return nothing.
  24652. * @param uvOffset is an optional vector2 used to offset UV.
  24653. * @param uvScale is an optional vector2 used to scale UV.
  24654. * @param forceUpdate defines whether or not to force an update of the generated buffers. This is useful to apply on a deserialized model for instance.
  24655. * @returns the Mesh.
  24656. */
  24657. applyDisplacementMapFromBuffer(buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  24658. /**
  24659. * Modify the mesh to get a flat shading rendering.
  24660. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  24661. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  24662. * @returns current mesh
  24663. */
  24664. convertToFlatShadedMesh(): Mesh;
  24665. /**
  24666. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  24667. * In other words, more vertices, no more indices and a single bigger VBO.
  24668. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  24669. * @returns current mesh
  24670. */
  24671. convertToUnIndexedMesh(): Mesh;
  24672. /**
  24673. * Inverses facet orientations.
  24674. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  24675. * @param flipNormals will also inverts the normals
  24676. * @returns current mesh
  24677. */
  24678. flipFaces(flipNormals?: boolean): Mesh;
  24679. /**
  24680. * Increase the number of facets and hence vertices in a mesh
  24681. * Vertex normals are interpolated from existing vertex normals
  24682. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  24683. * @param numberPerEdge the number of new vertices to add to each edge of a facet, optional default 1
  24684. */
  24685. increaseVertices(numberPerEdge: number): void;
  24686. /**
  24687. * Force adjacent facets to share vertices and remove any facets that have all vertices in a line
  24688. * This will undo any application of covertToFlatShadedMesh
  24689. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  24690. */
  24691. forceSharedVertices(): void;
  24692. /** @hidden */
  24693. static _instancedMeshFactory(name: string, mesh: Mesh): InstancedMesh;
  24694. /** @hidden */
  24695. static _PhysicsImpostorParser(scene: Scene, physicObject: IPhysicsEnabledObject, jsonObject: any): PhysicsImpostor;
  24696. /**
  24697. * Creates a new InstancedMesh object from the mesh model.
  24698. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  24699. * @param name defines the name of the new instance
  24700. * @returns a new InstancedMesh
  24701. */
  24702. createInstance(name: string): InstancedMesh;
  24703. /**
  24704. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  24705. * After this call, all the mesh instances have the same submeshes than the current mesh.
  24706. * @returns the current mesh
  24707. */
  24708. synchronizeInstances(): Mesh;
  24709. /**
  24710. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  24711. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  24712. * This should be used together with the simplification to avoid disappearing triangles.
  24713. * @param successCallback an optional success callback to be called after the optimization finished.
  24714. * @returns the current mesh
  24715. */
  24716. optimizeIndices(successCallback?: (mesh?: Mesh) => void): Mesh;
  24717. /**
  24718. * Serialize current mesh
  24719. * @param serializationObject defines the object which will receive the serialization data
  24720. */
  24721. serialize(serializationObject: any): void;
  24722. /** @hidden */
  24723. _syncGeometryWithMorphTargetManager(): void;
  24724. /** @hidden */
  24725. static _GroundMeshParser: (parsedMesh: any, scene: Scene) => Mesh;
  24726. /**
  24727. * Returns a new Mesh object parsed from the source provided.
  24728. * @param parsedMesh is the source
  24729. * @param scene defines the hosting scene
  24730. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  24731. * @returns a new Mesh
  24732. */
  24733. static Parse(parsedMesh: any, scene: Scene, rootUrl: string): Mesh;
  24734. /**
  24735. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  24736. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  24737. * @param name defines the name of the mesh to create
  24738. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  24739. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  24740. * @param closePath creates a seam between the first and the last points of each path of the path array
  24741. * @param offset is taken in account only if the `pathArray` is containing a single path
  24742. * @param scene defines the hosting scene
  24743. * @param updatable defines if the mesh must be flagged as updatable
  24744. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24745. * @param instance defines an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#ribbon)
  24746. * @returns a new Mesh
  24747. */
  24748. static CreateRibbon(name: string, pathArray: Vector3[][], closeArray: boolean, closePath: boolean, offset: number, scene?: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  24749. /**
  24750. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  24751. * @param name defines the name of the mesh to create
  24752. * @param radius sets the radius size (float) of the polygon (default 0.5)
  24753. * @param tessellation sets the number of polygon sides (positive integer, default 64). So a tessellation valued to 3 will build a triangle, to 4 a square, etc
  24754. * @param scene defines the hosting scene
  24755. * @param updatable defines if the mesh must be flagged as updatable
  24756. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24757. * @returns a new Mesh
  24758. */
  24759. static CreateDisc(name: string, radius: number, tessellation: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  24760. /**
  24761. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  24762. * @param name defines the name of the mesh to create
  24763. * @param size sets the size (float) of each box side (default 1)
  24764. * @param scene defines the hosting scene
  24765. * @param updatable defines if the mesh must be flagged as updatable
  24766. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24767. * @returns a new Mesh
  24768. */
  24769. static CreateBox(name: string, size: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  24770. /**
  24771. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  24772. * @param name defines the name of the mesh to create
  24773. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  24774. * @param diameter sets the diameter size (float) of the sphere (default 1)
  24775. * @param scene defines the hosting scene
  24776. * @param updatable defines if the mesh must be flagged as updatable
  24777. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24778. * @returns a new Mesh
  24779. */
  24780. static CreateSphere(name: string, segments: number, diameter: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24781. /**
  24782. * Creates a hemisphere mesh. Please consider using the same method from the MeshBuilder class instead
  24783. * @param name defines the name of the mesh to create
  24784. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  24785. * @param diameter sets the diameter size (float) of the sphere (default 1)
  24786. * @param scene defines the hosting scene
  24787. * @returns a new Mesh
  24788. */
  24789. static CreateHemisphere(name: string, segments: number, diameter: number, scene?: Scene): Mesh;
  24790. /**
  24791. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  24792. * @param name defines the name of the mesh to create
  24793. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  24794. * @param diameterTop set the top cap diameter (floats, default 1)
  24795. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  24796. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  24797. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  24798. * @param scene defines the hosting scene
  24799. * @param updatable defines if the mesh must be flagged as updatable
  24800. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24801. * @returns a new Mesh
  24802. */
  24803. static CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene?: Scene, updatable?: any, sideOrientation?: number): Mesh;
  24804. /**
  24805. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  24806. * @param name defines the name of the mesh to create
  24807. * @param diameter sets the diameter size (float) of the torus (default 1)
  24808. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  24809. * @param tessellation sets the number of torus sides (postive integer, default 16)
  24810. * @param scene defines the hosting scene
  24811. * @param updatable defines if the mesh must be flagged as updatable
  24812. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24813. * @returns a new Mesh
  24814. */
  24815. static CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24816. /**
  24817. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  24818. * @param name defines the name of the mesh to create
  24819. * @param radius sets the global radius size (float) of the torus knot (default 2)
  24820. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  24821. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  24822. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  24823. * @param p the number of windings on X axis (positive integers, default 2)
  24824. * @param q the number of windings on Y axis (positive integers, default 3)
  24825. * @param scene defines the hosting scene
  24826. * @param updatable defines if the mesh must be flagged as updatable
  24827. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24828. * @returns a new Mesh
  24829. */
  24830. static CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24831. /**
  24832. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  24833. * @param name defines the name of the mesh to create
  24834. * @param points is an array successive Vector3
  24835. * @param scene defines the hosting scene
  24836. * @param updatable defines if the mesh must be flagged as updatable
  24837. * @param instance is an instance of an existing LineMesh object to be updated with the passed `points` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#lines-and-dashedlines).
  24838. * @returns a new Mesh
  24839. */
  24840. static CreateLines(name: string, points: Vector3[], scene?: Nullable<Scene>, updatable?: boolean, instance?: Nullable<LinesMesh>): LinesMesh;
  24841. /**
  24842. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  24843. * @param name defines the name of the mesh to create
  24844. * @param points is an array successive Vector3
  24845. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  24846. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  24847. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  24848. * @param scene defines the hosting scene
  24849. * @param updatable defines if the mesh must be flagged as updatable
  24850. * @param instance is an instance of an existing LineMesh object to be updated with the passed `points` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#lines-and-dashedlines)
  24851. * @returns a new Mesh
  24852. */
  24853. static CreateDashedLines(name: string, points: Vector3[], dashSize: number, gapSize: number, dashNb: number, scene?: Nullable<Scene>, updatable?: boolean, instance?: LinesMesh): LinesMesh;
  24854. /**
  24855. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  24856. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  24857. * The parameter `shape` is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors.
  24858. * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  24859. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  24860. * Remember you can only change the shape positions, not their number when updating a polygon.
  24861. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  24862. * @param name defines the name of the mesh to create
  24863. * @param shape is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
  24864. * @param scene defines the hosting scene
  24865. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  24866. * @param updatable defines if the mesh must be flagged as updatable
  24867. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24868. * @param earcutInjection can be used to inject your own earcut reference
  24869. * @returns a new Mesh
  24870. */
  24871. static CreatePolygon(name: string, shape: Vector3[], scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  24872. /**
  24873. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  24874. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  24875. * @param name defines the name of the mesh to create
  24876. * @param shape is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
  24877. * @param depth defines the height of extrusion
  24878. * @param scene defines the hosting scene
  24879. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  24880. * @param updatable defines if the mesh must be flagged as updatable
  24881. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24882. * @param earcutInjection can be used to inject your own earcut reference
  24883. * @returns a new Mesh
  24884. */
  24885. static ExtrudePolygon(name: string, shape: Vector3[], depth: number, scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  24886. /**
  24887. * Creates an extruded shape mesh.
  24888. * The extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters. Please consider using the same method from the MeshBuilder class instead
  24889. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  24890. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  24891. * @param name defines the name of the mesh to create
  24892. * @param shape is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis
  24893. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  24894. * @param scale is the value to scale the shape
  24895. * @param rotation is the angle value to rotate the shape each step (each path point), from the former step (so rotation added each step) along the curve
  24896. * @param cap sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL
  24897. * @param scene defines the hosting scene
  24898. * @param updatable defines if the mesh must be flagged as updatable
  24899. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24900. * @param instance is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#extruded-shape)
  24901. * @returns a new Mesh
  24902. */
  24903. static ExtrudeShape(name: string, shape: Vector3[], path: Vector3[], scale: number, rotation: number, cap: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  24904. /**
  24905. * Creates an custom extruded shape mesh.
  24906. * The custom extrusion is a parametric shape.
  24907. * It has no predefined shape. Its final shape will depend on the input parameters.
  24908. * Please consider using the same method from the MeshBuilder class instead
  24909. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  24910. * @param name defines the name of the mesh to create
  24911. * @param shape is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis
  24912. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  24913. * @param scaleFunction is a custom Javascript function called on each path point
  24914. * @param rotationFunction is a custom Javascript function called on each path point
  24915. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  24916. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  24917. * @param cap sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL
  24918. * @param scene defines the hosting scene
  24919. * @param updatable defines if the mesh must be flagged as updatable
  24920. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24921. * @param instance is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters (http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape)
  24922. * @returns a new Mesh
  24923. */
  24924. static ExtrudeShapeCustom(name: string, shape: Vector3[], path: Vector3[], scaleFunction: Function, rotationFunction: Function, ribbonCloseArray: boolean, ribbonClosePath: boolean, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  24925. /**
  24926. * Creates lathe mesh.
  24927. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  24928. * Please consider using the same method from the MeshBuilder class instead
  24929. * @param name defines the name of the mesh to create
  24930. * @param shape is a required array of successive Vector3. This array depicts the shape to be rotated in its local space : the shape must be designed in the xOy plane and will be rotated around the Y axis. It's usually a 2D shape, so the Vector3 z coordinates are often set to zero
  24931. * @param radius is the radius value of the lathe
  24932. * @param tessellation is the side number of the lathe.
  24933. * @param scene defines the hosting scene
  24934. * @param updatable defines if the mesh must be flagged as updatable
  24935. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24936. * @returns a new Mesh
  24937. */
  24938. static CreateLathe(name: string, shape: Vector3[], radius: number, tessellation: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24939. /**
  24940. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  24941. * @param name defines the name of the mesh to create
  24942. * @param size sets the size (float) of both sides of the plane at once (default 1)
  24943. * @param scene defines the hosting scene
  24944. * @param updatable defines if the mesh must be flagged as updatable
  24945. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24946. * @returns a new Mesh
  24947. */
  24948. static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24949. /**
  24950. * Creates a ground mesh.
  24951. * Please consider using the same method from the MeshBuilder class instead
  24952. * @param name defines the name of the mesh to create
  24953. * @param width set the width of the ground
  24954. * @param height set the height of the ground
  24955. * @param subdivisions sets the number of subdivisions per side
  24956. * @param scene defines the hosting scene
  24957. * @param updatable defines if the mesh must be flagged as updatable
  24958. * @returns a new Mesh
  24959. */
  24960. static CreateGround(name: string, width: number, height: number, subdivisions: number, scene?: Scene, updatable?: boolean): Mesh;
  24961. /**
  24962. * Creates a tiled ground mesh.
  24963. * Please consider using the same method from the MeshBuilder class instead
  24964. * @param name defines the name of the mesh to create
  24965. * @param xmin set the ground minimum X coordinate
  24966. * @param zmin set the ground minimum Y coordinate
  24967. * @param xmax set the ground maximum X coordinate
  24968. * @param zmax set the ground maximum Z coordinate
  24969. * @param subdivisions is an object `{w: positive integer, h: positive integer}` (default `{w: 6, h: 6}`). `w` and `h` are the numbers of subdivisions on the ground width and height. Each subdivision is called a tile
  24970. * @param precision is an object `{w: positive integer, h: positive integer}` (default `{w: 2, h: 2}`). `w` and `h` are the numbers of subdivisions on the ground width and height of each tile
  24971. * @param scene defines the hosting scene
  24972. * @param updatable defines if the mesh must be flagged as updatable
  24973. * @returns a new Mesh
  24974. */
  24975. static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  24976. w: number;
  24977. h: number;
  24978. }, precision: {
  24979. w: number;
  24980. h: number;
  24981. }, scene: Scene, updatable?: boolean): Mesh;
  24982. /**
  24983. * Creates a ground mesh from a height map.
  24984. * Please consider using the same method from the MeshBuilder class instead
  24985. * @see http://doc.babylonjs.com/babylon101/height_map
  24986. * @param name defines the name of the mesh to create
  24987. * @param url sets the URL of the height map image resource
  24988. * @param width set the ground width size
  24989. * @param height set the ground height size
  24990. * @param subdivisions sets the number of subdivision per side
  24991. * @param minHeight is the minimum altitude on the ground
  24992. * @param maxHeight is the maximum altitude on the ground
  24993. * @param scene defines the hosting scene
  24994. * @param updatable defines if the mesh must be flagged as updatable
  24995. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  24996. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  24997. * @returns a new Mesh
  24998. */
  24999. static CreateGroundFromHeightMap(name: string, url: string, width: number, height: number, subdivisions: number, minHeight: number, maxHeight: number, scene: Scene, updatable?: boolean, onReady?: (mesh: GroundMesh) => void, alphaFilter?: number): GroundMesh;
  25000. /**
  25001. * Creates a tube mesh.
  25002. * The tube is a parametric shape.
  25003. * It has no predefined shape. Its final shape will depend on the input parameters.
  25004. * Please consider using the same method from the MeshBuilder class instead
  25005. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  25006. * @param name defines the name of the mesh to create
  25007. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  25008. * @param radius sets the tube radius size
  25009. * @param tessellation is the number of sides on the tubular surface
  25010. * @param radiusFunction is a custom function. If it is not null, it overwrittes the parameter `radius`. This function is called on each point of the tube path and is passed the index `i` of the i-th point and the distance of this point from the first point of the path
  25011. * @param cap sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL
  25012. * @param scene defines the hosting scene
  25013. * @param updatable defines if the mesh must be flagged as updatable
  25014. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25015. * @param instance is an instance of an existing Tube object to be updated with the passed `pathArray` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#tube)
  25016. * @returns a new Mesh
  25017. */
  25018. static CreateTube(name: string, path: Vector3[], radius: number, tessellation: number, radiusFunction: {
  25019. (i: number, distance: number): number;
  25020. }, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  25021. /**
  25022. * Creates a polyhedron mesh.
  25023. * Please consider using the same method from the MeshBuilder class instead.
  25024. * * The parameter `type` (positive integer, max 14, default 0) sets the polyhedron type to build among the 15 embbeded types. Please refer to the type sheet in the tutorial to choose the wanted type
  25025. * * The parameter `size` (positive float, default 1) sets the polygon size
  25026. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  25027. * * You can build other polyhedron types than the 15 embbeded ones by setting the parameter `custom` (`polyhedronObject`, default null). If you set the parameter `custom`, this overwrittes the parameter `type`
  25028. * * A `polyhedronObject` is a formatted javascript object. You'll find a full file with pre-set polyhedra here : https://github.com/BabylonJS/Extensions/tree/master/Polyhedron
  25029. * * You can set the color and the UV of each side of the polyhedron with the parameters `faceColors` (Color4, default `(1, 1, 1, 1)`) and faceUV (Vector4, default `(0, 0, 1, 1)`)
  25030. * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  25031. * * The parameter `flat` (boolean, default true). If set to false, it gives the polyhedron a single global face, so less vertices and shared normals. In this case, `faceColors` and `faceUV` are ignored
  25032. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  25033. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  25034. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  25035. * @param name defines the name of the mesh to create
  25036. * @param options defines the options used to create the mesh
  25037. * @param scene defines the hosting scene
  25038. * @returns a new Mesh
  25039. */
  25040. static CreatePolyhedron(name: string, options: {
  25041. type?: number;
  25042. size?: number;
  25043. sizeX?: number;
  25044. sizeY?: number;
  25045. sizeZ?: number;
  25046. custom?: any;
  25047. faceUV?: Vector4[];
  25048. faceColors?: Color4[];
  25049. updatable?: boolean;
  25050. sideOrientation?: number;
  25051. }, scene: Scene): Mesh;
  25052. /**
  25053. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  25054. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  25055. * * You can set some different icosphere dimensions, for instance to build an ellipsoid, by using the parameters `radiusX`, `radiusY` and `radiusZ` (all by default have the same value than `radius`)
  25056. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  25057. * * The parameter `flat` (boolean, default true) gives each side its own normals. Set it to false to get a smooth continuous light reflection on the surface
  25058. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  25059. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  25060. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  25061. * @param name defines the name of the mesh
  25062. * @param options defines the options used to create the mesh
  25063. * @param scene defines the hosting scene
  25064. * @returns a new Mesh
  25065. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  25066. */
  25067. static CreateIcoSphere(name: string, options: {
  25068. radius?: number;
  25069. flat?: boolean;
  25070. subdivisions?: number;
  25071. sideOrientation?: number;
  25072. updatable?: boolean;
  25073. }, scene: Scene): Mesh;
  25074. /**
  25075. * Creates a decal mesh.
  25076. * Please consider using the same method from the MeshBuilder class instead.
  25077. * A decal is a mesh usually applied as a model onto the surface of another mesh
  25078. * @param name defines the name of the mesh
  25079. * @param sourceMesh defines the mesh receiving the decal
  25080. * @param position sets the position of the decal in world coordinates
  25081. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  25082. * @param size sets the decal scaling
  25083. * @param angle sets the angle to rotate the decal
  25084. * @returns a new Mesh
  25085. */
  25086. static CreateDecal(name: string, sourceMesh: AbstractMesh, position: Vector3, normal: Vector3, size: Vector3, angle: number): Mesh;
  25087. /**
  25088. * Prepare internal position array for software CPU skinning
  25089. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  25090. */
  25091. setPositionsForCPUSkinning(): Float32Array;
  25092. /**
  25093. * Prepare internal normal array for software CPU skinning
  25094. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  25095. */
  25096. setNormalsForCPUSkinning(): Float32Array;
  25097. /**
  25098. * Updates the vertex buffer by applying transformation from the bones
  25099. * @param skeleton defines the skeleton to apply to current mesh
  25100. * @returns the current mesh
  25101. */
  25102. applySkeleton(skeleton: Skeleton): Mesh;
  25103. /**
  25104. * Returns an object containing a min and max Vector3 which are the minimum and maximum vectors of each mesh bounding box from the passed array, in the world coordinates
  25105. * @param meshes defines the list of meshes to scan
  25106. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  25107. */
  25108. static MinMax(meshes: AbstractMesh[]): {
  25109. min: Vector3;
  25110. max: Vector3;
  25111. };
  25112. /**
  25113. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  25114. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  25115. * @returns a vector3
  25116. */
  25117. static Center(meshesOrMinMaxVector: {
  25118. min: Vector3;
  25119. max: Vector3;
  25120. } | AbstractMesh[]): Vector3;
  25121. /**
  25122. * Merge the array of meshes into a single mesh for performance reasons.
  25123. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  25124. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  25125. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  25126. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  25127. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  25128. * @param multiMultiMaterials when true (false default), subdivide mesh and accept multiple multi materials, ignores subdivideWithSubMeshes.
  25129. * @returns a new mesh
  25130. */
  25131. static MergeMeshes(meshes: Array<Mesh>, disposeSource?: boolean, allow32BitsIndices?: boolean, meshSubclass?: Mesh, subdivideWithSubMeshes?: boolean, multiMultiMaterials?: boolean): Nullable<Mesh>;
  25132. /** @hidden */
  25133. addInstance(instance: InstancedMesh): void;
  25134. /** @hidden */
  25135. removeInstance(instance: InstancedMesh): void;
  25136. }
  25137. }
  25138. declare module "babylonjs/Cameras/camera" {
  25139. import { SmartArray } from "babylonjs/Misc/smartArray";
  25140. import { Observable } from "babylonjs/Misc/observable";
  25141. import { Nullable } from "babylonjs/types";
  25142. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  25143. import { Scene } from "babylonjs/scene";
  25144. import { Matrix, Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  25145. import { Node } from "babylonjs/node";
  25146. import { Mesh } from "babylonjs/Meshes/mesh";
  25147. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  25148. import { ICullable } from "babylonjs/Culling/boundingInfo";
  25149. import { Viewport } from "babylonjs/Maths/math.viewport";
  25150. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  25151. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  25152. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  25153. import { Ray } from "babylonjs/Culling/ray";
  25154. /**
  25155. * This is the base class of all the camera used in the application.
  25156. * @see http://doc.babylonjs.com/features/cameras
  25157. */
  25158. export class Camera extends Node {
  25159. /** @hidden */
  25160. static _createDefaultParsedCamera: (name: string, scene: Scene) => Camera;
  25161. /**
  25162. * This is the default projection mode used by the cameras.
  25163. * It helps recreating a feeling of perspective and better appreciate depth.
  25164. * This is the best way to simulate real life cameras.
  25165. */
  25166. static readonly PERSPECTIVE_CAMERA: number;
  25167. /**
  25168. * This helps creating camera with an orthographic mode.
  25169. * Orthographic is commonly used in engineering as a means to produce object specifications that communicate dimensions unambiguously, each line of 1 unit length (cm, meter..whatever) will appear to have the same length everywhere on the drawing. This allows the drafter to dimension only a subset of lines and let the reader know that other lines of that length on the drawing are also that length in reality. Every parallel line in the drawing is also parallel in the object.
  25170. */
  25171. static readonly ORTHOGRAPHIC_CAMERA: number;
  25172. /**
  25173. * This is the default FOV mode for perspective cameras.
  25174. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  25175. */
  25176. static readonly FOVMODE_VERTICAL_FIXED: number;
  25177. /**
  25178. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  25179. */
  25180. static readonly FOVMODE_HORIZONTAL_FIXED: number;
  25181. /**
  25182. * This specifies ther is no need for a camera rig.
  25183. * Basically only one eye is rendered corresponding to the camera.
  25184. */
  25185. static readonly RIG_MODE_NONE: number;
  25186. /**
  25187. * Simulates a camera Rig with one blue eye and one red eye.
  25188. * This can be use with 3d blue and red glasses.
  25189. */
  25190. static readonly RIG_MODE_STEREOSCOPIC_ANAGLYPH: number;
  25191. /**
  25192. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  25193. */
  25194. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL: number;
  25195. /**
  25196. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  25197. */
  25198. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED: number;
  25199. /**
  25200. * Defines that both eyes of the camera will be rendered over under each other.
  25201. */
  25202. static readonly RIG_MODE_STEREOSCOPIC_OVERUNDER: number;
  25203. /**
  25204. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  25205. */
  25206. static readonly RIG_MODE_VR: number;
  25207. /**
  25208. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  25209. */
  25210. static readonly RIG_MODE_WEBVR: number;
  25211. /**
  25212. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  25213. */
  25214. static readonly RIG_MODE_CUSTOM: number;
  25215. /**
  25216. * Defines if by default attaching controls should prevent the default javascript event to continue.
  25217. */
  25218. static ForceAttachControlToAlwaysPreventDefault: boolean;
  25219. /**
  25220. * Define the input manager associated with the camera.
  25221. */
  25222. inputs: CameraInputsManager<Camera>;
  25223. /** @hidden */
  25224. _position: Vector3;
  25225. /**
  25226. * Define the current local position of the camera in the scene
  25227. */
  25228. position: Vector3;
  25229. /**
  25230. * The vector the camera should consider as up.
  25231. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  25232. */
  25233. upVector: Vector3;
  25234. /**
  25235. * Define the current limit on the left side for an orthographic camera
  25236. * In scene unit
  25237. */
  25238. orthoLeft: Nullable<number>;
  25239. /**
  25240. * Define the current limit on the right side for an orthographic camera
  25241. * In scene unit
  25242. */
  25243. orthoRight: Nullable<number>;
  25244. /**
  25245. * Define the current limit on the bottom side for an orthographic camera
  25246. * In scene unit
  25247. */
  25248. orthoBottom: Nullable<number>;
  25249. /**
  25250. * Define the current limit on the top side for an orthographic camera
  25251. * In scene unit
  25252. */
  25253. orthoTop: Nullable<number>;
  25254. /**
  25255. * Field Of View is set in Radians. (default is 0.8)
  25256. */
  25257. fov: number;
  25258. /**
  25259. * Define the minimum distance the camera can see from.
  25260. * This is important to note that the depth buffer are not infinite and the closer it starts
  25261. * the more your scene might encounter depth fighting issue.
  25262. */
  25263. minZ: number;
  25264. /**
  25265. * Define the maximum distance the camera can see to.
  25266. * This is important to note that the depth buffer are not infinite and the further it end
  25267. * the more your scene might encounter depth fighting issue.
  25268. */
  25269. maxZ: number;
  25270. /**
  25271. * Define the default inertia of the camera.
  25272. * This helps giving a smooth feeling to the camera movement.
  25273. */
  25274. inertia: number;
  25275. /**
  25276. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.ORTHOGRAPHIC_CAMERA)
  25277. */
  25278. mode: number;
  25279. /**
  25280. * Define wether the camera is intermediate.
  25281. * This is useful to not present the output directly to the screen in case of rig without post process for instance
  25282. */
  25283. isIntermediate: boolean;
  25284. /**
  25285. * Define the viewport of the camera.
  25286. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  25287. */
  25288. viewport: Viewport;
  25289. /**
  25290. * Restricts the camera to viewing objects with the same layerMask.
  25291. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  25292. */
  25293. layerMask: number;
  25294. /**
  25295. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  25296. */
  25297. fovMode: number;
  25298. /**
  25299. * Rig mode of the camera.
  25300. * This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  25301. * This is normally controlled byt the camera themselves as internal use.
  25302. */
  25303. cameraRigMode: number;
  25304. /**
  25305. * Defines the distance between both "eyes" in case of a RIG
  25306. */
  25307. interaxialDistance: number;
  25308. /**
  25309. * Defines if stereoscopic rendering is done side by side or over under.
  25310. */
  25311. isStereoscopicSideBySide: boolean;
  25312. /**
  25313. * Defines the list of custom render target which are rendered to and then used as the input to this camera's render. Eg. display another camera view on a TV in the main scene
  25314. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  25315. * else in the scene. (Eg. security camera)
  25316. *
  25317. * To change the final output target of the camera, camera.outputRenderTarget should be used instead (eg. webXR renders to a render target corrisponding to an HMD)
  25318. */
  25319. customRenderTargets: import("babylonjs/Materials/Textures/renderTargetTexture").RenderTargetTexture[];
  25320. /**
  25321. * When set, the camera will render to this render target instead of the default canvas
  25322. *
  25323. * If the desire is to use the output of a camera as a texture in the scene consider using camera.customRenderTargets instead
  25324. */
  25325. outputRenderTarget: Nullable<RenderTargetTexture>;
  25326. /**
  25327. * Observable triggered when the camera view matrix has changed.
  25328. */
  25329. onViewMatrixChangedObservable: Observable<Camera>;
  25330. /**
  25331. * Observable triggered when the camera Projection matrix has changed.
  25332. */
  25333. onProjectionMatrixChangedObservable: Observable<Camera>;
  25334. /**
  25335. * Observable triggered when the inputs have been processed.
  25336. */
  25337. onAfterCheckInputsObservable: Observable<Camera>;
  25338. /**
  25339. * Observable triggered when reset has been called and applied to the camera.
  25340. */
  25341. onRestoreStateObservable: Observable<Camera>;
  25342. /** @hidden */
  25343. _cameraRigParams: any;
  25344. /** @hidden */
  25345. _rigCameras: Camera[];
  25346. /** @hidden */
  25347. _rigPostProcess: Nullable<PostProcess>;
  25348. protected _webvrViewMatrix: Matrix;
  25349. /** @hidden */
  25350. _skipRendering: boolean;
  25351. /** @hidden */
  25352. _projectionMatrix: Matrix;
  25353. /** @hidden */
  25354. _postProcesses: Nullable<import("babylonjs/PostProcesses/postProcess").PostProcess>[];
  25355. /** @hidden */
  25356. _activeMeshes: SmartArray<AbstractMesh>;
  25357. protected _globalPosition: Vector3;
  25358. /** @hidden */
  25359. _computedViewMatrix: Matrix;
  25360. private _doNotComputeProjectionMatrix;
  25361. private _transformMatrix;
  25362. private _frustumPlanes;
  25363. private _refreshFrustumPlanes;
  25364. private _storedFov;
  25365. private _stateStored;
  25366. /**
  25367. * Instantiates a new camera object.
  25368. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  25369. * @see http://doc.babylonjs.com/features/cameras
  25370. * @param name Defines the name of the camera in the scene
  25371. * @param position Defines the position of the camera
  25372. * @param scene Defines the scene the camera belongs too
  25373. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  25374. */
  25375. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  25376. /**
  25377. * Store current camera state (fov, position, etc..)
  25378. * @returns the camera
  25379. */
  25380. storeState(): Camera;
  25381. /**
  25382. * Restores the camera state values if it has been stored. You must call storeState() first
  25383. */
  25384. protected _restoreStateValues(): boolean;
  25385. /**
  25386. * Restored camera state. You must call storeState() first.
  25387. * @returns true if restored and false otherwise
  25388. */
  25389. restoreState(): boolean;
  25390. /**
  25391. * Gets the class name of the camera.
  25392. * @returns the class name
  25393. */
  25394. getClassName(): string;
  25395. /** @hidden */
  25396. readonly _isCamera: boolean;
  25397. /**
  25398. * Gets a string representation of the camera useful for debug purpose.
  25399. * @param fullDetails Defines that a more verboe level of logging is required
  25400. * @returns the string representation
  25401. */
  25402. toString(fullDetails?: boolean): string;
  25403. /**
  25404. * Gets the current world space position of the camera.
  25405. */
  25406. readonly globalPosition: Vector3;
  25407. /**
  25408. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  25409. * @returns the active meshe list
  25410. */
  25411. getActiveMeshes(): SmartArray<AbstractMesh>;
  25412. /**
  25413. * Check wether a mesh is part of the current active mesh list of the camera
  25414. * @param mesh Defines the mesh to check
  25415. * @returns true if active, false otherwise
  25416. */
  25417. isActiveMesh(mesh: Mesh): boolean;
  25418. /**
  25419. * Is this camera ready to be used/rendered
  25420. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  25421. * @return true if the camera is ready
  25422. */
  25423. isReady(completeCheck?: boolean): boolean;
  25424. /** @hidden */
  25425. _initCache(): void;
  25426. /** @hidden */
  25427. _updateCache(ignoreParentClass?: boolean): void;
  25428. /** @hidden */
  25429. _isSynchronized(): boolean;
  25430. /** @hidden */
  25431. _isSynchronizedViewMatrix(): boolean;
  25432. /** @hidden */
  25433. _isSynchronizedProjectionMatrix(): boolean;
  25434. /**
  25435. * Attach the input controls to a specific dom element to get the input from.
  25436. * @param element Defines the element the controls should be listened from
  25437. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  25438. */
  25439. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  25440. /**
  25441. * Detach the current controls from the specified dom element.
  25442. * @param element Defines the element to stop listening the inputs from
  25443. */
  25444. detachControl(element: HTMLElement): void;
  25445. /**
  25446. * Update the camera state according to the different inputs gathered during the frame.
  25447. */
  25448. update(): void;
  25449. /** @hidden */
  25450. _checkInputs(): void;
  25451. /** @hidden */
  25452. readonly rigCameras: Camera[];
  25453. /**
  25454. * Gets the post process used by the rig cameras
  25455. */
  25456. readonly rigPostProcess: Nullable<PostProcess>;
  25457. /**
  25458. * Internal, gets the first post proces.
  25459. * @returns the first post process to be run on this camera.
  25460. */
  25461. _getFirstPostProcess(): Nullable<PostProcess>;
  25462. private _cascadePostProcessesToRigCams;
  25463. /**
  25464. * Attach a post process to the camera.
  25465. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  25466. * @param postProcess The post process to attach to the camera
  25467. * @param insertAt The position of the post process in case several of them are in use in the scene
  25468. * @returns the position the post process has been inserted at
  25469. */
  25470. attachPostProcess(postProcess: PostProcess, insertAt?: Nullable<number>): number;
  25471. /**
  25472. * Detach a post process to the camera.
  25473. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  25474. * @param postProcess The post process to detach from the camera
  25475. */
  25476. detachPostProcess(postProcess: PostProcess): void;
  25477. /**
  25478. * Gets the current world matrix of the camera
  25479. */
  25480. getWorldMatrix(): Matrix;
  25481. /** @hidden */
  25482. _getViewMatrix(): Matrix;
  25483. /**
  25484. * Gets the current view matrix of the camera.
  25485. * @param force forces the camera to recompute the matrix without looking at the cached state
  25486. * @returns the view matrix
  25487. */
  25488. getViewMatrix(force?: boolean): Matrix;
  25489. /**
  25490. * Freeze the projection matrix.
  25491. * It will prevent the cache check of the camera projection compute and can speed up perf
  25492. * if no parameter of the camera are meant to change
  25493. * @param projection Defines manually a projection if necessary
  25494. */
  25495. freezeProjectionMatrix(projection?: Matrix): void;
  25496. /**
  25497. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  25498. */
  25499. unfreezeProjectionMatrix(): void;
  25500. /**
  25501. * Gets the current projection matrix of the camera.
  25502. * @param force forces the camera to recompute the matrix without looking at the cached state
  25503. * @returns the projection matrix
  25504. */
  25505. getProjectionMatrix(force?: boolean): Matrix;
  25506. /**
  25507. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  25508. * @returns a Matrix
  25509. */
  25510. getTransformationMatrix(): Matrix;
  25511. private _updateFrustumPlanes;
  25512. /**
  25513. * Checks if a cullable object (mesh...) is in the camera frustum
  25514. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  25515. * @param target The object to check
  25516. * @param checkRigCameras If the rig cameras should be checked (eg. with webVR camera both eyes should be checked) (Default: false)
  25517. * @returns true if the object is in frustum otherwise false
  25518. */
  25519. isInFrustum(target: ICullable, checkRigCameras?: boolean): boolean;
  25520. /**
  25521. * Checks if a cullable object (mesh...) is in the camera frustum
  25522. * Unlike isInFrustum this cheks the full bounding box
  25523. * @param target The object to check
  25524. * @returns true if the object is in frustum otherwise false
  25525. */
  25526. isCompletelyInFrustum(target: ICullable): boolean;
  25527. /**
  25528. * Gets a ray in the forward direction from the camera.
  25529. * @param length Defines the length of the ray to create
  25530. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  25531. * @param origin Defines the start point of the ray which defaults to the camera position
  25532. * @returns the forward ray
  25533. */
  25534. getForwardRay(length?: number, transform?: Matrix, origin?: Vector3): Ray;
  25535. /**
  25536. * Releases resources associated with this node.
  25537. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  25538. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  25539. */
  25540. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  25541. /** @hidden */
  25542. _isLeftCamera: boolean;
  25543. /**
  25544. * Gets the left camera of a rig setup in case of Rigged Camera
  25545. */
  25546. readonly isLeftCamera: boolean;
  25547. /** @hidden */
  25548. _isRightCamera: boolean;
  25549. /**
  25550. * Gets the right camera of a rig setup in case of Rigged Camera
  25551. */
  25552. readonly isRightCamera: boolean;
  25553. /**
  25554. * Gets the left camera of a rig setup in case of Rigged Camera
  25555. */
  25556. readonly leftCamera: Nullable<FreeCamera>;
  25557. /**
  25558. * Gets the right camera of a rig setup in case of Rigged Camera
  25559. */
  25560. readonly rightCamera: Nullable<FreeCamera>;
  25561. /**
  25562. * Gets the left camera target of a rig setup in case of Rigged Camera
  25563. * @returns the target position
  25564. */
  25565. getLeftTarget(): Nullable<Vector3>;
  25566. /**
  25567. * Gets the right camera target of a rig setup in case of Rigged Camera
  25568. * @returns the target position
  25569. */
  25570. getRightTarget(): Nullable<Vector3>;
  25571. /**
  25572. * @hidden
  25573. */
  25574. setCameraRigMode(mode: number, rigParams: any): void;
  25575. /** @hidden */
  25576. static _setStereoscopicRigMode(camera: Camera): void;
  25577. /** @hidden */
  25578. static _setStereoscopicAnaglyphRigMode(camera: Camera): void;
  25579. /** @hidden */
  25580. static _setVRRigMode(camera: Camera, rigParams: any): void;
  25581. /** @hidden */
  25582. static _setWebVRRigMode(camera: Camera, rigParams: any): void;
  25583. /** @hidden */
  25584. _getVRProjectionMatrix(): Matrix;
  25585. protected _updateCameraRotationMatrix(): void;
  25586. protected _updateWebVRCameraRotationMatrix(): void;
  25587. /**
  25588. * This function MUST be overwritten by the different WebVR cameras available.
  25589. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  25590. * @hidden
  25591. */
  25592. _getWebVRProjectionMatrix(): Matrix;
  25593. /**
  25594. * This function MUST be overwritten by the different WebVR cameras available.
  25595. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  25596. * @hidden
  25597. */
  25598. _getWebVRViewMatrix(): Matrix;
  25599. /** @hidden */
  25600. setCameraRigParameter(name: string, value: any): void;
  25601. /**
  25602. * needs to be overridden by children so sub has required properties to be copied
  25603. * @hidden
  25604. */
  25605. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  25606. /**
  25607. * May need to be overridden by children
  25608. * @hidden
  25609. */
  25610. _updateRigCameras(): void;
  25611. /** @hidden */
  25612. _setupInputs(): void;
  25613. /**
  25614. * Serialiaze the camera setup to a json represention
  25615. * @returns the JSON representation
  25616. */
  25617. serialize(): any;
  25618. /**
  25619. * Clones the current camera.
  25620. * @param name The cloned camera name
  25621. * @returns the cloned camera
  25622. */
  25623. clone(name: string): Camera;
  25624. /**
  25625. * Gets the direction of the camera relative to a given local axis.
  25626. * @param localAxis Defines the reference axis to provide a relative direction.
  25627. * @return the direction
  25628. */
  25629. getDirection(localAxis: Vector3): Vector3;
  25630. /**
  25631. * Returns the current camera absolute rotation
  25632. */
  25633. readonly absoluteRotation: Quaternion;
  25634. /**
  25635. * Gets the direction of the camera relative to a given local axis into a passed vector.
  25636. * @param localAxis Defines the reference axis to provide a relative direction.
  25637. * @param result Defines the vector to store the result in
  25638. */
  25639. getDirectionToRef(localAxis: Vector3, result: Vector3): void;
  25640. /**
  25641. * Gets a camera constructor for a given camera type
  25642. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  25643. * @param name The name of the camera the result will be able to instantiate
  25644. * @param scene The scene the result will construct the camera in
  25645. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  25646. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  25647. * @returns a factory method to construc the camera
  25648. */
  25649. static GetConstructorFromName(type: string, name: string, scene: Scene, interaxial_distance?: number, isStereoscopicSideBySide?: boolean): () => Camera;
  25650. /**
  25651. * Compute the world matrix of the camera.
  25652. * @returns the camera workd matrix
  25653. */
  25654. computeWorldMatrix(): Matrix;
  25655. /**
  25656. * Parse a JSON and creates the camera from the parsed information
  25657. * @param parsedCamera The JSON to parse
  25658. * @param scene The scene to instantiate the camera in
  25659. * @returns the newly constructed camera
  25660. */
  25661. static Parse(parsedCamera: any, scene: Scene): Camera;
  25662. }
  25663. }
  25664. declare module "babylonjs/Meshes/Builders/discBuilder" {
  25665. import { Nullable } from "babylonjs/types";
  25666. import { Scene } from "babylonjs/scene";
  25667. import { Vector4 } from "babylonjs/Maths/math.vector";
  25668. import { Mesh } from "babylonjs/Meshes/mesh";
  25669. /**
  25670. * Class containing static functions to help procedurally build meshes
  25671. */
  25672. export class DiscBuilder {
  25673. /**
  25674. * Creates a plane polygonal mesh. By default, this is a disc
  25675. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  25676. * * The parameter `tessellation` sets the number of polygon sides (positive integer, default 64). So a tessellation valued to 3 will build a triangle, to 4 a square, etc
  25677. * * You can create an unclosed polygon with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference : 2 x PI x ratio
  25678. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  25679. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  25680. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  25681. * @param name defines the name of the mesh
  25682. * @param options defines the options used to create the mesh
  25683. * @param scene defines the hosting scene
  25684. * @returns the plane polygonal mesh
  25685. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  25686. */
  25687. static CreateDisc(name: string, options: {
  25688. radius?: number;
  25689. tessellation?: number;
  25690. arc?: number;
  25691. updatable?: boolean;
  25692. sideOrientation?: number;
  25693. frontUVs?: Vector4;
  25694. backUVs?: Vector4;
  25695. }, scene?: Nullable<Scene>): Mesh;
  25696. }
  25697. }
  25698. declare module "babylonjs/Particles/solidParticleSystem" {
  25699. import { Vector3 } from "babylonjs/Maths/math.vector";
  25700. import { Mesh } from "babylonjs/Meshes/mesh";
  25701. import { Scene, IDisposable } from "babylonjs/scene";
  25702. import { DepthSortedParticle, SolidParticle } from "babylonjs/Particles/solidParticle";
  25703. /**
  25704. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  25705. *As it is just a mesh, the SPS has all the same properties than any other BJS mesh : not more, not less. It can be scaled, rotated, translated, enlighted, textured, moved, etc.
  25706. * The SPS is also a particle system. It provides some methods to manage the particles.
  25707. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  25708. *
  25709. * Full documentation here : http://doc.babylonjs.com/how_to/Solid_Particle_System
  25710. */
  25711. export class SolidParticleSystem implements IDisposable {
  25712. /**
  25713. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  25714. * Example : var p = SPS.particles[i];
  25715. */
  25716. particles: SolidParticle[];
  25717. /**
  25718. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  25719. */
  25720. nbParticles: number;
  25721. /**
  25722. * If the particles must ever face the camera (default false). Useful for planar particles.
  25723. */
  25724. billboard: boolean;
  25725. /**
  25726. * Recompute normals when adding a shape
  25727. */
  25728. recomputeNormals: boolean;
  25729. /**
  25730. * This a counter ofr your own usage. It's not set by any SPS functions.
  25731. */
  25732. counter: number;
  25733. /**
  25734. * The SPS name. This name is also given to the underlying mesh.
  25735. */
  25736. name: string;
  25737. /**
  25738. * The SPS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  25739. */
  25740. mesh: Mesh;
  25741. /**
  25742. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  25743. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#garbage-collector-concerns
  25744. */
  25745. vars: any;
  25746. /**
  25747. * This array is populated when the SPS is set as 'pickable'.
  25748. * Each key of this array is a `faceId` value that you can get from a pickResult object.
  25749. * Each element of this array is an object `{idx: int, faceId: int}`.
  25750. * `idx` is the picked particle index in the `SPS.particles` array
  25751. * `faceId` is the picked face index counted within this particle.
  25752. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#pickable-particles
  25753. */
  25754. pickedParticles: {
  25755. idx: number;
  25756. faceId: number;
  25757. }[];
  25758. /**
  25759. * This array is populated when `enableDepthSort` is set to true.
  25760. * Each element of this array is an instance of the class DepthSortedParticle.
  25761. */
  25762. depthSortedParticles: DepthSortedParticle[];
  25763. /**
  25764. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  25765. * @hidden
  25766. */
  25767. _bSphereOnly: boolean;
  25768. /**
  25769. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  25770. * @hidden
  25771. */
  25772. _bSphereRadiusFactor: number;
  25773. private _scene;
  25774. private _positions;
  25775. private _indices;
  25776. private _normals;
  25777. private _colors;
  25778. private _uvs;
  25779. private _indices32;
  25780. private _positions32;
  25781. private _normals32;
  25782. private _fixedNormal32;
  25783. private _colors32;
  25784. private _uvs32;
  25785. private _index;
  25786. private _updatable;
  25787. private _pickable;
  25788. private _isVisibilityBoxLocked;
  25789. private _alwaysVisible;
  25790. private _depthSort;
  25791. private _shapeCounter;
  25792. private _copy;
  25793. private _color;
  25794. private _computeParticleColor;
  25795. private _computeParticleTexture;
  25796. private _computeParticleRotation;
  25797. private _computeParticleVertex;
  25798. private _computeBoundingBox;
  25799. private _depthSortParticles;
  25800. private _camera;
  25801. private _mustUnrotateFixedNormals;
  25802. private _particlesIntersect;
  25803. private _needs32Bits;
  25804. /**
  25805. * Creates a SPS (Solid Particle System) object.
  25806. * @param name (String) is the SPS name, this will be the underlying mesh name.
  25807. * @param scene (Scene) is the scene in which the SPS is added.
  25808. * @param options defines the options of the sps e.g.
  25809. * * updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  25810. * * isPickable (optional boolean, default false) : if the solid particles must be pickable.
  25811. * * enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  25812. * * particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  25813. * * boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  25814. * * bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  25815. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  25816. */
  25817. constructor(name: string, scene: Scene, options?: {
  25818. updatable?: boolean;
  25819. isPickable?: boolean;
  25820. enableDepthSort?: boolean;
  25821. particleIntersection?: boolean;
  25822. boundingSphereOnly?: boolean;
  25823. bSphereRadiusFactor?: number;
  25824. });
  25825. /**
  25826. * Builds the SPS underlying mesh. Returns a standard Mesh.
  25827. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  25828. * @returns the created mesh
  25829. */
  25830. buildMesh(): Mesh;
  25831. /**
  25832. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  25833. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  25834. * Thus the particles generated from `digest()` have their property `position` set yet.
  25835. * @param mesh ( Mesh ) is the mesh to be digested
  25836. * @param options {facetNb} (optional integer, default 1) is the number of mesh facets per particle, this parameter is overriden by the parameter `number` if any
  25837. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  25838. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  25839. * @returns the current SPS
  25840. */
  25841. digest(mesh: Mesh, options?: {
  25842. facetNb?: number;
  25843. number?: number;
  25844. delta?: number;
  25845. }): SolidParticleSystem;
  25846. private _unrotateFixedNormals;
  25847. private _resetCopy;
  25848. private _meshBuilder;
  25849. private _posToShape;
  25850. private _uvsToShapeUV;
  25851. private _addParticle;
  25852. /**
  25853. * Adds some particles to the SPS from the model shape. Returns the shape id.
  25854. * Please read the doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#create-an-immutable-sps
  25855. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  25856. * @param nb (positive integer) the number of particles to be created from this model
  25857. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  25858. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  25859. * @returns the number of shapes in the system
  25860. */
  25861. addShape(mesh: Mesh, nb: number, options?: {
  25862. positionFunction?: any;
  25863. vertexFunction?: any;
  25864. }): number;
  25865. private _rebuildParticle;
  25866. /**
  25867. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  25868. * @returns the SPS.
  25869. */
  25870. rebuildMesh(): SolidParticleSystem;
  25871. /**
  25872. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  25873. * This method calls `updateParticle()` for each particle of the SPS.
  25874. * For an animated SPS, it is usually called within the render loop.
  25875. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  25876. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  25877. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  25878. * @returns the SPS.
  25879. */
  25880. setParticles(start?: number, end?: number, update?: boolean): SolidParticleSystem;
  25881. /**
  25882. * Disposes the SPS.
  25883. */
  25884. dispose(): void;
  25885. /**
  25886. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  25887. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25888. * @returns the SPS.
  25889. */
  25890. refreshVisibleSize(): SolidParticleSystem;
  25891. /**
  25892. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  25893. * @param size the size (float) of the visibility box
  25894. * note : this doesn't lock the SPS mesh bounding box.
  25895. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25896. */
  25897. setVisibilityBox(size: number): void;
  25898. /**
  25899. * Gets whether the SPS as always visible or not
  25900. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25901. */
  25902. /**
  25903. * Sets the SPS as always visible or not
  25904. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25905. */
  25906. isAlwaysVisible: boolean;
  25907. /**
  25908. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  25909. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25910. */
  25911. /**
  25912. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  25913. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25914. */
  25915. isVisibilityBoxLocked: boolean;
  25916. /**
  25917. * Tells to `setParticles()` to compute the particle rotations or not.
  25918. * Default value : true. The SPS is faster when it's set to false.
  25919. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  25920. */
  25921. /**
  25922. * Gets if `setParticles()` computes the particle rotations or not.
  25923. * Default value : true. The SPS is faster when it's set to false.
  25924. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  25925. */
  25926. computeParticleRotation: boolean;
  25927. /**
  25928. * Tells to `setParticles()` to compute the particle colors or not.
  25929. * Default value : true. The SPS is faster when it's set to false.
  25930. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  25931. */
  25932. /**
  25933. * Gets if `setParticles()` computes the particle colors or not.
  25934. * Default value : true. The SPS is faster when it's set to false.
  25935. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  25936. */
  25937. computeParticleColor: boolean;
  25938. /**
  25939. * Gets if `setParticles()` computes the particle textures or not.
  25940. * Default value : true. The SPS is faster when it's set to false.
  25941. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  25942. */
  25943. computeParticleTexture: boolean;
  25944. /**
  25945. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  25946. * Default value : false. The SPS is faster when it's set to false.
  25947. * Note : the particle custom vertex positions aren't stored values.
  25948. */
  25949. /**
  25950. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  25951. * Default value : false. The SPS is faster when it's set to false.
  25952. * Note : the particle custom vertex positions aren't stored values.
  25953. */
  25954. computeParticleVertex: boolean;
  25955. /**
  25956. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  25957. */
  25958. /**
  25959. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  25960. */
  25961. computeBoundingBox: boolean;
  25962. /**
  25963. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  25964. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  25965. * Default : `true`
  25966. */
  25967. /**
  25968. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  25969. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  25970. * Default : `true`
  25971. */
  25972. depthSortParticles: boolean;
  25973. /**
  25974. * This function does nothing. It may be overwritten to set all the particle first values.
  25975. * The SPS doesn't call this function, you may have to call it by your own.
  25976. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  25977. */
  25978. initParticles(): void;
  25979. /**
  25980. * This function does nothing. It may be overwritten to recycle a particle.
  25981. * The SPS doesn't call this function, you may have to call it by your own.
  25982. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  25983. * @param particle The particle to recycle
  25984. * @returns the recycled particle
  25985. */
  25986. recycleParticle(particle: SolidParticle): SolidParticle;
  25987. /**
  25988. * Updates a particle : this function should be overwritten by the user.
  25989. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  25990. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  25991. * @example : just set a particle position or velocity and recycle conditions
  25992. * @param particle The particle to update
  25993. * @returns the updated particle
  25994. */
  25995. updateParticle(particle: SolidParticle): SolidParticle;
  25996. /**
  25997. * Updates a vertex of a particle : it can be overwritten by the user.
  25998. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  25999. * @param particle the current particle
  26000. * @param vertex the current index of the current particle
  26001. * @param pt the index of the current vertex in the particle shape
  26002. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#update-each-particle-shape
  26003. * @example : just set a vertex particle position
  26004. * @returns the updated vertex
  26005. */
  26006. updateParticleVertex(particle: SolidParticle, vertex: Vector3, pt: number): Vector3;
  26007. /**
  26008. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  26009. * This does nothing and may be overwritten by the user.
  26010. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  26011. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  26012. * @param update the boolean update value actually passed to setParticles()
  26013. */
  26014. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  26015. /**
  26016. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  26017. * This will be passed three parameters.
  26018. * This does nothing and may be overwritten by the user.
  26019. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  26020. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  26021. * @param update the boolean update value actually passed to setParticles()
  26022. */
  26023. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  26024. }
  26025. }
  26026. declare module "babylonjs/Particles/solidParticle" {
  26027. import { Nullable } from "babylonjs/types";
  26028. import { Vector3, Matrix, Quaternion, Vector4 } from "babylonjs/Maths/math.vector";
  26029. import { Color4 } from "babylonjs/Maths/math.color";
  26030. import { Mesh } from "babylonjs/Meshes/mesh";
  26031. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  26032. import { SolidParticleSystem } from "babylonjs/Particles/solidParticleSystem";
  26033. import { Plane } from "babylonjs/Maths/math.plane";
  26034. /**
  26035. * Represents one particle of a solid particle system.
  26036. */
  26037. export class SolidParticle {
  26038. /**
  26039. * particle global index
  26040. */
  26041. idx: number;
  26042. /**
  26043. * The color of the particle
  26044. */
  26045. color: Nullable<Color4>;
  26046. /**
  26047. * The world space position of the particle.
  26048. */
  26049. position: Vector3;
  26050. /**
  26051. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  26052. */
  26053. rotation: Vector3;
  26054. /**
  26055. * The world space rotation quaternion of the particle.
  26056. */
  26057. rotationQuaternion: Nullable<Quaternion>;
  26058. /**
  26059. * The scaling of the particle.
  26060. */
  26061. scaling: Vector3;
  26062. /**
  26063. * The uvs of the particle.
  26064. */
  26065. uvs: Vector4;
  26066. /**
  26067. * The current speed of the particle.
  26068. */
  26069. velocity: Vector3;
  26070. /**
  26071. * The pivot point in the particle local space.
  26072. */
  26073. pivot: Vector3;
  26074. /**
  26075. * Must the particle be translated from its pivot point in its local space ?
  26076. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  26077. * Default : false
  26078. */
  26079. translateFromPivot: boolean;
  26080. /**
  26081. * Is the particle active or not ?
  26082. */
  26083. alive: boolean;
  26084. /**
  26085. * Is the particle visible or not ?
  26086. */
  26087. isVisible: boolean;
  26088. /**
  26089. * Index of this particle in the global "positions" array (Internal use)
  26090. * @hidden
  26091. */
  26092. _pos: number;
  26093. /**
  26094. * @hidden Index of this particle in the global "indices" array (Internal use)
  26095. */
  26096. _ind: number;
  26097. /**
  26098. * @hidden ModelShape of this particle (Internal use)
  26099. */
  26100. _model: ModelShape;
  26101. /**
  26102. * ModelShape id of this particle
  26103. */
  26104. shapeId: number;
  26105. /**
  26106. * Index of the particle in its shape id
  26107. */
  26108. idxInShape: number;
  26109. /**
  26110. * @hidden Reference to the shape model BoundingInfo object (Internal use)
  26111. */
  26112. _modelBoundingInfo: BoundingInfo;
  26113. /**
  26114. * @hidden Particle BoundingInfo object (Internal use)
  26115. */
  26116. _boundingInfo: BoundingInfo;
  26117. /**
  26118. * @hidden Reference to the SPS what the particle belongs to (Internal use)
  26119. */
  26120. _sps: SolidParticleSystem;
  26121. /**
  26122. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  26123. */
  26124. _stillInvisible: boolean;
  26125. /**
  26126. * @hidden Last computed particle rotation matrix
  26127. */
  26128. _rotationMatrix: number[];
  26129. /**
  26130. * Parent particle Id, if any.
  26131. * Default null.
  26132. */
  26133. parentId: Nullable<number>;
  26134. /**
  26135. * The culling strategy to use to check whether the solid particle must be culled or not when using isInFrustum().
  26136. * The possible values are :
  26137. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  26138. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26139. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  26140. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  26141. * The default value for solid particles is AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26142. * Please read each static variable documentation in the class AbstractMesh to get details about the culling process.
  26143. * */
  26144. cullingStrategy: number;
  26145. /**
  26146. * @hidden Internal global position in the SPS.
  26147. */
  26148. _globalPosition: Vector3;
  26149. /**
  26150. * Creates a Solid Particle object.
  26151. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  26152. * @param particleIndex (integer) is the particle index in the Solid Particle System pool. It's also the particle identifier.
  26153. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  26154. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  26155. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  26156. * @param shapeId (integer) is the model shape identifier in the SPS.
  26157. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  26158. * @param sps defines the sps it is associated to
  26159. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  26160. */
  26161. constructor(particleIndex: number, positionIndex: number, indiceIndex: number, model: Nullable<ModelShape>, shapeId: number, idxInShape: number, sps: SolidParticleSystem, modelBoundingInfo?: Nullable<BoundingInfo>);
  26162. /**
  26163. * Legacy support, changed scale to scaling
  26164. */
  26165. /**
  26166. * Legacy support, changed scale to scaling
  26167. */
  26168. scale: Vector3;
  26169. /**
  26170. * Legacy support, changed quaternion to rotationQuaternion
  26171. */
  26172. /**
  26173. * Legacy support, changed quaternion to rotationQuaternion
  26174. */
  26175. quaternion: Nullable<Quaternion>;
  26176. /**
  26177. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  26178. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  26179. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  26180. * @returns true if it intersects
  26181. */
  26182. intersectsMesh(target: Mesh | SolidParticle): boolean;
  26183. /**
  26184. * Returns `true` if the solid particle is within the frustum defined by the passed array of planes.
  26185. * A particle is in the frustum if its bounding box intersects the frustum
  26186. * @param frustumPlanes defines the frustum to test
  26187. * @returns true if the particle is in the frustum planes
  26188. */
  26189. isInFrustum(frustumPlanes: Plane[]): boolean;
  26190. /**
  26191. * get the rotation matrix of the particle
  26192. * @hidden
  26193. */
  26194. getRotationMatrix(m: Matrix): void;
  26195. }
  26196. /**
  26197. * Represents the shape of the model used by one particle of a solid particle system.
  26198. * SPS internal tool, don't use it manually.
  26199. */
  26200. export class ModelShape {
  26201. /**
  26202. * The shape id
  26203. * @hidden
  26204. */
  26205. shapeID: number;
  26206. /**
  26207. * flat array of model positions (internal use)
  26208. * @hidden
  26209. */
  26210. _shape: Vector3[];
  26211. /**
  26212. * flat array of model UVs (internal use)
  26213. * @hidden
  26214. */
  26215. _shapeUV: number[];
  26216. /**
  26217. * length of the shape in the model indices array (internal use)
  26218. * @hidden
  26219. */
  26220. _indicesLength: number;
  26221. /**
  26222. * Custom position function (internal use)
  26223. * @hidden
  26224. */
  26225. _positionFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>;
  26226. /**
  26227. * Custom vertex function (internal use)
  26228. * @hidden
  26229. */
  26230. _vertexFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>;
  26231. /**
  26232. * Creates a ModelShape object. This is an internal simplified reference to a mesh used as for a model to replicate particles from by the SPS.
  26233. * SPS internal tool, don't use it manually.
  26234. * @hidden
  26235. */
  26236. constructor(id: number, shape: Vector3[], indicesLength: number, shapeUV: number[], posFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>, vtxFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>);
  26237. }
  26238. /**
  26239. * Represents a Depth Sorted Particle in the solid particle system.
  26240. */
  26241. export class DepthSortedParticle {
  26242. /**
  26243. * Index of the particle in the "indices" array
  26244. */
  26245. ind: number;
  26246. /**
  26247. * Length of the particle shape in the "indices" array
  26248. */
  26249. indicesLength: number;
  26250. /**
  26251. * Squared distance from the particle to the camera
  26252. */
  26253. sqDistance: number;
  26254. }
  26255. }
  26256. declare module "babylonjs/Collisions/meshCollisionData" {
  26257. import { Collider } from "babylonjs/Collisions/collider";
  26258. import { Vector3 } from "babylonjs/Maths/math.vector";
  26259. import { Nullable } from "babylonjs/types";
  26260. import { Observer } from "babylonjs/Misc/observable";
  26261. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  26262. /**
  26263. * @hidden
  26264. */
  26265. export class _MeshCollisionData {
  26266. _checkCollisions: boolean;
  26267. _collisionMask: number;
  26268. _collisionGroup: number;
  26269. _collider: Nullable<Collider>;
  26270. _oldPositionForCollisions: Vector3;
  26271. _diffPositionForCollisions: Vector3;
  26272. _onCollideObserver: Nullable<Observer<AbstractMesh>>;
  26273. _onCollisionPositionChangeObserver: Nullable<Observer<Vector3>>;
  26274. }
  26275. }
  26276. declare module "babylonjs/Meshes/abstractMesh" {
  26277. import { Observable } from "babylonjs/Misc/observable";
  26278. import { Nullable, FloatArray, IndicesArray, DeepImmutable } from "babylonjs/types";
  26279. import { Camera } from "babylonjs/Cameras/camera";
  26280. import { Scene, IDisposable } from "babylonjs/scene";
  26281. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  26282. import { Node } from "babylonjs/node";
  26283. import { IGetSetVerticesData } from "babylonjs/Meshes/mesh.vertexData";
  26284. import { TransformNode } from "babylonjs/Meshes/transformNode";
  26285. import { SubMesh } from "babylonjs/Meshes/subMesh";
  26286. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  26287. import { ICullable, BoundingInfo } from "babylonjs/Culling/boundingInfo";
  26288. import { Material } from "babylonjs/Materials/material";
  26289. import { Light } from "babylonjs/Lights/light";
  26290. import { Skeleton } from "babylonjs/Bones/skeleton";
  26291. import { IEdgesRenderer } from "babylonjs/Rendering/edgesRenderer";
  26292. import { SolidParticle } from "babylonjs/Particles/solidParticle";
  26293. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  26294. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  26295. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  26296. import { Plane } from "babylonjs/Maths/math.plane";
  26297. import { Ray } from "babylonjs/Culling/ray";
  26298. import { Collider } from "babylonjs/Collisions/collider";
  26299. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  26300. import { RenderingGroup } from "babylonjs/Rendering/renderingGroup";
  26301. /** @hidden */
  26302. class _FacetDataStorage {
  26303. facetPositions: Vector3[];
  26304. facetNormals: Vector3[];
  26305. facetPartitioning: number[][];
  26306. facetNb: number;
  26307. partitioningSubdivisions: number;
  26308. partitioningBBoxRatio: number;
  26309. facetDataEnabled: boolean;
  26310. facetParameters: any;
  26311. bbSize: Vector3;
  26312. subDiv: {
  26313. max: number;
  26314. X: number;
  26315. Y: number;
  26316. Z: number;
  26317. };
  26318. facetDepthSort: boolean;
  26319. facetDepthSortEnabled: boolean;
  26320. depthSortedIndices: IndicesArray;
  26321. depthSortedFacets: {
  26322. ind: number;
  26323. sqDistance: number;
  26324. }[];
  26325. facetDepthSortFunction: (f1: {
  26326. ind: number;
  26327. sqDistance: number;
  26328. }, f2: {
  26329. ind: number;
  26330. sqDistance: number;
  26331. }) => number;
  26332. facetDepthSortFrom: Vector3;
  26333. facetDepthSortOrigin: Vector3;
  26334. invertedMatrix: Matrix;
  26335. }
  26336. /**
  26337. * @hidden
  26338. **/
  26339. class _InternalAbstractMeshDataInfo {
  26340. _hasVertexAlpha: boolean;
  26341. _useVertexColors: boolean;
  26342. _numBoneInfluencers: number;
  26343. _applyFog: boolean;
  26344. _receiveShadows: boolean;
  26345. _facetData: _FacetDataStorage;
  26346. _visibility: number;
  26347. _skeleton: Nullable<Skeleton>;
  26348. _layerMask: number;
  26349. _computeBonesUsingShaders: boolean;
  26350. _isActive: boolean;
  26351. _onlyForInstances: boolean;
  26352. _isActiveIntermediate: boolean;
  26353. _onlyForInstancesIntermediate: boolean;
  26354. }
  26355. /**
  26356. * Class used to store all common mesh properties
  26357. */
  26358. export class AbstractMesh extends TransformNode implements IDisposable, ICullable, IGetSetVerticesData {
  26359. /** No occlusion */
  26360. static OCCLUSION_TYPE_NONE: number;
  26361. /** Occlusion set to optimisitic */
  26362. static OCCLUSION_TYPE_OPTIMISTIC: number;
  26363. /** Occlusion set to strict */
  26364. static OCCLUSION_TYPE_STRICT: number;
  26365. /** Use an accurante occlusion algorithm */
  26366. static OCCLUSION_ALGORITHM_TYPE_ACCURATE: number;
  26367. /** Use a conservative occlusion algorithm */
  26368. static OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE: number;
  26369. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  26370. * Test order :
  26371. * Is the bounding sphere outside the frustum ?
  26372. * If not, are the bounding box vertices outside the frustum ?
  26373. * It not, then the cullable object is in the frustum.
  26374. */
  26375. static readonly CULLINGSTRATEGY_STANDARD: number;
  26376. /** Culling strategy : Bounding Sphere Only.
  26377. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  26378. * It's also less accurate than the standard because some not visible objects can still be selected.
  26379. * Test : is the bounding sphere outside the frustum ?
  26380. * If not, then the cullable object is in the frustum.
  26381. */
  26382. static readonly CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  26383. /** Culling strategy : Optimistic Inclusion.
  26384. * This in an inclusion test first, then the standard exclusion test.
  26385. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  26386. * This could also be a little slower than the standard test when the tested object center is not the frustum but one of its bounding box vertex is still inside.
  26387. * Anyway, it's as accurate as the standard strategy.
  26388. * Test :
  26389. * Is the cullable object bounding sphere center in the frustum ?
  26390. * If not, apply the default culling strategy.
  26391. */
  26392. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  26393. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  26394. * This in an inclusion test first, then the bounding sphere only exclusion test.
  26395. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  26396. * This could also be a little slower than the BoundingSphereOnly strategy when the tested object center is not in the frustum but its bounding sphere still intersects it.
  26397. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  26398. * Test :
  26399. * Is the cullable object bounding sphere center in the frustum ?
  26400. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  26401. */
  26402. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  26403. /**
  26404. * No billboard
  26405. */
  26406. static readonly BILLBOARDMODE_NONE: number;
  26407. /** Billboard on X axis */
  26408. static readonly BILLBOARDMODE_X: number;
  26409. /** Billboard on Y axis */
  26410. static readonly BILLBOARDMODE_Y: number;
  26411. /** Billboard on Z axis */
  26412. static readonly BILLBOARDMODE_Z: number;
  26413. /** Billboard on all axes */
  26414. static readonly BILLBOARDMODE_ALL: number;
  26415. /** Billboard on using position instead of orientation */
  26416. static readonly BILLBOARDMODE_USE_POSITION: number;
  26417. /** @hidden */
  26418. _internalAbstractMeshDataInfo: _InternalAbstractMeshDataInfo;
  26419. /**
  26420. * The culling strategy to use to check whether the mesh must be rendered or not.
  26421. * This value can be changed at any time and will be used on the next render mesh selection.
  26422. * The possible values are :
  26423. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  26424. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26425. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  26426. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  26427. * Please read each static variable documentation to get details about the culling process.
  26428. * */
  26429. cullingStrategy: number;
  26430. /**
  26431. * Gets the number of facets in the mesh
  26432. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  26433. */
  26434. readonly facetNb: number;
  26435. /**
  26436. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  26437. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  26438. */
  26439. partitioningSubdivisions: number;
  26440. /**
  26441. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  26442. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  26443. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  26444. */
  26445. partitioningBBoxRatio: number;
  26446. /**
  26447. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  26448. * Works only for updatable meshes.
  26449. * Doesn't work with multi-materials
  26450. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  26451. */
  26452. mustDepthSortFacets: boolean;
  26453. /**
  26454. * The location (Vector3) where the facet depth sort must be computed from.
  26455. * By default, the active camera position.
  26456. * Used only when facet depth sort is enabled
  26457. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  26458. */
  26459. facetDepthSortFrom: Vector3;
  26460. /**
  26461. * gets a boolean indicating if facetData is enabled
  26462. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  26463. */
  26464. readonly isFacetDataEnabled: boolean;
  26465. /** @hidden */
  26466. _updateNonUniformScalingState(value: boolean): boolean;
  26467. /**
  26468. * An event triggered when this mesh collides with another one
  26469. */
  26470. onCollideObservable: Observable<AbstractMesh>;
  26471. /** Set a function to call when this mesh collides with another one */
  26472. onCollide: () => void;
  26473. /**
  26474. * An event triggered when the collision's position changes
  26475. */
  26476. onCollisionPositionChangeObservable: Observable<Vector3>;
  26477. /** Set a function to call when the collision's position changes */
  26478. onCollisionPositionChange: () => void;
  26479. /**
  26480. * An event triggered when material is changed
  26481. */
  26482. onMaterialChangedObservable: Observable<AbstractMesh>;
  26483. /**
  26484. * Gets or sets the orientation for POV movement & rotation
  26485. */
  26486. definedFacingForward: boolean;
  26487. /** @hidden */
  26488. _occlusionQuery: Nullable<WebGLQuery>;
  26489. /** @hidden */
  26490. _renderingGroup: Nullable<RenderingGroup>;
  26491. /**
  26492. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  26493. */
  26494. /**
  26495. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  26496. */
  26497. visibility: number;
  26498. /** Gets or sets the alpha index used to sort transparent meshes
  26499. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  26500. */
  26501. alphaIndex: number;
  26502. /**
  26503. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  26504. */
  26505. isVisible: boolean;
  26506. /**
  26507. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  26508. */
  26509. isPickable: boolean;
  26510. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  26511. showSubMeshesBoundingBox: boolean;
  26512. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  26513. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  26514. */
  26515. isBlocker: boolean;
  26516. /**
  26517. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  26518. */
  26519. enablePointerMoveEvents: boolean;
  26520. /**
  26521. * Specifies the rendering group id for this mesh (0 by default)
  26522. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  26523. */
  26524. renderingGroupId: number;
  26525. private _material;
  26526. /** Gets or sets current material */
  26527. material: Nullable<Material>;
  26528. /**
  26529. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  26530. * @see http://doc.babylonjs.com/babylon101/shadows
  26531. */
  26532. receiveShadows: boolean;
  26533. /** Defines color to use when rendering outline */
  26534. outlineColor: Color3;
  26535. /** Define width to use when rendering outline */
  26536. outlineWidth: number;
  26537. /** Defines color to use when rendering overlay */
  26538. overlayColor: Color3;
  26539. /** Defines alpha to use when rendering overlay */
  26540. overlayAlpha: number;
  26541. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  26542. hasVertexAlpha: boolean;
  26543. /** Gets or sets a boolean indicating that this mesh needs to use vertex color data to render (if this kind of vertex data is available in the geometry) */
  26544. useVertexColors: boolean;
  26545. /**
  26546. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  26547. */
  26548. computeBonesUsingShaders: boolean;
  26549. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  26550. numBoneInfluencers: number;
  26551. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  26552. applyFog: boolean;
  26553. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  26554. useOctreeForRenderingSelection: boolean;
  26555. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  26556. useOctreeForPicking: boolean;
  26557. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  26558. useOctreeForCollisions: boolean;
  26559. /**
  26560. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  26561. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  26562. */
  26563. layerMask: number;
  26564. /**
  26565. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  26566. */
  26567. alwaysSelectAsActiveMesh: boolean;
  26568. /**
  26569. * Gets or sets a boolean indicating that the bounding info does not need to be kept in sync (for performance reason)
  26570. */
  26571. doNotSyncBoundingInfo: boolean;
  26572. /**
  26573. * Gets or sets the current action manager
  26574. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  26575. */
  26576. actionManager: Nullable<AbstractActionManager>;
  26577. private _meshCollisionData;
  26578. /**
  26579. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  26580. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26581. */
  26582. ellipsoid: Vector3;
  26583. /**
  26584. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  26585. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26586. */
  26587. ellipsoidOffset: Vector3;
  26588. /**
  26589. * Gets or sets a collision mask used to mask collisions (default is -1).
  26590. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  26591. */
  26592. collisionMask: number;
  26593. /**
  26594. * Gets or sets the current collision group mask (-1 by default).
  26595. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  26596. */
  26597. collisionGroup: number;
  26598. /**
  26599. * Defines edge width used when edgesRenderer is enabled
  26600. * @see https://www.babylonjs-playground.com/#10OJSG#13
  26601. */
  26602. edgesWidth: number;
  26603. /**
  26604. * Defines edge color used when edgesRenderer is enabled
  26605. * @see https://www.babylonjs-playground.com/#10OJSG#13
  26606. */
  26607. edgesColor: Color4;
  26608. /** @hidden */
  26609. _edgesRenderer: Nullable<IEdgesRenderer>;
  26610. /** @hidden */
  26611. _masterMesh: Nullable<AbstractMesh>;
  26612. /** @hidden */
  26613. _boundingInfo: Nullable<BoundingInfo>;
  26614. /** @hidden */
  26615. _renderId: number;
  26616. /**
  26617. * Gets or sets the list of subMeshes
  26618. * @see http://doc.babylonjs.com/how_to/multi_materials
  26619. */
  26620. subMeshes: SubMesh[];
  26621. /** @hidden */
  26622. _intersectionsInProgress: AbstractMesh[];
  26623. /** @hidden */
  26624. _unIndexed: boolean;
  26625. /** @hidden */
  26626. _lightSources: Light[];
  26627. /** Gets the list of lights affecting that mesh */
  26628. readonly lightSources: Light[];
  26629. /** @hidden */
  26630. readonly _positions: Nullable<Vector3[]>;
  26631. /** @hidden */
  26632. _waitingData: {
  26633. lods: Nullable<any>;
  26634. actions: Nullable<any>;
  26635. freezeWorldMatrix: Nullable<boolean>;
  26636. };
  26637. /** @hidden */
  26638. _bonesTransformMatrices: Nullable<Float32Array>;
  26639. /** @hidden */
  26640. _transformMatrixTexture: Nullable<RawTexture>;
  26641. /**
  26642. * Gets or sets a skeleton to apply skining transformations
  26643. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  26644. */
  26645. skeleton: Nullable<Skeleton>;
  26646. /**
  26647. * An event triggered when the mesh is rebuilt.
  26648. */
  26649. onRebuildObservable: Observable<AbstractMesh>;
  26650. /**
  26651. * Creates a new AbstractMesh
  26652. * @param name defines the name of the mesh
  26653. * @param scene defines the hosting scene
  26654. */
  26655. constructor(name: string, scene?: Nullable<Scene>);
  26656. /**
  26657. * Returns the string "AbstractMesh"
  26658. * @returns "AbstractMesh"
  26659. */
  26660. getClassName(): string;
  26661. /**
  26662. * Gets a string representation of the current mesh
  26663. * @param fullDetails defines a boolean indicating if full details must be included
  26664. * @returns a string representation of the current mesh
  26665. */
  26666. toString(fullDetails?: boolean): string;
  26667. /**
  26668. * @hidden
  26669. */
  26670. protected _getEffectiveParent(): Nullable<Node>;
  26671. /** @hidden */
  26672. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  26673. /** @hidden */
  26674. _rebuild(): void;
  26675. /** @hidden */
  26676. _resyncLightSources(): void;
  26677. /** @hidden */
  26678. _resyncLighSource(light: Light): void;
  26679. /** @hidden */
  26680. _unBindEffect(): void;
  26681. /** @hidden */
  26682. _removeLightSource(light: Light, dispose: boolean): void;
  26683. private _markSubMeshesAsDirty;
  26684. /** @hidden */
  26685. _markSubMeshesAsLightDirty(dispose?: boolean): void;
  26686. /** @hidden */
  26687. _markSubMeshesAsAttributesDirty(): void;
  26688. /** @hidden */
  26689. _markSubMeshesAsMiscDirty(): void;
  26690. /**
  26691. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  26692. */
  26693. scaling: Vector3;
  26694. /**
  26695. * Returns true if the mesh is blocked. Implemented by child classes
  26696. */
  26697. readonly isBlocked: boolean;
  26698. /**
  26699. * Returns the mesh itself by default. Implemented by child classes
  26700. * @param camera defines the camera to use to pick the right LOD level
  26701. * @returns the currentAbstractMesh
  26702. */
  26703. getLOD(camera: Camera): Nullable<AbstractMesh>;
  26704. /**
  26705. * Returns 0 by default. Implemented by child classes
  26706. * @returns an integer
  26707. */
  26708. getTotalVertices(): number;
  26709. /**
  26710. * Returns a positive integer : the total number of indices in this mesh geometry.
  26711. * @returns the numner of indices or zero if the mesh has no geometry.
  26712. */
  26713. getTotalIndices(): number;
  26714. /**
  26715. * Returns null by default. Implemented by child classes
  26716. * @returns null
  26717. */
  26718. getIndices(): Nullable<IndicesArray>;
  26719. /**
  26720. * Returns the array of the requested vertex data kind. Implemented by child classes
  26721. * @param kind defines the vertex data kind to use
  26722. * @returns null
  26723. */
  26724. getVerticesData(kind: string): Nullable<FloatArray>;
  26725. /**
  26726. * Sets the vertex data of the mesh geometry for the requested `kind`.
  26727. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  26728. * Note that a new underlying VertexBuffer object is created each call.
  26729. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  26730. * @param kind defines vertex data kind:
  26731. * * VertexBuffer.PositionKind
  26732. * * VertexBuffer.UVKind
  26733. * * VertexBuffer.UV2Kind
  26734. * * VertexBuffer.UV3Kind
  26735. * * VertexBuffer.UV4Kind
  26736. * * VertexBuffer.UV5Kind
  26737. * * VertexBuffer.UV6Kind
  26738. * * VertexBuffer.ColorKind
  26739. * * VertexBuffer.MatricesIndicesKind
  26740. * * VertexBuffer.MatricesIndicesExtraKind
  26741. * * VertexBuffer.MatricesWeightsKind
  26742. * * VertexBuffer.MatricesWeightsExtraKind
  26743. * @param data defines the data source
  26744. * @param updatable defines if the data must be flagged as updatable (or static)
  26745. * @param stride defines the vertex stride (size of an entire vertex). Can be null and in this case will be deduced from vertex data kind
  26746. * @returns the current mesh
  26747. */
  26748. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  26749. /**
  26750. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  26751. * If the mesh has no geometry, it is simply returned as it is.
  26752. * @param kind defines vertex data kind:
  26753. * * VertexBuffer.PositionKind
  26754. * * VertexBuffer.UVKind
  26755. * * VertexBuffer.UV2Kind
  26756. * * VertexBuffer.UV3Kind
  26757. * * VertexBuffer.UV4Kind
  26758. * * VertexBuffer.UV5Kind
  26759. * * VertexBuffer.UV6Kind
  26760. * * VertexBuffer.ColorKind
  26761. * * VertexBuffer.MatricesIndicesKind
  26762. * * VertexBuffer.MatricesIndicesExtraKind
  26763. * * VertexBuffer.MatricesWeightsKind
  26764. * * VertexBuffer.MatricesWeightsExtraKind
  26765. * @param data defines the data source
  26766. * @param updateExtends If `kind` is `PositionKind` and if `updateExtends` is true, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed
  26767. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  26768. * @returns the current mesh
  26769. */
  26770. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  26771. /**
  26772. * Sets the mesh indices,
  26773. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  26774. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  26775. * @param totalVertices Defines the total number of vertices
  26776. * @returns the current mesh
  26777. */
  26778. setIndices(indices: IndicesArray, totalVertices: Nullable<number>): AbstractMesh;
  26779. /**
  26780. * Gets a boolean indicating if specific vertex data is present
  26781. * @param kind defines the vertex data kind to use
  26782. * @returns true is data kind is present
  26783. */
  26784. isVerticesDataPresent(kind: string): boolean;
  26785. /**
  26786. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined.
  26787. * Note that it returns a shallow bounding of the mesh (i.e. it does not include children).
  26788. * To get the full bounding of all children, call `getHierarchyBoundingVectors` instead.
  26789. * @returns a BoundingInfo
  26790. */
  26791. getBoundingInfo(): BoundingInfo;
  26792. /**
  26793. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  26794. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  26795. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  26796. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  26797. * @returns the current mesh
  26798. */
  26799. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): AbstractMesh;
  26800. /**
  26801. * Overwrite the current bounding info
  26802. * @param boundingInfo defines the new bounding info
  26803. * @returns the current mesh
  26804. */
  26805. setBoundingInfo(boundingInfo: BoundingInfo): AbstractMesh;
  26806. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  26807. readonly useBones: boolean;
  26808. /** @hidden */
  26809. _preActivate(): void;
  26810. /** @hidden */
  26811. _preActivateForIntermediateRendering(renderId: number): void;
  26812. /** @hidden */
  26813. _activate(renderId: number, intermediateRendering: boolean): boolean;
  26814. /** @hidden */
  26815. _postActivate(): void;
  26816. /** @hidden */
  26817. _freeze(): void;
  26818. /** @hidden */
  26819. _unFreeze(): void;
  26820. /**
  26821. * Gets the current world matrix
  26822. * @returns a Matrix
  26823. */
  26824. getWorldMatrix(): Matrix;
  26825. /** @hidden */
  26826. _getWorldMatrixDeterminant(): number;
  26827. /**
  26828. * Gets a boolean indicating if this mesh is an instance or a regular mesh
  26829. */
  26830. readonly isAnInstance: boolean;
  26831. /**
  26832. * Gets a boolean indicating if this mesh has instances
  26833. */
  26834. readonly hasInstances: boolean;
  26835. /**
  26836. * Perform relative position change from the point of view of behind the front of the mesh.
  26837. * This is performed taking into account the meshes current rotation, so you do not have to care.
  26838. * Supports definition of mesh facing forward or backward
  26839. * @param amountRight defines the distance on the right axis
  26840. * @param amountUp defines the distance on the up axis
  26841. * @param amountForward defines the distance on the forward axis
  26842. * @returns the current mesh
  26843. */
  26844. movePOV(amountRight: number, amountUp: number, amountForward: number): AbstractMesh;
  26845. /**
  26846. * Calculate relative position change from the point of view of behind the front of the mesh.
  26847. * This is performed taking into account the meshes current rotation, so you do not have to care.
  26848. * Supports definition of mesh facing forward or backward
  26849. * @param amountRight defines the distance on the right axis
  26850. * @param amountUp defines the distance on the up axis
  26851. * @param amountForward defines the distance on the forward axis
  26852. * @returns the new displacement vector
  26853. */
  26854. calcMovePOV(amountRight: number, amountUp: number, amountForward: number): Vector3;
  26855. /**
  26856. * Perform relative rotation change from the point of view of behind the front of the mesh.
  26857. * Supports definition of mesh facing forward or backward
  26858. * @param flipBack defines the flip
  26859. * @param twirlClockwise defines the twirl
  26860. * @param tiltRight defines the tilt
  26861. * @returns the current mesh
  26862. */
  26863. rotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): AbstractMesh;
  26864. /**
  26865. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  26866. * Supports definition of mesh facing forward or backward.
  26867. * @param flipBack defines the flip
  26868. * @param twirlClockwise defines the twirl
  26869. * @param tiltRight defines the tilt
  26870. * @returns the new rotation vector
  26871. */
  26872. calcRotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): Vector3;
  26873. /**
  26874. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  26875. * This means the mesh underlying bounding box and sphere are recomputed.
  26876. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  26877. * @returns the current mesh
  26878. */
  26879. refreshBoundingInfo(applySkeleton?: boolean): AbstractMesh;
  26880. /** @hidden */
  26881. _refreshBoundingInfo(data: Nullable<FloatArray>, bias: Nullable<Vector2>): void;
  26882. /** @hidden */
  26883. _getPositionData(applySkeleton: boolean): Nullable<FloatArray>;
  26884. /** @hidden */
  26885. _updateBoundingInfo(): AbstractMesh;
  26886. /** @hidden */
  26887. _updateSubMeshesBoundingInfo(matrix: DeepImmutable<Matrix>): AbstractMesh;
  26888. /** @hidden */
  26889. protected _afterComputeWorldMatrix(): void;
  26890. /** @hidden */
  26891. readonly _effectiveMesh: AbstractMesh;
  26892. /**
  26893. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  26894. * A mesh is in the frustum if its bounding box intersects the frustum
  26895. * @param frustumPlanes defines the frustum to test
  26896. * @returns true if the mesh is in the frustum planes
  26897. */
  26898. isInFrustum(frustumPlanes: Plane[]): boolean;
  26899. /**
  26900. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  26901. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  26902. * @param frustumPlanes defines the frustum to test
  26903. * @returns true if the mesh is completely in the frustum planes
  26904. */
  26905. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  26906. /**
  26907. * True if the mesh intersects another mesh or a SolidParticle object
  26908. * @param mesh defines a target mesh or SolidParticle to test
  26909. * @param precise Unless the parameter `precise` is set to `true` the intersection is computed according to Axis Aligned Bounding Boxes (AABB), else according to OBB (Oriented BBoxes)
  26910. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  26911. * @returns true if there is an intersection
  26912. */
  26913. intersectsMesh(mesh: AbstractMesh | SolidParticle, precise?: boolean, includeDescendants?: boolean): boolean;
  26914. /**
  26915. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  26916. * @param point defines the point to test
  26917. * @returns true if there is an intersection
  26918. */
  26919. intersectsPoint(point: Vector3): boolean;
  26920. /**
  26921. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  26922. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26923. */
  26924. checkCollisions: boolean;
  26925. /**
  26926. * Gets Collider object used to compute collisions (not physics)
  26927. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26928. */
  26929. readonly collider: Nullable<Collider>;
  26930. /**
  26931. * Move the mesh using collision engine
  26932. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26933. * @param displacement defines the requested displacement vector
  26934. * @returns the current mesh
  26935. */
  26936. moveWithCollisions(displacement: Vector3): AbstractMesh;
  26937. private _onCollisionPositionChange;
  26938. /** @hidden */
  26939. _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): AbstractMesh;
  26940. /** @hidden */
  26941. _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): AbstractMesh;
  26942. /** @hidden */
  26943. _checkCollision(collider: Collider): AbstractMesh;
  26944. /** @hidden */
  26945. _generatePointsArray(): boolean;
  26946. /**
  26947. * Checks if the passed Ray intersects with the mesh
  26948. * @param ray defines the ray to use
  26949. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  26950. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  26951. * @returns the picking info
  26952. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  26953. */
  26954. intersects(ray: Ray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): PickingInfo;
  26955. /**
  26956. * Clones the current mesh
  26957. * @param name defines the mesh name
  26958. * @param newParent defines the new mesh parent
  26959. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  26960. * @returns the new mesh
  26961. */
  26962. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  26963. /**
  26964. * Disposes all the submeshes of the current meshnp
  26965. * @returns the current mesh
  26966. */
  26967. releaseSubMeshes(): AbstractMesh;
  26968. /**
  26969. * Releases resources associated with this abstract mesh.
  26970. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  26971. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  26972. */
  26973. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  26974. /**
  26975. * Adds the passed mesh as a child to the current mesh
  26976. * @param mesh defines the child mesh
  26977. * @returns the current mesh
  26978. */
  26979. addChild(mesh: AbstractMesh): AbstractMesh;
  26980. /**
  26981. * Removes the passed mesh from the current mesh children list
  26982. * @param mesh defines the child mesh
  26983. * @returns the current mesh
  26984. */
  26985. removeChild(mesh: AbstractMesh): AbstractMesh;
  26986. /** @hidden */
  26987. private _initFacetData;
  26988. /**
  26989. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  26990. * This method can be called within the render loop.
  26991. * You don't need to call this method by yourself in the render loop when you update/morph a mesh with the methods CreateXXX() as they automatically manage this computation
  26992. * @returns the current mesh
  26993. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26994. */
  26995. updateFacetData(): AbstractMesh;
  26996. /**
  26997. * Returns the facetLocalNormals array.
  26998. * The normals are expressed in the mesh local spac
  26999. * @returns an array of Vector3
  27000. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27001. */
  27002. getFacetLocalNormals(): Vector3[];
  27003. /**
  27004. * Returns the facetLocalPositions array.
  27005. * The facet positions are expressed in the mesh local space
  27006. * @returns an array of Vector3
  27007. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27008. */
  27009. getFacetLocalPositions(): Vector3[];
  27010. /**
  27011. * Returns the facetLocalPartioning array
  27012. * @returns an array of array of numbers
  27013. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27014. */
  27015. getFacetLocalPartitioning(): number[][];
  27016. /**
  27017. * Returns the i-th facet position in the world system.
  27018. * This method allocates a new Vector3 per call
  27019. * @param i defines the facet index
  27020. * @returns a new Vector3
  27021. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27022. */
  27023. getFacetPosition(i: number): Vector3;
  27024. /**
  27025. * Sets the reference Vector3 with the i-th facet position in the world system
  27026. * @param i defines the facet index
  27027. * @param ref defines the target vector
  27028. * @returns the current mesh
  27029. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27030. */
  27031. getFacetPositionToRef(i: number, ref: Vector3): AbstractMesh;
  27032. /**
  27033. * Returns the i-th facet normal in the world system.
  27034. * This method allocates a new Vector3 per call
  27035. * @param i defines the facet index
  27036. * @returns a new Vector3
  27037. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27038. */
  27039. getFacetNormal(i: number): Vector3;
  27040. /**
  27041. * Sets the reference Vector3 with the i-th facet normal in the world system
  27042. * @param i defines the facet index
  27043. * @param ref defines the target vector
  27044. * @returns the current mesh
  27045. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27046. */
  27047. getFacetNormalToRef(i: number, ref: Vector3): this;
  27048. /**
  27049. * Returns the facets (in an array) in the same partitioning block than the one the passed coordinates are located (expressed in the mesh local system)
  27050. * @param x defines x coordinate
  27051. * @param y defines y coordinate
  27052. * @param z defines z coordinate
  27053. * @returns the array of facet indexes
  27054. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27055. */
  27056. getFacetsAtLocalCoordinates(x: number, y: number, z: number): Nullable<number[]>;
  27057. /**
  27058. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  27059. * @param projected sets as the (x,y,z) world projection on the facet
  27060. * @param checkFace if true (default false), only the facet "facing" to (x,y,z) or only the ones "turning their backs", according to the parameter "facing" are returned
  27061. * @param facing if facing and checkFace are true, only the facet "facing" to (x, y, z) are returned : positive dot (x, y, z) * facet position. If facing si false and checkFace is true, only the facet "turning their backs" to (x, y, z) are returned : negative dot (x, y, z) * facet position
  27062. * @param x defines x coordinate
  27063. * @param y defines y coordinate
  27064. * @param z defines z coordinate
  27065. * @returns the face index if found (or null instead)
  27066. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27067. */
  27068. getClosestFacetAtCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  27069. /**
  27070. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  27071. * @param projected sets as the (x,y,z) local projection on the facet
  27072. * @param checkFace if true (default false), only the facet "facing" to (x,y,z) or only the ones "turning their backs", according to the parameter "facing" are returned
  27073. * @param facing if facing and checkFace are true, only the facet "facing" to (x, y, z) are returned : positive dot (x, y, z) * facet position. If facing si false and checkFace is true, only the facet "turning their backs" to (x, y, z) are returned : negative dot (x, y, z) * facet position
  27074. * @param x defines x coordinate
  27075. * @param y defines y coordinate
  27076. * @param z defines z coordinate
  27077. * @returns the face index if found (or null instead)
  27078. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27079. */
  27080. getClosestFacetAtLocalCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  27081. /**
  27082. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  27083. * @returns the parameters
  27084. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27085. */
  27086. getFacetDataParameters(): any;
  27087. /**
  27088. * Disables the feature FacetData and frees the related memory
  27089. * @returns the current mesh
  27090. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27091. */
  27092. disableFacetData(): AbstractMesh;
  27093. /**
  27094. * Updates the AbstractMesh indices array
  27095. * @param indices defines the data source
  27096. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  27097. * @param gpuMemoryOnly defines a boolean indicating that only the GPU memory must be updated leaving the CPU version of the indices unchanged (false by default)
  27098. * @returns the current mesh
  27099. */
  27100. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  27101. /**
  27102. * Creates new normals data for the mesh
  27103. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  27104. * @returns the current mesh
  27105. */
  27106. createNormals(updatable: boolean): AbstractMesh;
  27107. /**
  27108. * Align the mesh with a normal
  27109. * @param normal defines the normal to use
  27110. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  27111. * @returns the current mesh
  27112. */
  27113. alignWithNormal(normal: Vector3, upDirection?: Vector3): AbstractMesh;
  27114. /** @hidden */
  27115. _checkOcclusionQuery(): boolean;
  27116. /**
  27117. * Disables the mesh edge rendering mode
  27118. * @returns the currentAbstractMesh
  27119. */
  27120. disableEdgesRendering(): AbstractMesh;
  27121. /**
  27122. * Enables the edge rendering mode on the mesh.
  27123. * This mode makes the mesh edges visible
  27124. * @param epsilon defines the maximal distance between two angles to detect a face
  27125. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  27126. * @returns the currentAbstractMesh
  27127. * @see https://www.babylonjs-playground.com/#19O9TU#0
  27128. */
  27129. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  27130. }
  27131. }
  27132. declare module "babylonjs/Actions/actionEvent" {
  27133. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  27134. import { Nullable } from "babylonjs/types";
  27135. import { Sprite } from "babylonjs/Sprites/sprite";
  27136. import { Scene } from "babylonjs/scene";
  27137. import { Vector2 } from "babylonjs/Maths/math.vector";
  27138. /**
  27139. * Interface used to define ActionEvent
  27140. */
  27141. export interface IActionEvent {
  27142. /** The mesh or sprite that triggered the action */
  27143. source: any;
  27144. /** The X mouse cursor position at the time of the event */
  27145. pointerX: number;
  27146. /** The Y mouse cursor position at the time of the event */
  27147. pointerY: number;
  27148. /** The mesh that is currently pointed at (can be null) */
  27149. meshUnderPointer: Nullable<AbstractMesh>;
  27150. /** the original (browser) event that triggered the ActionEvent */
  27151. sourceEvent?: any;
  27152. /** additional data for the event */
  27153. additionalData?: any;
  27154. }
  27155. /**
  27156. * ActionEvent is the event being sent when an action is triggered.
  27157. */
  27158. export class ActionEvent implements IActionEvent {
  27159. /** The mesh or sprite that triggered the action */
  27160. source: any;
  27161. /** The X mouse cursor position at the time of the event */
  27162. pointerX: number;
  27163. /** The Y mouse cursor position at the time of the event */
  27164. pointerY: number;
  27165. /** The mesh that is currently pointed at (can be null) */
  27166. meshUnderPointer: Nullable<AbstractMesh>;
  27167. /** the original (browser) event that triggered the ActionEvent */
  27168. sourceEvent?: any;
  27169. /** additional data for the event */
  27170. additionalData?: any;
  27171. /**
  27172. * Creates a new ActionEvent
  27173. * @param source The mesh or sprite that triggered the action
  27174. * @param pointerX The X mouse cursor position at the time of the event
  27175. * @param pointerY The Y mouse cursor position at the time of the event
  27176. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  27177. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  27178. * @param additionalData additional data for the event
  27179. */
  27180. constructor(
  27181. /** The mesh or sprite that triggered the action */
  27182. source: any,
  27183. /** The X mouse cursor position at the time of the event */
  27184. pointerX: number,
  27185. /** The Y mouse cursor position at the time of the event */
  27186. pointerY: number,
  27187. /** The mesh that is currently pointed at (can be null) */
  27188. meshUnderPointer: Nullable<AbstractMesh>,
  27189. /** the original (browser) event that triggered the ActionEvent */
  27190. sourceEvent?: any,
  27191. /** additional data for the event */
  27192. additionalData?: any);
  27193. /**
  27194. * Helper function to auto-create an ActionEvent from a source mesh.
  27195. * @param source The source mesh that triggered the event
  27196. * @param evt The original (browser) event
  27197. * @param additionalData additional data for the event
  27198. * @returns the new ActionEvent
  27199. */
  27200. static CreateNew(source: AbstractMesh, evt?: Event, additionalData?: any): ActionEvent;
  27201. /**
  27202. * Helper function to auto-create an ActionEvent from a source sprite
  27203. * @param source The source sprite that triggered the event
  27204. * @param scene Scene associated with the sprite
  27205. * @param evt The original (browser) event
  27206. * @param additionalData additional data for the event
  27207. * @returns the new ActionEvent
  27208. */
  27209. static CreateNewFromSprite(source: Sprite, scene: Scene, evt?: Event, additionalData?: any): ActionEvent;
  27210. /**
  27211. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  27212. * @param scene the scene where the event occurred
  27213. * @param evt The original (browser) event
  27214. * @returns the new ActionEvent
  27215. */
  27216. static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent;
  27217. /**
  27218. * Helper function to auto-create an ActionEvent from a primitive
  27219. * @param prim defines the target primitive
  27220. * @param pointerPos defines the pointer position
  27221. * @param evt The original (browser) event
  27222. * @param additionalData additional data for the event
  27223. * @returns the new ActionEvent
  27224. */
  27225. static CreateNewFromPrimitive(prim: any, pointerPos: Vector2, evt?: Event, additionalData?: any): ActionEvent;
  27226. }
  27227. }
  27228. declare module "babylonjs/Actions/abstractActionManager" {
  27229. import { IDisposable } from "babylonjs/scene";
  27230. import { IActionEvent } from "babylonjs/Actions/actionEvent";
  27231. import { IAction } from "babylonjs/Actions/action";
  27232. import { Nullable } from "babylonjs/types";
  27233. /**
  27234. * Abstract class used to decouple action Manager from scene and meshes.
  27235. * Do not instantiate.
  27236. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  27237. */
  27238. export abstract class AbstractActionManager implements IDisposable {
  27239. /** Gets the list of active triggers */
  27240. static Triggers: {
  27241. [key: string]: number;
  27242. };
  27243. /** Gets the cursor to use when hovering items */
  27244. hoverCursor: string;
  27245. /** Gets the list of actions */
  27246. actions: IAction[];
  27247. /**
  27248. * Gets or sets a boolean indicating that the manager is recursive meaning that it can trigger action from children
  27249. */
  27250. isRecursive: boolean;
  27251. /**
  27252. * Releases all associated resources
  27253. */
  27254. abstract dispose(): void;
  27255. /**
  27256. * Does this action manager has pointer triggers
  27257. */
  27258. abstract readonly hasPointerTriggers: boolean;
  27259. /**
  27260. * Does this action manager has pick triggers
  27261. */
  27262. abstract readonly hasPickTriggers: boolean;
  27263. /**
  27264. * Process a specific trigger
  27265. * @param trigger defines the trigger to process
  27266. * @param evt defines the event details to be processed
  27267. */
  27268. abstract processTrigger(trigger: number, evt?: IActionEvent): void;
  27269. /**
  27270. * Does this action manager handles actions of any of the given triggers
  27271. * @param triggers defines the triggers to be tested
  27272. * @return a boolean indicating whether one (or more) of the triggers is handled
  27273. */
  27274. abstract hasSpecificTriggers(triggers: number[]): boolean;
  27275. /**
  27276. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  27277. * speed.
  27278. * @param triggerA defines the trigger to be tested
  27279. * @param triggerB defines the trigger to be tested
  27280. * @return a boolean indicating whether one (or more) of the triggers is handled
  27281. */
  27282. abstract hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  27283. /**
  27284. * Does this action manager handles actions of a given trigger
  27285. * @param trigger defines the trigger to be tested
  27286. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  27287. * @return whether the trigger is handled
  27288. */
  27289. abstract hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  27290. /**
  27291. * Serialize this manager to a JSON object
  27292. * @param name defines the property name to store this manager
  27293. * @returns a JSON representation of this manager
  27294. */
  27295. abstract serialize(name: string): any;
  27296. /**
  27297. * Registers an action to this action manager
  27298. * @param action defines the action to be registered
  27299. * @return the action amended (prepared) after registration
  27300. */
  27301. abstract registerAction(action: IAction): Nullable<IAction>;
  27302. /**
  27303. * Unregisters an action to this action manager
  27304. * @param action defines the action to be unregistered
  27305. * @return a boolean indicating whether the action has been unregistered
  27306. */
  27307. abstract unregisterAction(action: IAction): Boolean;
  27308. /**
  27309. * Does exist one action manager with at least one trigger
  27310. **/
  27311. static readonly HasTriggers: boolean;
  27312. /**
  27313. * Does exist one action manager with at least one pick trigger
  27314. **/
  27315. static readonly HasPickTriggers: boolean;
  27316. /**
  27317. * Does exist one action manager that handles actions of a given trigger
  27318. * @param trigger defines the trigger to be tested
  27319. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  27320. **/
  27321. static HasSpecificTrigger(trigger: number): boolean;
  27322. }
  27323. }
  27324. declare module "babylonjs/node" {
  27325. import { Scene } from "babylonjs/scene";
  27326. import { Nullable } from "babylonjs/types";
  27327. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  27328. import { Engine } from "babylonjs/Engines/engine";
  27329. import { IBehaviorAware, Behavior } from "babylonjs/Behaviors/behavior";
  27330. import { Observable } from "babylonjs/Misc/observable";
  27331. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  27332. import { IInspectable } from "babylonjs/Misc/iInspectable";
  27333. import { Animatable } from "babylonjs/Animations/animatable";
  27334. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  27335. import { Animation } from "babylonjs/Animations/animation";
  27336. import { AnimationRange } from "babylonjs/Animations/animationRange";
  27337. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  27338. /**
  27339. * Defines how a node can be built from a string name.
  27340. */
  27341. export type NodeConstructor = (name: string, scene: Scene, options?: any) => () => Node;
  27342. /**
  27343. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  27344. */
  27345. export class Node implements IBehaviorAware<Node> {
  27346. /** @hidden */
  27347. static _AnimationRangeFactory: (name: string, from: number, to: number) => import("babylonjs/Animations/animationRange").AnimationRange;
  27348. private static _NodeConstructors;
  27349. /**
  27350. * Add a new node constructor
  27351. * @param type defines the type name of the node to construct
  27352. * @param constructorFunc defines the constructor function
  27353. */
  27354. static AddNodeConstructor(type: string, constructorFunc: NodeConstructor): void;
  27355. /**
  27356. * Returns a node constructor based on type name
  27357. * @param type defines the type name
  27358. * @param name defines the new node name
  27359. * @param scene defines the hosting scene
  27360. * @param options defines optional options to transmit to constructors
  27361. * @returns the new constructor or null
  27362. */
  27363. static Construct(type: string, name: string, scene: Scene, options?: any): Nullable<() => Node>;
  27364. /**
  27365. * Gets or sets the name of the node
  27366. */
  27367. name: string;
  27368. /**
  27369. * Gets or sets the id of the node
  27370. */
  27371. id: string;
  27372. /**
  27373. * Gets or sets the unique id of the node
  27374. */
  27375. uniqueId: number;
  27376. /**
  27377. * Gets or sets a string used to store user defined state for the node
  27378. */
  27379. state: string;
  27380. /**
  27381. * Gets or sets an object used to store user defined information for the node
  27382. */
  27383. metadata: any;
  27384. /**
  27385. * For internal use only. Please do not use.
  27386. */
  27387. reservedDataStore: any;
  27388. /**
  27389. * List of inspectable custom properties (used by the Inspector)
  27390. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  27391. */
  27392. inspectableCustomProperties: IInspectable[];
  27393. /**
  27394. * Gets or sets a boolean used to define if the node must be serialized
  27395. */
  27396. doNotSerialize: boolean;
  27397. /** @hidden */
  27398. _isDisposed: boolean;
  27399. /**
  27400. * Gets a list of Animations associated with the node
  27401. */
  27402. animations: import("babylonjs/Animations/animation").Animation[];
  27403. protected _ranges: {
  27404. [name: string]: Nullable<AnimationRange>;
  27405. };
  27406. /**
  27407. * Callback raised when the node is ready to be used
  27408. */
  27409. onReady: Nullable<(node: Node) => void>;
  27410. private _isEnabled;
  27411. private _isParentEnabled;
  27412. private _isReady;
  27413. /** @hidden */
  27414. _currentRenderId: number;
  27415. private _parentUpdateId;
  27416. /** @hidden */
  27417. _childUpdateId: number;
  27418. /** @hidden */
  27419. _waitingParentId: Nullable<string>;
  27420. /** @hidden */
  27421. _scene: Scene;
  27422. /** @hidden */
  27423. _cache: any;
  27424. private _parentNode;
  27425. private _children;
  27426. /** @hidden */
  27427. _worldMatrix: Matrix;
  27428. /** @hidden */
  27429. _worldMatrixDeterminant: number;
  27430. /** @hidden */
  27431. _worldMatrixDeterminantIsDirty: boolean;
  27432. /** @hidden */
  27433. private _sceneRootNodesIndex;
  27434. /**
  27435. * Gets a boolean indicating if the node has been disposed
  27436. * @returns true if the node was disposed
  27437. */
  27438. isDisposed(): boolean;
  27439. /**
  27440. * Gets or sets the parent of the node (without keeping the current position in the scene)
  27441. * @see https://doc.babylonjs.com/how_to/parenting
  27442. */
  27443. parent: Nullable<Node>;
  27444. private addToSceneRootNodes;
  27445. private removeFromSceneRootNodes;
  27446. private _animationPropertiesOverride;
  27447. /**
  27448. * Gets or sets the animation properties override
  27449. */
  27450. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  27451. /**
  27452. * Gets a string idenfifying the name of the class
  27453. * @returns "Node" string
  27454. */
  27455. getClassName(): string;
  27456. /** @hidden */
  27457. readonly _isNode: boolean;
  27458. /**
  27459. * An event triggered when the mesh is disposed
  27460. */
  27461. onDisposeObservable: Observable<Node>;
  27462. private _onDisposeObserver;
  27463. /**
  27464. * Sets a callback that will be raised when the node will be disposed
  27465. */
  27466. onDispose: () => void;
  27467. /**
  27468. * Creates a new Node
  27469. * @param name the name and id to be given to this node
  27470. * @param scene the scene this node will be added to
  27471. * @param addToRootNodes the node will be added to scene.rootNodes
  27472. */
  27473. constructor(name: string, scene?: Nullable<Scene>, addToRootNodes?: boolean);
  27474. /**
  27475. * Gets the scene of the node
  27476. * @returns a scene
  27477. */
  27478. getScene(): Scene;
  27479. /**
  27480. * Gets the engine of the node
  27481. * @returns a Engine
  27482. */
  27483. getEngine(): Engine;
  27484. private _behaviors;
  27485. /**
  27486. * Attach a behavior to the node
  27487. * @see http://doc.babylonjs.com/features/behaviour
  27488. * @param behavior defines the behavior to attach
  27489. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  27490. * @returns the current Node
  27491. */
  27492. addBehavior(behavior: Behavior<Node>, attachImmediately?: boolean): Node;
  27493. /**
  27494. * Remove an attached behavior
  27495. * @see http://doc.babylonjs.com/features/behaviour
  27496. * @param behavior defines the behavior to attach
  27497. * @returns the current Node
  27498. */
  27499. removeBehavior(behavior: Behavior<Node>): Node;
  27500. /**
  27501. * Gets the list of attached behaviors
  27502. * @see http://doc.babylonjs.com/features/behaviour
  27503. */
  27504. readonly behaviors: Behavior<Node>[];
  27505. /**
  27506. * Gets an attached behavior by name
  27507. * @param name defines the name of the behavior to look for
  27508. * @see http://doc.babylonjs.com/features/behaviour
  27509. * @returns null if behavior was not found else the requested behavior
  27510. */
  27511. getBehaviorByName(name: string): Nullable<Behavior<Node>>;
  27512. /**
  27513. * Returns the latest update of the World matrix
  27514. * @returns a Matrix
  27515. */
  27516. getWorldMatrix(): Matrix;
  27517. /** @hidden */
  27518. _getWorldMatrixDeterminant(): number;
  27519. /**
  27520. * Returns directly the latest state of the mesh World matrix.
  27521. * A Matrix is returned.
  27522. */
  27523. readonly worldMatrixFromCache: Matrix;
  27524. /** @hidden */
  27525. _initCache(): void;
  27526. /** @hidden */
  27527. updateCache(force?: boolean): void;
  27528. /** @hidden */
  27529. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  27530. /** @hidden */
  27531. _updateCache(ignoreParentClass?: boolean): void;
  27532. /** @hidden */
  27533. _isSynchronized(): boolean;
  27534. /** @hidden */
  27535. _markSyncedWithParent(): void;
  27536. /** @hidden */
  27537. isSynchronizedWithParent(): boolean;
  27538. /** @hidden */
  27539. isSynchronized(): boolean;
  27540. /**
  27541. * Is this node ready to be used/rendered
  27542. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  27543. * @return true if the node is ready
  27544. */
  27545. isReady(completeCheck?: boolean): boolean;
  27546. /**
  27547. * Is this node enabled?
  27548. * If the node has a parent, all ancestors will be checked and false will be returned if any are false (not enabled), otherwise will return true
  27549. * @param checkAncestors indicates if this method should check the ancestors. The default is to check the ancestors. If set to false, the method will return the value of this node without checking ancestors
  27550. * @return whether this node (and its parent) is enabled
  27551. */
  27552. isEnabled(checkAncestors?: boolean): boolean;
  27553. /** @hidden */
  27554. protected _syncParentEnabledState(): void;
  27555. /**
  27556. * Set the enabled state of this node
  27557. * @param value defines the new enabled state
  27558. */
  27559. setEnabled(value: boolean): void;
  27560. /**
  27561. * Is this node a descendant of the given node?
  27562. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  27563. * @param ancestor defines the parent node to inspect
  27564. * @returns a boolean indicating if this node is a descendant of the given node
  27565. */
  27566. isDescendantOf(ancestor: Node): boolean;
  27567. /** @hidden */
  27568. _getDescendants(results: Node[], directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): void;
  27569. /**
  27570. * Will return all nodes that have this node as ascendant
  27571. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered
  27572. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  27573. * @return all children nodes of all types
  27574. */
  27575. getDescendants(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): Node[];
  27576. /**
  27577. * Get all child-meshes of this node
  27578. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered (Default: false)
  27579. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  27580. * @returns an array of AbstractMesh
  27581. */
  27582. getChildMeshes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): AbstractMesh[];
  27583. /**
  27584. * Get all direct children of this node
  27585. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  27586. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered (Default: true)
  27587. * @returns an array of Node
  27588. */
  27589. getChildren(predicate?: (node: Node) => boolean, directDescendantsOnly?: boolean): Node[];
  27590. /** @hidden */
  27591. _setReady(state: boolean): void;
  27592. /**
  27593. * Get an animation by name
  27594. * @param name defines the name of the animation to look for
  27595. * @returns null if not found else the requested animation
  27596. */
  27597. getAnimationByName(name: string): Nullable<Animation>;
  27598. /**
  27599. * Creates an animation range for this node
  27600. * @param name defines the name of the range
  27601. * @param from defines the starting key
  27602. * @param to defines the end key
  27603. */
  27604. createAnimationRange(name: string, from: number, to: number): void;
  27605. /**
  27606. * Delete a specific animation range
  27607. * @param name defines the name of the range to delete
  27608. * @param deleteFrames defines if animation frames from the range must be deleted as well
  27609. */
  27610. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  27611. /**
  27612. * Get an animation range by name
  27613. * @param name defines the name of the animation range to look for
  27614. * @returns null if not found else the requested animation range
  27615. */
  27616. getAnimationRange(name: string): Nullable<AnimationRange>;
  27617. /**
  27618. * Gets the list of all animation ranges defined on this node
  27619. * @returns an array
  27620. */
  27621. getAnimationRanges(): Nullable<AnimationRange>[];
  27622. /**
  27623. * Will start the animation sequence
  27624. * @param name defines the range frames for animation sequence
  27625. * @param loop defines if the animation should loop (false by default)
  27626. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  27627. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  27628. * @returns the object created for this animation. If range does not exist, it will return null
  27629. */
  27630. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  27631. /**
  27632. * Serialize animation ranges into a JSON compatible object
  27633. * @returns serialization object
  27634. */
  27635. serializeAnimationRanges(): any;
  27636. /**
  27637. * Computes the world matrix of the node
  27638. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  27639. * @returns the world matrix
  27640. */
  27641. computeWorldMatrix(force?: boolean): Matrix;
  27642. /**
  27643. * Releases resources associated with this node.
  27644. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  27645. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  27646. */
  27647. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  27648. /**
  27649. * Parse animation range data from a serialization object and store them into a given node
  27650. * @param node defines where to store the animation ranges
  27651. * @param parsedNode defines the serialization object to read data from
  27652. * @param scene defines the hosting scene
  27653. */
  27654. static ParseAnimationRanges(node: Node, parsedNode: any, scene: Scene): void;
  27655. /**
  27656. * Return the minimum and maximum world vectors of the entire hierarchy under current node
  27657. * @param includeDescendants Include bounding info from descendants as well (true by default)
  27658. * @param predicate defines a callback function that can be customize to filter what meshes should be included in the list used to compute the bounding vectors
  27659. * @returns the new bounding vectors
  27660. */
  27661. getHierarchyBoundingVectors(includeDescendants?: boolean, predicate?: Nullable<(abstractMesh: AbstractMesh) => boolean>): {
  27662. min: Vector3;
  27663. max: Vector3;
  27664. };
  27665. }
  27666. }
  27667. declare module "babylonjs/Animations/animation" {
  27668. import { IEasingFunction, EasingFunction } from "babylonjs/Animations/easing";
  27669. import { Vector3, Quaternion, Vector2, Matrix } from "babylonjs/Maths/math.vector";
  27670. import { Color3 } from "babylonjs/Maths/math.color";
  27671. import { Nullable } from "babylonjs/types";
  27672. import { Scene } from "babylonjs/scene";
  27673. import { IAnimationKey } from "babylonjs/Animations/animationKey";
  27674. import { AnimationRange } from "babylonjs/Animations/animationRange";
  27675. import { AnimationEvent } from "babylonjs/Animations/animationEvent";
  27676. import { Node } from "babylonjs/node";
  27677. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  27678. import { Size } from "babylonjs/Maths/math.size";
  27679. import { Animatable } from "babylonjs/Animations/animatable";
  27680. import { RuntimeAnimation } from "babylonjs/Animations/runtimeAnimation";
  27681. /**
  27682. * @hidden
  27683. */
  27684. export class _IAnimationState {
  27685. key: number;
  27686. repeatCount: number;
  27687. workValue?: any;
  27688. loopMode?: number;
  27689. offsetValue?: any;
  27690. highLimitValue?: any;
  27691. }
  27692. /**
  27693. * Class used to store any kind of animation
  27694. */
  27695. export class Animation {
  27696. /**Name of the animation */
  27697. name: string;
  27698. /**Property to animate */
  27699. targetProperty: string;
  27700. /**The frames per second of the animation */
  27701. framePerSecond: number;
  27702. /**The data type of the animation */
  27703. dataType: number;
  27704. /**The loop mode of the animation */
  27705. loopMode?: number | undefined;
  27706. /**Specifies if blending should be enabled */
  27707. enableBlending?: boolean | undefined;
  27708. /**
  27709. * Use matrix interpolation instead of using direct key value when animating matrices
  27710. */
  27711. static AllowMatricesInterpolation: boolean;
  27712. /**
  27713. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  27714. */
  27715. static AllowMatrixDecomposeForInterpolation: boolean;
  27716. /**
  27717. * Stores the key frames of the animation
  27718. */
  27719. private _keys;
  27720. /**
  27721. * Stores the easing function of the animation
  27722. */
  27723. private _easingFunction;
  27724. /**
  27725. * @hidden Internal use only
  27726. */
  27727. _runtimeAnimations: import("babylonjs/Animations/runtimeAnimation").RuntimeAnimation[];
  27728. /**
  27729. * The set of event that will be linked to this animation
  27730. */
  27731. private _events;
  27732. /**
  27733. * Stores an array of target property paths
  27734. */
  27735. targetPropertyPath: string[];
  27736. /**
  27737. * Stores the blending speed of the animation
  27738. */
  27739. blendingSpeed: number;
  27740. /**
  27741. * Stores the animation ranges for the animation
  27742. */
  27743. private _ranges;
  27744. /**
  27745. * @hidden Internal use
  27746. */
  27747. static _PrepareAnimation(name: string, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction): Nullable<Animation>;
  27748. /**
  27749. * Sets up an animation
  27750. * @param property The property to animate
  27751. * @param animationType The animation type to apply
  27752. * @param framePerSecond The frames per second of the animation
  27753. * @param easingFunction The easing function used in the animation
  27754. * @returns The created animation
  27755. */
  27756. static CreateAnimation(property: string, animationType: number, framePerSecond: number, easingFunction: EasingFunction): Animation;
  27757. /**
  27758. * Create and start an animation on a node
  27759. * @param name defines the name of the global animation that will be run on all nodes
  27760. * @param node defines the root node where the animation will take place
  27761. * @param targetProperty defines property to animate
  27762. * @param framePerSecond defines the number of frame per second yo use
  27763. * @param totalFrame defines the number of frames in total
  27764. * @param from defines the initial value
  27765. * @param to defines the final value
  27766. * @param loopMode defines which loop mode you want to use (off by default)
  27767. * @param easingFunction defines the easing function to use (linear by default)
  27768. * @param onAnimationEnd defines the callback to call when animation end
  27769. * @returns the animatable created for this animation
  27770. */
  27771. static CreateAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  27772. /**
  27773. * Create and start an animation on a node and its descendants
  27774. * @param name defines the name of the global animation that will be run on all nodes
  27775. * @param node defines the root node where the animation will take place
  27776. * @param directDescendantsOnly if true only direct descendants will be used, if false direct and also indirect (children of children, an so on in a recursive manner) descendants will be used
  27777. * @param targetProperty defines property to animate
  27778. * @param framePerSecond defines the number of frame per second to use
  27779. * @param totalFrame defines the number of frames in total
  27780. * @param from defines the initial value
  27781. * @param to defines the final value
  27782. * @param loopMode defines which loop mode you want to use (off by default)
  27783. * @param easingFunction defines the easing function to use (linear by default)
  27784. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  27785. * @returns the list of animatables created for all nodes
  27786. * @example https://www.babylonjs-playground.com/#MH0VLI
  27787. */
  27788. static CreateAndStartHierarchyAnimation(name: string, node: Node, directDescendantsOnly: boolean, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable[]>;
  27789. /**
  27790. * Creates a new animation, merges it with the existing animations and starts it
  27791. * @param name Name of the animation
  27792. * @param node Node which contains the scene that begins the animations
  27793. * @param targetProperty Specifies which property to animate
  27794. * @param framePerSecond The frames per second of the animation
  27795. * @param totalFrame The total number of frames
  27796. * @param from The frame at the beginning of the animation
  27797. * @param to The frame at the end of the animation
  27798. * @param loopMode Specifies the loop mode of the animation
  27799. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  27800. * @param onAnimationEnd Callback to run once the animation is complete
  27801. * @returns Nullable animation
  27802. */
  27803. static CreateMergeAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  27804. /**
  27805. * Transition property of an host to the target Value
  27806. * @param property The property to transition
  27807. * @param targetValue The target Value of the property
  27808. * @param host The object where the property to animate belongs
  27809. * @param scene Scene used to run the animation
  27810. * @param frameRate Framerate (in frame/s) to use
  27811. * @param transition The transition type we want to use
  27812. * @param duration The duration of the animation, in milliseconds
  27813. * @param onAnimationEnd Callback trigger at the end of the animation
  27814. * @returns Nullable animation
  27815. */
  27816. static TransitionTo(property: string, targetValue: any, host: any, scene: Scene, frameRate: number, transition: Animation, duration: number, onAnimationEnd?: Nullable<() => void>): Nullable<Animatable>;
  27817. /**
  27818. * Return the array of runtime animations currently using this animation
  27819. */
  27820. readonly runtimeAnimations: RuntimeAnimation[];
  27821. /**
  27822. * Specifies if any of the runtime animations are currently running
  27823. */
  27824. readonly hasRunningRuntimeAnimations: boolean;
  27825. /**
  27826. * Initializes the animation
  27827. * @param name Name of the animation
  27828. * @param targetProperty Property to animate
  27829. * @param framePerSecond The frames per second of the animation
  27830. * @param dataType The data type of the animation
  27831. * @param loopMode The loop mode of the animation
  27832. * @param enableBlending Specifies if blending should be enabled
  27833. */
  27834. constructor(
  27835. /**Name of the animation */
  27836. name: string,
  27837. /**Property to animate */
  27838. targetProperty: string,
  27839. /**The frames per second of the animation */
  27840. framePerSecond: number,
  27841. /**The data type of the animation */
  27842. dataType: number,
  27843. /**The loop mode of the animation */
  27844. loopMode?: number | undefined,
  27845. /**Specifies if blending should be enabled */
  27846. enableBlending?: boolean | undefined);
  27847. /**
  27848. * Converts the animation to a string
  27849. * @param fullDetails support for multiple levels of logging within scene loading
  27850. * @returns String form of the animation
  27851. */
  27852. toString(fullDetails?: boolean): string;
  27853. /**
  27854. * Add an event to this animation
  27855. * @param event Event to add
  27856. */
  27857. addEvent(event: AnimationEvent): void;
  27858. /**
  27859. * Remove all events found at the given frame
  27860. * @param frame The frame to remove events from
  27861. */
  27862. removeEvents(frame: number): void;
  27863. /**
  27864. * Retrieves all the events from the animation
  27865. * @returns Events from the animation
  27866. */
  27867. getEvents(): AnimationEvent[];
  27868. /**
  27869. * Creates an animation range
  27870. * @param name Name of the animation range
  27871. * @param from Starting frame of the animation range
  27872. * @param to Ending frame of the animation
  27873. */
  27874. createRange(name: string, from: number, to: number): void;
  27875. /**
  27876. * Deletes an animation range by name
  27877. * @param name Name of the animation range to delete
  27878. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  27879. */
  27880. deleteRange(name: string, deleteFrames?: boolean): void;
  27881. /**
  27882. * Gets the animation range by name, or null if not defined
  27883. * @param name Name of the animation range
  27884. * @returns Nullable animation range
  27885. */
  27886. getRange(name: string): Nullable<AnimationRange>;
  27887. /**
  27888. * Gets the key frames from the animation
  27889. * @returns The key frames of the animation
  27890. */
  27891. getKeys(): Array<IAnimationKey>;
  27892. /**
  27893. * Gets the highest frame rate of the animation
  27894. * @returns Highest frame rate of the animation
  27895. */
  27896. getHighestFrame(): number;
  27897. /**
  27898. * Gets the easing function of the animation
  27899. * @returns Easing function of the animation
  27900. */
  27901. getEasingFunction(): IEasingFunction;
  27902. /**
  27903. * Sets the easing function of the animation
  27904. * @param easingFunction A custom mathematical formula for animation
  27905. */
  27906. setEasingFunction(easingFunction: EasingFunction): void;
  27907. /**
  27908. * Interpolates a scalar linearly
  27909. * @param startValue Start value of the animation curve
  27910. * @param endValue End value of the animation curve
  27911. * @param gradient Scalar amount to interpolate
  27912. * @returns Interpolated scalar value
  27913. */
  27914. floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
  27915. /**
  27916. * Interpolates a scalar cubically
  27917. * @param startValue Start value of the animation curve
  27918. * @param outTangent End tangent of the animation
  27919. * @param endValue End value of the animation curve
  27920. * @param inTangent Start tangent of the animation curve
  27921. * @param gradient Scalar amount to interpolate
  27922. * @returns Interpolated scalar value
  27923. */
  27924. floatInterpolateFunctionWithTangents(startValue: number, outTangent: number, endValue: number, inTangent: number, gradient: number): number;
  27925. /**
  27926. * Interpolates a quaternion using a spherical linear interpolation
  27927. * @param startValue Start value of the animation curve
  27928. * @param endValue End value of the animation curve
  27929. * @param gradient Scalar amount to interpolate
  27930. * @returns Interpolated quaternion value
  27931. */
  27932. quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
  27933. /**
  27934. * Interpolates a quaternion cubically
  27935. * @param startValue Start value of the animation curve
  27936. * @param outTangent End tangent of the animation curve
  27937. * @param endValue End value of the animation curve
  27938. * @param inTangent Start tangent of the animation curve
  27939. * @param gradient Scalar amount to interpolate
  27940. * @returns Interpolated quaternion value
  27941. */
  27942. quaternionInterpolateFunctionWithTangents(startValue: Quaternion, outTangent: Quaternion, endValue: Quaternion, inTangent: Quaternion, gradient: number): Quaternion;
  27943. /**
  27944. * Interpolates a Vector3 linearl
  27945. * @param startValue Start value of the animation curve
  27946. * @param endValue End value of the animation curve
  27947. * @param gradient Scalar amount to interpolate
  27948. * @returns Interpolated scalar value
  27949. */
  27950. vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
  27951. /**
  27952. * Interpolates a Vector3 cubically
  27953. * @param startValue Start value of the animation curve
  27954. * @param outTangent End tangent of the animation
  27955. * @param endValue End value of the animation curve
  27956. * @param inTangent Start tangent of the animation curve
  27957. * @param gradient Scalar amount to interpolate
  27958. * @returns InterpolatedVector3 value
  27959. */
  27960. vector3InterpolateFunctionWithTangents(startValue: Vector3, outTangent: Vector3, endValue: Vector3, inTangent: Vector3, gradient: number): Vector3;
  27961. /**
  27962. * Interpolates a Vector2 linearly
  27963. * @param startValue Start value of the animation curve
  27964. * @param endValue End value of the animation curve
  27965. * @param gradient Scalar amount to interpolate
  27966. * @returns Interpolated Vector2 value
  27967. */
  27968. vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
  27969. /**
  27970. * Interpolates a Vector2 cubically
  27971. * @param startValue Start value of the animation curve
  27972. * @param outTangent End tangent of the animation
  27973. * @param endValue End value of the animation curve
  27974. * @param inTangent Start tangent of the animation curve
  27975. * @param gradient Scalar amount to interpolate
  27976. * @returns Interpolated Vector2 value
  27977. */
  27978. vector2InterpolateFunctionWithTangents(startValue: Vector2, outTangent: Vector2, endValue: Vector2, inTangent: Vector2, gradient: number): Vector2;
  27979. /**
  27980. * Interpolates a size linearly
  27981. * @param startValue Start value of the animation curve
  27982. * @param endValue End value of the animation curve
  27983. * @param gradient Scalar amount to interpolate
  27984. * @returns Interpolated Size value
  27985. */
  27986. sizeInterpolateFunction(startValue: Size, endValue: Size, gradient: number): Size;
  27987. /**
  27988. * Interpolates a Color3 linearly
  27989. * @param startValue Start value of the animation curve
  27990. * @param endValue End value of the animation curve
  27991. * @param gradient Scalar amount to interpolate
  27992. * @returns Interpolated Color3 value
  27993. */
  27994. color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
  27995. /**
  27996. * @hidden Internal use only
  27997. */
  27998. _getKeyValue(value: any): any;
  27999. /**
  28000. * @hidden Internal use only
  28001. */
  28002. _interpolate(currentFrame: number, state: _IAnimationState): any;
  28003. /**
  28004. * Defines the function to use to interpolate matrices
  28005. * @param startValue defines the start matrix
  28006. * @param endValue defines the end matrix
  28007. * @param gradient defines the gradient between both matrices
  28008. * @param result defines an optional target matrix where to store the interpolation
  28009. * @returns the interpolated matrix
  28010. */
  28011. matrixInterpolateFunction(startValue: Matrix, endValue: Matrix, gradient: number, result?: Matrix): Matrix;
  28012. /**
  28013. * Makes a copy of the animation
  28014. * @returns Cloned animation
  28015. */
  28016. clone(): Animation;
  28017. /**
  28018. * Sets the key frames of the animation
  28019. * @param values The animation key frames to set
  28020. */
  28021. setKeys(values: Array<IAnimationKey>): void;
  28022. /**
  28023. * Serializes the animation to an object
  28024. * @returns Serialized object
  28025. */
  28026. serialize(): any;
  28027. /**
  28028. * Float animation type
  28029. */
  28030. private static _ANIMATIONTYPE_FLOAT;
  28031. /**
  28032. * Vector3 animation type
  28033. */
  28034. private static _ANIMATIONTYPE_VECTOR3;
  28035. /**
  28036. * Quaternion animation type
  28037. */
  28038. private static _ANIMATIONTYPE_QUATERNION;
  28039. /**
  28040. * Matrix animation type
  28041. */
  28042. private static _ANIMATIONTYPE_MATRIX;
  28043. /**
  28044. * Color3 animation type
  28045. */
  28046. private static _ANIMATIONTYPE_COLOR3;
  28047. /**
  28048. * Vector2 animation type
  28049. */
  28050. private static _ANIMATIONTYPE_VECTOR2;
  28051. /**
  28052. * Size animation type
  28053. */
  28054. private static _ANIMATIONTYPE_SIZE;
  28055. /**
  28056. * Relative Loop Mode
  28057. */
  28058. private static _ANIMATIONLOOPMODE_RELATIVE;
  28059. /**
  28060. * Cycle Loop Mode
  28061. */
  28062. private static _ANIMATIONLOOPMODE_CYCLE;
  28063. /**
  28064. * Constant Loop Mode
  28065. */
  28066. private static _ANIMATIONLOOPMODE_CONSTANT;
  28067. /**
  28068. * Get the float animation type
  28069. */
  28070. static readonly ANIMATIONTYPE_FLOAT: number;
  28071. /**
  28072. * Get the Vector3 animation type
  28073. */
  28074. static readonly ANIMATIONTYPE_VECTOR3: number;
  28075. /**
  28076. * Get the Vector2 animation type
  28077. */
  28078. static readonly ANIMATIONTYPE_VECTOR2: number;
  28079. /**
  28080. * Get the Size animation type
  28081. */
  28082. static readonly ANIMATIONTYPE_SIZE: number;
  28083. /**
  28084. * Get the Quaternion animation type
  28085. */
  28086. static readonly ANIMATIONTYPE_QUATERNION: number;
  28087. /**
  28088. * Get the Matrix animation type
  28089. */
  28090. static readonly ANIMATIONTYPE_MATRIX: number;
  28091. /**
  28092. * Get the Color3 animation type
  28093. */
  28094. static readonly ANIMATIONTYPE_COLOR3: number;
  28095. /**
  28096. * Get the Relative Loop Mode
  28097. */
  28098. static readonly ANIMATIONLOOPMODE_RELATIVE: number;
  28099. /**
  28100. * Get the Cycle Loop Mode
  28101. */
  28102. static readonly ANIMATIONLOOPMODE_CYCLE: number;
  28103. /**
  28104. * Get the Constant Loop Mode
  28105. */
  28106. static readonly ANIMATIONLOOPMODE_CONSTANT: number;
  28107. /** @hidden */
  28108. static _UniversalLerp(left: any, right: any, amount: number): any;
  28109. /**
  28110. * Parses an animation object and creates an animation
  28111. * @param parsedAnimation Parsed animation object
  28112. * @returns Animation object
  28113. */
  28114. static Parse(parsedAnimation: any): Animation;
  28115. /**
  28116. * Appends the serialized animations from the source animations
  28117. * @param source Source containing the animations
  28118. * @param destination Target to store the animations
  28119. */
  28120. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  28121. }
  28122. }
  28123. declare module "babylonjs/Animations/animatable.interface" {
  28124. import { Nullable } from "babylonjs/types";
  28125. import { Animation } from "babylonjs/Animations/animation";
  28126. /**
  28127. * Interface containing an array of animations
  28128. */
  28129. export interface IAnimatable {
  28130. /**
  28131. * Array of animations
  28132. */
  28133. animations: Nullable<Array<Animation>>;
  28134. }
  28135. }
  28136. declare module "babylonjs/Materials/fresnelParameters" {
  28137. import { Color3 } from "babylonjs/Maths/math.color";
  28138. /**
  28139. * This represents all the required information to add a fresnel effect on a material:
  28140. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  28141. */
  28142. export class FresnelParameters {
  28143. private _isEnabled;
  28144. /**
  28145. * Define if the fresnel effect is enable or not.
  28146. */
  28147. isEnabled: boolean;
  28148. /**
  28149. * Define the color used on edges (grazing angle)
  28150. */
  28151. leftColor: Color3;
  28152. /**
  28153. * Define the color used on center
  28154. */
  28155. rightColor: Color3;
  28156. /**
  28157. * Define bias applied to computed fresnel term
  28158. */
  28159. bias: number;
  28160. /**
  28161. * Defined the power exponent applied to fresnel term
  28162. */
  28163. power: number;
  28164. /**
  28165. * Clones the current fresnel and its valuues
  28166. * @returns a clone fresnel configuration
  28167. */
  28168. clone(): FresnelParameters;
  28169. /**
  28170. * Serializes the current fresnel parameters to a JSON representation.
  28171. * @return the JSON serialization
  28172. */
  28173. serialize(): any;
  28174. /**
  28175. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  28176. * @param parsedFresnelParameters Define the JSON representation
  28177. * @returns the parsed parameters
  28178. */
  28179. static Parse(parsedFresnelParameters: any): FresnelParameters;
  28180. }
  28181. }
  28182. declare module "babylonjs/Misc/decorators" {
  28183. import { Nullable } from "babylonjs/types";
  28184. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  28185. import { Scene } from "babylonjs/scene";
  28186. export function expandToProperty(callback: string, targetKey?: Nullable<string>): (target: any, propertyKey: string) => void;
  28187. export function serialize(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28188. export function serializeAsTexture(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28189. export function serializeAsColor3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28190. export function serializeAsFresnelParameters(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28191. export function serializeAsVector2(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28192. export function serializeAsVector3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28193. export function serializeAsMeshReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28194. export function serializeAsColorCurves(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28195. export function serializeAsColor4(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28196. export function serializeAsImageProcessingConfiguration(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28197. export function serializeAsQuaternion(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28198. export function serializeAsMatrix(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28199. /**
  28200. * Decorator used to define property that can be serialized as reference to a camera
  28201. * @param sourceName defines the name of the property to decorate
  28202. */
  28203. export function serializeAsCameraReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28204. /**
  28205. * Class used to help serialization objects
  28206. */
  28207. export class SerializationHelper {
  28208. /** @hidden */
  28209. static _ImageProcessingConfigurationParser: (sourceProperty: any) => import("babylonjs/Materials/imageProcessingConfiguration").ImageProcessingConfiguration;
  28210. /** @hidden */
  28211. static _FresnelParametersParser: (sourceProperty: any) => import("babylonjs/Materials/fresnelParameters").FresnelParameters;
  28212. /** @hidden */
  28213. static _ColorCurvesParser: (sourceProperty: any) => import("babylonjs/Materials/colorCurves").ColorCurves;
  28214. /** @hidden */
  28215. static _TextureParser: (sourceProperty: any, scene: import("babylonjs/scene").Scene, rootUrl: string) => Nullable<import("babylonjs/Materials/Textures/baseTexture").BaseTexture>;
  28216. /**
  28217. * Appends the serialized animations from the source animations
  28218. * @param source Source containing the animations
  28219. * @param destination Target to store the animations
  28220. */
  28221. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  28222. /**
  28223. * Static function used to serialized a specific entity
  28224. * @param entity defines the entity to serialize
  28225. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  28226. * @returns a JSON compatible object representing the serialization of the entity
  28227. */
  28228. static Serialize<T>(entity: T, serializationObject?: any): any;
  28229. /**
  28230. * Creates a new entity from a serialization data object
  28231. * @param creationFunction defines a function used to instanciated the new entity
  28232. * @param source defines the source serialization data
  28233. * @param scene defines the hosting scene
  28234. * @param rootUrl defines the root url for resources
  28235. * @returns a new entity
  28236. */
  28237. static Parse<T>(creationFunction: () => T, source: any, scene: Nullable<Scene>, rootUrl?: Nullable<string>): T;
  28238. /**
  28239. * Clones an object
  28240. * @param creationFunction defines the function used to instanciate the new object
  28241. * @param source defines the source object
  28242. * @returns the cloned object
  28243. */
  28244. static Clone<T>(creationFunction: () => T, source: T): T;
  28245. /**
  28246. * Instanciates a new object based on a source one (some data will be shared between both object)
  28247. * @param creationFunction defines the function used to instanciate the new object
  28248. * @param source defines the source object
  28249. * @returns the new object
  28250. */
  28251. static Instanciate<T>(creationFunction: () => T, source: T): T;
  28252. }
  28253. }
  28254. declare module "babylonjs/Misc/HighDynamicRange/panoramaToCubemap" {
  28255. import { Nullable } from "babylonjs/types";
  28256. /**
  28257. * CubeMap information grouping all the data for each faces as well as the cubemap size.
  28258. */
  28259. export interface CubeMapInfo {
  28260. /**
  28261. * The pixel array for the front face.
  28262. * This is stored in format, left to right, up to down format.
  28263. */
  28264. front: Nullable<ArrayBufferView>;
  28265. /**
  28266. * The pixel array for the back face.
  28267. * This is stored in format, left to right, up to down format.
  28268. */
  28269. back: Nullable<ArrayBufferView>;
  28270. /**
  28271. * The pixel array for the left face.
  28272. * This is stored in format, left to right, up to down format.
  28273. */
  28274. left: Nullable<ArrayBufferView>;
  28275. /**
  28276. * The pixel array for the right face.
  28277. * This is stored in format, left to right, up to down format.
  28278. */
  28279. right: Nullable<ArrayBufferView>;
  28280. /**
  28281. * The pixel array for the up face.
  28282. * This is stored in format, left to right, up to down format.
  28283. */
  28284. up: Nullable<ArrayBufferView>;
  28285. /**
  28286. * The pixel array for the down face.
  28287. * This is stored in format, left to right, up to down format.
  28288. */
  28289. down: Nullable<ArrayBufferView>;
  28290. /**
  28291. * The size of the cubemap stored.
  28292. *
  28293. * Each faces will be size * size pixels.
  28294. */
  28295. size: number;
  28296. /**
  28297. * The format of the texture.
  28298. *
  28299. * RGBA, RGB.
  28300. */
  28301. format: number;
  28302. /**
  28303. * The type of the texture data.
  28304. *
  28305. * UNSIGNED_INT, FLOAT.
  28306. */
  28307. type: number;
  28308. /**
  28309. * Specifies whether the texture is in gamma space.
  28310. */
  28311. gammaSpace: boolean;
  28312. }
  28313. /**
  28314. * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.
  28315. */
  28316. export class PanoramaToCubeMapTools {
  28317. private static FACE_FRONT;
  28318. private static FACE_BACK;
  28319. private static FACE_RIGHT;
  28320. private static FACE_LEFT;
  28321. private static FACE_DOWN;
  28322. private static FACE_UP;
  28323. /**
  28324. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  28325. *
  28326. * @param float32Array The source data.
  28327. * @param inputWidth The width of the input panorama.
  28328. * @param inputHeight The height of the input panorama.
  28329. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  28330. * @return The cubemap data
  28331. */
  28332. static ConvertPanoramaToCubemap(float32Array: Float32Array, inputWidth: number, inputHeight: number, size: number): CubeMapInfo;
  28333. private static CreateCubemapTexture;
  28334. private static CalcProjectionSpherical;
  28335. }
  28336. }
  28337. declare module "babylonjs/Misc/HighDynamicRange/cubemapToSphericalPolynomial" {
  28338. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  28339. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  28340. import { Nullable } from "babylonjs/types";
  28341. import { CubeMapInfo } from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  28342. /**
  28343. * Helper class dealing with the extraction of spherical polynomial dataArray
  28344. * from a cube map.
  28345. */
  28346. export class CubeMapToSphericalPolynomialTools {
  28347. private static FileFaces;
  28348. /**
  28349. * Converts a texture to the according Spherical Polynomial data.
  28350. * This extracts the first 3 orders only as they are the only one used in the lighting.
  28351. *
  28352. * @param texture The texture to extract the information from.
  28353. * @return The Spherical Polynomial data.
  28354. */
  28355. static ConvertCubeMapTextureToSphericalPolynomial(texture: BaseTexture): Nullable<SphericalPolynomial>;
  28356. /**
  28357. * Converts a cubemap to the according Spherical Polynomial data.
  28358. * This extracts the first 3 orders only as they are the only one used in the lighting.
  28359. *
  28360. * @param cubeInfo The Cube map to extract the information from.
  28361. * @return The Spherical Polynomial data.
  28362. */
  28363. static ConvertCubeMapToSphericalPolynomial(cubeInfo: CubeMapInfo): SphericalPolynomial;
  28364. }
  28365. }
  28366. declare module "babylonjs/Misc/guid" {
  28367. /**
  28368. * Class used to manipulate GUIDs
  28369. */
  28370. export class GUID {
  28371. /**
  28372. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  28373. * Be aware Math.random() could cause collisions, but:
  28374. * "All but 6 of the 128 bits of the ID are randomly generated, which means that for any two ids, there's a 1 in 2^^122 (or 5.3x10^^36) chance they'll collide"
  28375. * @returns a pseudo random id
  28376. */
  28377. static RandomId(): string;
  28378. }
  28379. }
  28380. declare module "babylonjs/Materials/Textures/baseTexture" {
  28381. import { Observable } from "babylonjs/Misc/observable";
  28382. import { Nullable } from "babylonjs/types";
  28383. import { Scene } from "babylonjs/scene";
  28384. import { Matrix } from "babylonjs/Maths/math.vector";
  28385. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  28386. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  28387. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  28388. import { ISize } from "babylonjs/Maths/math.size";
  28389. /**
  28390. * Base class of all the textures in babylon.
  28391. * It groups all the common properties the materials, post process, lights... might need
  28392. * in order to make a correct use of the texture.
  28393. */
  28394. export class BaseTexture implements IAnimatable {
  28395. /**
  28396. * Default anisotropic filtering level for the application.
  28397. * It is set to 4 as a good tradeoff between perf and quality.
  28398. */
  28399. static DEFAULT_ANISOTROPIC_FILTERING_LEVEL: number;
  28400. /**
  28401. * Gets or sets the unique id of the texture
  28402. */
  28403. uniqueId: number;
  28404. /**
  28405. * Define the name of the texture.
  28406. */
  28407. name: string;
  28408. /**
  28409. * Gets or sets an object used to store user defined information.
  28410. */
  28411. metadata: any;
  28412. /**
  28413. * For internal use only. Please do not use.
  28414. */
  28415. reservedDataStore: any;
  28416. private _hasAlpha;
  28417. /**
  28418. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  28419. */
  28420. hasAlpha: boolean;
  28421. /**
  28422. * Defines if the alpha value should be determined via the rgb values.
  28423. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  28424. */
  28425. getAlphaFromRGB: boolean;
  28426. /**
  28427. * Intensity or strength of the texture.
  28428. * It is commonly used by materials to fine tune the intensity of the texture
  28429. */
  28430. level: number;
  28431. /**
  28432. * Define the UV chanel to use starting from 0 and defaulting to 0.
  28433. * This is part of the texture as textures usually maps to one uv set.
  28434. */
  28435. coordinatesIndex: number;
  28436. private _coordinatesMode;
  28437. /**
  28438. * How a texture is mapped.
  28439. *
  28440. * | Value | Type | Description |
  28441. * | ----- | ----------------------------------- | ----------- |
  28442. * | 0 | EXPLICIT_MODE | |
  28443. * | 1 | SPHERICAL_MODE | |
  28444. * | 2 | PLANAR_MODE | |
  28445. * | 3 | CUBIC_MODE | |
  28446. * | 4 | PROJECTION_MODE | |
  28447. * | 5 | SKYBOX_MODE | |
  28448. * | 6 | INVCUBIC_MODE | |
  28449. * | 7 | EQUIRECTANGULAR_MODE | |
  28450. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  28451. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  28452. */
  28453. coordinatesMode: number;
  28454. /**
  28455. * | Value | Type | Description |
  28456. * | ----- | ------------------ | ----------- |
  28457. * | 0 | CLAMP_ADDRESSMODE | |
  28458. * | 1 | WRAP_ADDRESSMODE | |
  28459. * | 2 | MIRROR_ADDRESSMODE | |
  28460. */
  28461. wrapU: number;
  28462. /**
  28463. * | Value | Type | Description |
  28464. * | ----- | ------------------ | ----------- |
  28465. * | 0 | CLAMP_ADDRESSMODE | |
  28466. * | 1 | WRAP_ADDRESSMODE | |
  28467. * | 2 | MIRROR_ADDRESSMODE | |
  28468. */
  28469. wrapV: number;
  28470. /**
  28471. * | Value | Type | Description |
  28472. * | ----- | ------------------ | ----------- |
  28473. * | 0 | CLAMP_ADDRESSMODE | |
  28474. * | 1 | WRAP_ADDRESSMODE | |
  28475. * | 2 | MIRROR_ADDRESSMODE | |
  28476. */
  28477. wrapR: number;
  28478. /**
  28479. * With compliant hardware and browser (supporting anisotropic filtering)
  28480. * this defines the level of anisotropic filtering in the texture.
  28481. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  28482. */
  28483. anisotropicFilteringLevel: number;
  28484. /**
  28485. * Define if the texture is a cube texture or if false a 2d texture.
  28486. */
  28487. isCube: boolean;
  28488. /**
  28489. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  28490. */
  28491. is3D: boolean;
  28492. /**
  28493. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  28494. * HDR texture are usually stored in linear space.
  28495. * This only impacts the PBR and Background materials
  28496. */
  28497. gammaSpace: boolean;
  28498. /**
  28499. * Gets or sets whether or not the texture contains RGBD data.
  28500. */
  28501. isRGBD: boolean;
  28502. /**
  28503. * Is Z inverted in the texture (useful in a cube texture).
  28504. */
  28505. invertZ: boolean;
  28506. /**
  28507. * Are mip maps generated for this texture or not.
  28508. */
  28509. readonly noMipmap: boolean;
  28510. /**
  28511. * @hidden
  28512. */
  28513. lodLevelInAlpha: boolean;
  28514. /**
  28515. * With prefiltered texture, defined the offset used during the prefiltering steps.
  28516. */
  28517. lodGenerationOffset: number;
  28518. /**
  28519. * With prefiltered texture, defined the scale used during the prefiltering steps.
  28520. */
  28521. lodGenerationScale: number;
  28522. /**
  28523. * With prefiltered texture, defined if the specular generation is based on a linear ramp.
  28524. * By default we are using a log2 of the linear roughness helping to keep a better resolution for
  28525. * average roughness values.
  28526. */
  28527. linearSpecularLOD: boolean;
  28528. /**
  28529. * In case a better definition than spherical harmonics is required for the diffuse part of the environment.
  28530. * You can set the irradiance texture to rely on a texture instead of the spherical approach.
  28531. * This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).
  28532. */
  28533. irradianceTexture: Nullable<BaseTexture>;
  28534. /**
  28535. * Define if the texture is a render target.
  28536. */
  28537. isRenderTarget: boolean;
  28538. /**
  28539. * Define the unique id of the texture in the scene.
  28540. */
  28541. readonly uid: string;
  28542. /**
  28543. * Return a string representation of the texture.
  28544. * @returns the texture as a string
  28545. */
  28546. toString(): string;
  28547. /**
  28548. * Get the class name of the texture.
  28549. * @returns "BaseTexture"
  28550. */
  28551. getClassName(): string;
  28552. /**
  28553. * Define the list of animation attached to the texture.
  28554. */
  28555. animations: import("babylonjs/Animations/animation").Animation[];
  28556. /**
  28557. * An event triggered when the texture is disposed.
  28558. */
  28559. onDisposeObservable: Observable<BaseTexture>;
  28560. private _onDisposeObserver;
  28561. /**
  28562. * Callback triggered when the texture has been disposed.
  28563. * Kept for back compatibility, you can use the onDisposeObservable instead.
  28564. */
  28565. onDispose: () => void;
  28566. /**
  28567. * Define the current state of the loading sequence when in delayed load mode.
  28568. */
  28569. delayLoadState: number;
  28570. private _scene;
  28571. /** @hidden */
  28572. _texture: Nullable<InternalTexture>;
  28573. private _uid;
  28574. /**
  28575. * Define if the texture is preventinga material to render or not.
  28576. * If not and the texture is not ready, the engine will use a default black texture instead.
  28577. */
  28578. readonly isBlocking: boolean;
  28579. /**
  28580. * Instantiates a new BaseTexture.
  28581. * Base class of all the textures in babylon.
  28582. * It groups all the common properties the materials, post process, lights... might need
  28583. * in order to make a correct use of the texture.
  28584. * @param scene Define the scene the texture blongs to
  28585. */
  28586. constructor(scene: Nullable<Scene>);
  28587. /**
  28588. * Get the scene the texture belongs to.
  28589. * @returns the scene or null if undefined
  28590. */
  28591. getScene(): Nullable<Scene>;
  28592. /**
  28593. * Get the texture transform matrix used to offset tile the texture for istance.
  28594. * @returns the transformation matrix
  28595. */
  28596. getTextureMatrix(): Matrix;
  28597. /**
  28598. * Get the texture reflection matrix used to rotate/transform the reflection.
  28599. * @returns the reflection matrix
  28600. */
  28601. getReflectionTextureMatrix(): Matrix;
  28602. /**
  28603. * Get the underlying lower level texture from Babylon.
  28604. * @returns the insternal texture
  28605. */
  28606. getInternalTexture(): Nullable<InternalTexture>;
  28607. /**
  28608. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  28609. * @returns true if ready or not blocking
  28610. */
  28611. isReadyOrNotBlocking(): boolean;
  28612. /**
  28613. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  28614. * @returns true if fully ready
  28615. */
  28616. isReady(): boolean;
  28617. private _cachedSize;
  28618. /**
  28619. * Get the size of the texture.
  28620. * @returns the texture size.
  28621. */
  28622. getSize(): ISize;
  28623. /**
  28624. * Get the base size of the texture.
  28625. * It can be different from the size if the texture has been resized for POT for instance
  28626. * @returns the base size
  28627. */
  28628. getBaseSize(): ISize;
  28629. /**
  28630. * Update the sampling mode of the texture.
  28631. * Default is Trilinear mode.
  28632. *
  28633. * | Value | Type | Description |
  28634. * | ----- | ------------------ | ----------- |
  28635. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  28636. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  28637. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  28638. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  28639. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  28640. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  28641. * | 7 | NEAREST_LINEAR | |
  28642. * | 8 | NEAREST_NEAREST | |
  28643. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  28644. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  28645. * | 11 | LINEAR_LINEAR | |
  28646. * | 12 | LINEAR_NEAREST | |
  28647. *
  28648. * > _mag_: magnification filter (close to the viewer)
  28649. * > _min_: minification filter (far from the viewer)
  28650. * > _mip_: filter used between mip map levels
  28651. *@param samplingMode Define the new sampling mode of the texture
  28652. */
  28653. updateSamplingMode(samplingMode: number): void;
  28654. /**
  28655. * Scales the texture if is `canRescale()`
  28656. * @param ratio the resize factor we want to use to rescale
  28657. */
  28658. scale(ratio: number): void;
  28659. /**
  28660. * Get if the texture can rescale.
  28661. */
  28662. readonly canRescale: boolean;
  28663. /** @hidden */
  28664. _getFromCache(url: Nullable<string>, noMipmap: boolean, sampling?: number, invertY?: boolean): Nullable<InternalTexture>;
  28665. /** @hidden */
  28666. _rebuild(): void;
  28667. /**
  28668. * Triggers the load sequence in delayed load mode.
  28669. */
  28670. delayLoad(): void;
  28671. /**
  28672. * Clones the texture.
  28673. * @returns the cloned texture
  28674. */
  28675. clone(): Nullable<BaseTexture>;
  28676. /**
  28677. * Get the texture underlying type (INT, FLOAT...)
  28678. */
  28679. readonly textureType: number;
  28680. /**
  28681. * Get the texture underlying format (RGB, RGBA...)
  28682. */
  28683. readonly textureFormat: number;
  28684. /**
  28685. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  28686. * This will returns an RGBA array buffer containing either in values (0-255) or
  28687. * float values (0-1) depending of the underlying buffer type.
  28688. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  28689. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  28690. * @param buffer defines a user defined buffer to fill with data (can be null)
  28691. * @returns The Array buffer containing the pixels data.
  28692. */
  28693. readPixels(faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): Nullable<ArrayBufferView>;
  28694. /**
  28695. * Release and destroy the underlying lower level texture aka internalTexture.
  28696. */
  28697. releaseInternalTexture(): void;
  28698. /**
  28699. * Get the polynomial representation of the texture data.
  28700. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  28701. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  28702. */
  28703. sphericalPolynomial: Nullable<SphericalPolynomial>;
  28704. /** @hidden */
  28705. readonly _lodTextureHigh: Nullable<BaseTexture>;
  28706. /** @hidden */
  28707. readonly _lodTextureMid: Nullable<BaseTexture>;
  28708. /** @hidden */
  28709. readonly _lodTextureLow: Nullable<BaseTexture>;
  28710. /**
  28711. * Dispose the texture and release its associated resources.
  28712. */
  28713. dispose(): void;
  28714. /**
  28715. * Serialize the texture into a JSON representation that can be parsed later on.
  28716. * @returns the JSON representation of the texture
  28717. */
  28718. serialize(): any;
  28719. /**
  28720. * Helper function to be called back once a list of texture contains only ready textures.
  28721. * @param textures Define the list of textures to wait for
  28722. * @param callback Define the callback triggered once the entire list will be ready
  28723. */
  28724. static WhenAllReady(textures: BaseTexture[], callback: () => void): void;
  28725. }
  28726. }
  28727. declare module "babylonjs/Materials/Textures/internalTexture" {
  28728. import { Observable } from "babylonjs/Misc/observable";
  28729. import { Nullable, int } from "babylonjs/types";
  28730. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  28731. import { Engine } from "babylonjs/Engines/engine";
  28732. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  28733. /**
  28734. * Class used to store data associated with WebGL texture data for the engine
  28735. * This class should not be used directly
  28736. */
  28737. export class InternalTexture {
  28738. /** @hidden */
  28739. static _UpdateRGBDAsync: (internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number) => Promise<void>;
  28740. /**
  28741. * The source of the texture data is unknown
  28742. */
  28743. static DATASOURCE_UNKNOWN: number;
  28744. /**
  28745. * Texture data comes from an URL
  28746. */
  28747. static DATASOURCE_URL: number;
  28748. /**
  28749. * Texture data is only used for temporary storage
  28750. */
  28751. static DATASOURCE_TEMP: number;
  28752. /**
  28753. * Texture data comes from raw data (ArrayBuffer)
  28754. */
  28755. static DATASOURCE_RAW: number;
  28756. /**
  28757. * Texture content is dynamic (video or dynamic texture)
  28758. */
  28759. static DATASOURCE_DYNAMIC: number;
  28760. /**
  28761. * Texture content is generated by rendering to it
  28762. */
  28763. static DATASOURCE_RENDERTARGET: number;
  28764. /**
  28765. * Texture content is part of a multi render target process
  28766. */
  28767. static DATASOURCE_MULTIRENDERTARGET: number;
  28768. /**
  28769. * Texture data comes from a cube data file
  28770. */
  28771. static DATASOURCE_CUBE: number;
  28772. /**
  28773. * Texture data comes from a raw cube data
  28774. */
  28775. static DATASOURCE_CUBERAW: number;
  28776. /**
  28777. * Texture data come from a prefiltered cube data file
  28778. */
  28779. static DATASOURCE_CUBEPREFILTERED: number;
  28780. /**
  28781. * Texture content is raw 3D data
  28782. */
  28783. static DATASOURCE_RAW3D: number;
  28784. /**
  28785. * Texture content is a depth texture
  28786. */
  28787. static DATASOURCE_DEPTHTEXTURE: number;
  28788. /**
  28789. * Texture data comes from a raw cube data encoded with RGBD
  28790. */
  28791. static DATASOURCE_CUBERAW_RGBD: number;
  28792. /**
  28793. * Defines if the texture is ready
  28794. */
  28795. isReady: boolean;
  28796. /**
  28797. * Defines if the texture is a cube texture
  28798. */
  28799. isCube: boolean;
  28800. /**
  28801. * Defines if the texture contains 3D data
  28802. */
  28803. is3D: boolean;
  28804. /**
  28805. * Defines if the texture contains multiview data
  28806. */
  28807. isMultiview: boolean;
  28808. /**
  28809. * Gets the URL used to load this texture
  28810. */
  28811. url: string;
  28812. /**
  28813. * Gets the sampling mode of the texture
  28814. */
  28815. samplingMode: number;
  28816. /**
  28817. * Gets a boolean indicating if the texture needs mipmaps generation
  28818. */
  28819. generateMipMaps: boolean;
  28820. /**
  28821. * Gets the number of samples used by the texture (WebGL2+ only)
  28822. */
  28823. samples: number;
  28824. /**
  28825. * Gets the type of the texture (int, float...)
  28826. */
  28827. type: number;
  28828. /**
  28829. * Gets the format of the texture (RGB, RGBA...)
  28830. */
  28831. format: number;
  28832. /**
  28833. * Observable called when the texture is loaded
  28834. */
  28835. onLoadedObservable: Observable<InternalTexture>;
  28836. /**
  28837. * Gets the width of the texture
  28838. */
  28839. width: number;
  28840. /**
  28841. * Gets the height of the texture
  28842. */
  28843. height: number;
  28844. /**
  28845. * Gets the depth of the texture
  28846. */
  28847. depth: number;
  28848. /**
  28849. * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)
  28850. */
  28851. baseWidth: number;
  28852. /**
  28853. * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)
  28854. */
  28855. baseHeight: number;
  28856. /**
  28857. * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)
  28858. */
  28859. baseDepth: number;
  28860. /**
  28861. * Gets a boolean indicating if the texture is inverted on Y axis
  28862. */
  28863. invertY: boolean;
  28864. /** @hidden */
  28865. _invertVScale: boolean;
  28866. /** @hidden */
  28867. _associatedChannel: number;
  28868. /** @hidden */
  28869. _dataSource: number;
  28870. /** @hidden */
  28871. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>;
  28872. /** @hidden */
  28873. _bufferView: Nullable<ArrayBufferView>;
  28874. /** @hidden */
  28875. _bufferViewArray: Nullable<ArrayBufferView[]>;
  28876. /** @hidden */
  28877. _bufferViewArrayArray: Nullable<ArrayBufferView[][]>;
  28878. /** @hidden */
  28879. _size: number;
  28880. /** @hidden */
  28881. _extension: string;
  28882. /** @hidden */
  28883. _files: Nullable<string[]>;
  28884. /** @hidden */
  28885. _workingCanvas: Nullable<HTMLCanvasElement>;
  28886. /** @hidden */
  28887. _workingContext: Nullable<CanvasRenderingContext2D>;
  28888. /** @hidden */
  28889. _framebuffer: Nullable<WebGLFramebuffer>;
  28890. /** @hidden */
  28891. _depthStencilBuffer: Nullable<WebGLRenderbuffer>;
  28892. /** @hidden */
  28893. _MSAAFramebuffer: Nullable<WebGLFramebuffer>;
  28894. /** @hidden */
  28895. _MSAARenderBuffer: Nullable<WebGLRenderbuffer>;
  28896. /** @hidden */
  28897. _attachments: Nullable<number[]>;
  28898. /** @hidden */
  28899. _cachedCoordinatesMode: Nullable<number>;
  28900. /** @hidden */
  28901. _cachedWrapU: Nullable<number>;
  28902. /** @hidden */
  28903. _cachedWrapV: Nullable<number>;
  28904. /** @hidden */
  28905. _cachedWrapR: Nullable<number>;
  28906. /** @hidden */
  28907. _cachedAnisotropicFilteringLevel: Nullable<number>;
  28908. /** @hidden */
  28909. _isDisabled: boolean;
  28910. /** @hidden */
  28911. _compression: Nullable<string>;
  28912. /** @hidden */
  28913. _generateStencilBuffer: boolean;
  28914. /** @hidden */
  28915. _generateDepthBuffer: boolean;
  28916. /** @hidden */
  28917. _comparisonFunction: number;
  28918. /** @hidden */
  28919. _sphericalPolynomial: Nullable<SphericalPolynomial>;
  28920. /** @hidden */
  28921. _lodGenerationScale: number;
  28922. /** @hidden */
  28923. _lodGenerationOffset: number;
  28924. /** @hidden */
  28925. _colorTextureArray: Nullable<WebGLTexture>;
  28926. /** @hidden */
  28927. _depthStencilTextureArray: Nullable<WebGLTexture>;
  28928. /** @hidden */
  28929. _lodTextureHigh: Nullable<BaseTexture>;
  28930. /** @hidden */
  28931. _lodTextureMid: Nullable<BaseTexture>;
  28932. /** @hidden */
  28933. _lodTextureLow: Nullable<BaseTexture>;
  28934. /** @hidden */
  28935. _isRGBD: boolean;
  28936. /** @hidden */
  28937. _linearSpecularLOD: boolean;
  28938. /** @hidden */
  28939. _irradianceTexture: Nullable<BaseTexture>;
  28940. /** @hidden */
  28941. _webGLTexture: Nullable<WebGLTexture>;
  28942. /** @hidden */
  28943. _references: number;
  28944. private _engine;
  28945. /**
  28946. * Gets the Engine the texture belongs to.
  28947. * @returns The babylon engine
  28948. */
  28949. getEngine(): Engine;
  28950. /**
  28951. * Gets the data source type of the texture (can be one of the InternalTexture.DATASOURCE_XXXX)
  28952. */
  28953. readonly dataSource: number;
  28954. /**
  28955. * Creates a new InternalTexture
  28956. * @param engine defines the engine to use
  28957. * @param dataSource defines the type of data that will be used
  28958. * @param delayAllocation if the texture allocation should be delayed (default: false)
  28959. */
  28960. constructor(engine: Engine, dataSource: number, delayAllocation?: boolean);
  28961. /**
  28962. * Increments the number of references (ie. the number of Texture that point to it)
  28963. */
  28964. incrementReferences(): void;
  28965. /**
  28966. * Change the size of the texture (not the size of the content)
  28967. * @param width defines the new width
  28968. * @param height defines the new height
  28969. * @param depth defines the new depth (1 by default)
  28970. */
  28971. updateSize(width: int, height: int, depth?: int): void;
  28972. /** @hidden */
  28973. _rebuild(): void;
  28974. /** @hidden */
  28975. _swapAndDie(target: InternalTexture): void;
  28976. /**
  28977. * Dispose the current allocated resources
  28978. */
  28979. dispose(): void;
  28980. }
  28981. }
  28982. declare module "babylonjs/Materials/effect" {
  28983. import { Observable } from "babylonjs/Misc/observable";
  28984. import { Nullable } from "babylonjs/types";
  28985. import { IDisposable } from "babylonjs/scene";
  28986. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  28987. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  28988. import { IMatrixLike, IVector2Like, IVector3Like, IVector4Like, IColor3Like, IColor4Like } from "babylonjs/Maths/math.like";
  28989. import { Engine } from "babylonjs/Engines/engine";
  28990. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  28991. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  28992. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  28993. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  28994. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  28995. /**
  28996. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  28997. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  28998. */
  28999. export class EffectFallbacks {
  29000. private _defines;
  29001. private _currentRank;
  29002. private _maxRank;
  29003. private _mesh;
  29004. /**
  29005. * Removes the fallback from the bound mesh.
  29006. */
  29007. unBindMesh(): void;
  29008. /**
  29009. * Adds a fallback on the specified property.
  29010. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  29011. * @param define The name of the define in the shader
  29012. */
  29013. addFallback(rank: number, define: string): void;
  29014. /**
  29015. * Sets the mesh to use CPU skinning when needing to fallback.
  29016. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  29017. * @param mesh The mesh to use the fallbacks.
  29018. */
  29019. addCPUSkinningFallback(rank: number, mesh: AbstractMesh): void;
  29020. /**
  29021. * Checks to see if more fallbacks are still availible.
  29022. */
  29023. readonly hasMoreFallbacks: boolean;
  29024. /**
  29025. * Removes the defines that should be removed when falling back.
  29026. * @param currentDefines defines the current define statements for the shader.
  29027. * @param effect defines the current effect we try to compile
  29028. * @returns The resulting defines with defines of the current rank removed.
  29029. */
  29030. reduce(currentDefines: string, effect: Effect): string;
  29031. }
  29032. /**
  29033. * Options to be used when creating an effect.
  29034. */
  29035. export class EffectCreationOptions {
  29036. /**
  29037. * Atrributes that will be used in the shader.
  29038. */
  29039. attributes: string[];
  29040. /**
  29041. * Uniform varible names that will be set in the shader.
  29042. */
  29043. uniformsNames: string[];
  29044. /**
  29045. * Uniform buffer varible names that will be set in the shader.
  29046. */
  29047. uniformBuffersNames: string[];
  29048. /**
  29049. * Sampler texture variable names that will be set in the shader.
  29050. */
  29051. samplers: string[];
  29052. /**
  29053. * Define statements that will be set in the shader.
  29054. */
  29055. defines: any;
  29056. /**
  29057. * Possible fallbacks for this effect to improve performance when needed.
  29058. */
  29059. fallbacks: Nullable<EffectFallbacks>;
  29060. /**
  29061. * Callback that will be called when the shader is compiled.
  29062. */
  29063. onCompiled: Nullable<(effect: Effect) => void>;
  29064. /**
  29065. * Callback that will be called if an error occurs during shader compilation.
  29066. */
  29067. onError: Nullable<(effect: Effect, errors: string) => void>;
  29068. /**
  29069. * Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  29070. */
  29071. indexParameters: any;
  29072. /**
  29073. * Max number of lights that can be used in the shader.
  29074. */
  29075. maxSimultaneousLights: number;
  29076. /**
  29077. * See https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/transformFeedbackVaryings
  29078. */
  29079. transformFeedbackVaryings: Nullable<string[]>;
  29080. }
  29081. /**
  29082. * Effect containing vertex and fragment shader that can be executed on an object.
  29083. */
  29084. export class Effect implements IDisposable {
  29085. /**
  29086. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  29087. */
  29088. static ShadersRepository: string;
  29089. /**
  29090. * Name of the effect.
  29091. */
  29092. name: any;
  29093. /**
  29094. * String container all the define statements that should be set on the shader.
  29095. */
  29096. defines: string;
  29097. /**
  29098. * Callback that will be called when the shader is compiled.
  29099. */
  29100. onCompiled: Nullable<(effect: Effect) => void>;
  29101. /**
  29102. * Callback that will be called if an error occurs during shader compilation.
  29103. */
  29104. onError: Nullable<(effect: Effect, errors: string) => void>;
  29105. /**
  29106. * Callback that will be called when effect is bound.
  29107. */
  29108. onBind: Nullable<(effect: Effect) => void>;
  29109. /**
  29110. * Unique ID of the effect.
  29111. */
  29112. uniqueId: number;
  29113. /**
  29114. * Observable that will be called when the shader is compiled.
  29115. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  29116. */
  29117. onCompileObservable: Observable<Effect>;
  29118. /**
  29119. * Observable that will be called if an error occurs during shader compilation.
  29120. */
  29121. onErrorObservable: Observable<Effect>;
  29122. /** @hidden */
  29123. _onBindObservable: Nullable<Observable<Effect>>;
  29124. /**
  29125. * Observable that will be called when effect is bound.
  29126. */
  29127. readonly onBindObservable: Observable<Effect>;
  29128. /** @hidden */
  29129. _bonesComputationForcedToCPU: boolean;
  29130. private static _uniqueIdSeed;
  29131. private _engine;
  29132. private _uniformBuffersNames;
  29133. private _uniformsNames;
  29134. private _samplerList;
  29135. private _samplers;
  29136. private _isReady;
  29137. private _compilationError;
  29138. private _attributesNames;
  29139. private _attributes;
  29140. private _uniforms;
  29141. /**
  29142. * Key for the effect.
  29143. * @hidden
  29144. */
  29145. _key: string;
  29146. private _indexParameters;
  29147. private _fallbacks;
  29148. private _vertexSourceCode;
  29149. private _fragmentSourceCode;
  29150. private _vertexSourceCodeOverride;
  29151. private _fragmentSourceCodeOverride;
  29152. private _transformFeedbackVaryings;
  29153. /**
  29154. * Compiled shader to webGL program.
  29155. * @hidden
  29156. */
  29157. _pipelineContext: Nullable<IPipelineContext>;
  29158. private _valueCache;
  29159. private static _baseCache;
  29160. /**
  29161. * Instantiates an effect.
  29162. * An effect can be used to create/manage/execute vertex and fragment shaders.
  29163. * @param baseName Name of the effect.
  29164. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  29165. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  29166. * @param samplers List of sampler variables that will be passed to the shader.
  29167. * @param engine Engine to be used to render the effect
  29168. * @param defines Define statements to be added to the shader.
  29169. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  29170. * @param onCompiled Callback that will be called when the shader is compiled.
  29171. * @param onError Callback that will be called if an error occurs during shader compilation.
  29172. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  29173. */
  29174. constructor(baseName: any, attributesNamesOrOptions: string[] | EffectCreationOptions, uniformsNamesOrEngine: string[] | Engine, samplers?: Nullable<string[]>, engine?: Engine, defines?: Nullable<string>, fallbacks?: Nullable<EffectFallbacks>, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any);
  29175. private _useFinalCode;
  29176. /**
  29177. * Unique key for this effect
  29178. */
  29179. readonly key: string;
  29180. /**
  29181. * If the effect has been compiled and prepared.
  29182. * @returns if the effect is compiled and prepared.
  29183. */
  29184. isReady(): boolean;
  29185. private _isReadyInternal;
  29186. /**
  29187. * The engine the effect was initialized with.
  29188. * @returns the engine.
  29189. */
  29190. getEngine(): Engine;
  29191. /**
  29192. * The pipeline context for this effect
  29193. * @returns the associated pipeline context
  29194. */
  29195. getPipelineContext(): Nullable<IPipelineContext>;
  29196. /**
  29197. * The set of names of attribute variables for the shader.
  29198. * @returns An array of attribute names.
  29199. */
  29200. getAttributesNames(): string[];
  29201. /**
  29202. * Returns the attribute at the given index.
  29203. * @param index The index of the attribute.
  29204. * @returns The location of the attribute.
  29205. */
  29206. getAttributeLocation(index: number): number;
  29207. /**
  29208. * Returns the attribute based on the name of the variable.
  29209. * @param name of the attribute to look up.
  29210. * @returns the attribute location.
  29211. */
  29212. getAttributeLocationByName(name: string): number;
  29213. /**
  29214. * The number of attributes.
  29215. * @returns the numnber of attributes.
  29216. */
  29217. getAttributesCount(): number;
  29218. /**
  29219. * Gets the index of a uniform variable.
  29220. * @param uniformName of the uniform to look up.
  29221. * @returns the index.
  29222. */
  29223. getUniformIndex(uniformName: string): number;
  29224. /**
  29225. * Returns the attribute based on the name of the variable.
  29226. * @param uniformName of the uniform to look up.
  29227. * @returns the location of the uniform.
  29228. */
  29229. getUniform(uniformName: string): Nullable<WebGLUniformLocation>;
  29230. /**
  29231. * Returns an array of sampler variable names
  29232. * @returns The array of sampler variable neames.
  29233. */
  29234. getSamplers(): string[];
  29235. /**
  29236. * The error from the last compilation.
  29237. * @returns the error string.
  29238. */
  29239. getCompilationError(): string;
  29240. /**
  29241. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  29242. * @param func The callback to be used.
  29243. */
  29244. executeWhenCompiled(func: (effect: Effect) => void): void;
  29245. private _checkIsReady;
  29246. /** @hidden */
  29247. _loadVertexShader(vertex: any, callback: (data: any) => void): void;
  29248. /** @hidden */
  29249. _loadFragmentShader(fragment: any, callback: (data: any) => void): void;
  29250. /** @hidden */
  29251. _dumpShadersSource(vertexCode: string, fragmentCode: string, defines: string): void;
  29252. /**
  29253. * Recompiles the webGL program
  29254. * @param vertexSourceCode The source code for the vertex shader.
  29255. * @param fragmentSourceCode The source code for the fragment shader.
  29256. * @param onCompiled Callback called when completed.
  29257. * @param onError Callback called on error.
  29258. * @hidden
  29259. */
  29260. _rebuildProgram(vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (pipelineContext: IPipelineContext) => void, onError: (message: string) => void): void;
  29261. /**
  29262. * Prepares the effect
  29263. * @hidden
  29264. */
  29265. _prepareEffect(): void;
  29266. private _processCompilationErrors;
  29267. /**
  29268. * Checks if the effect is supported. (Must be called after compilation)
  29269. */
  29270. readonly isSupported: boolean;
  29271. /**
  29272. * Binds a texture to the engine to be used as output of the shader.
  29273. * @param channel Name of the output variable.
  29274. * @param texture Texture to bind.
  29275. * @hidden
  29276. */
  29277. _bindTexture(channel: string, texture: InternalTexture): void;
  29278. /**
  29279. * Sets a texture on the engine to be used in the shader.
  29280. * @param channel Name of the sampler variable.
  29281. * @param texture Texture to set.
  29282. */
  29283. setTexture(channel: string, texture: Nullable<BaseTexture>): void;
  29284. /**
  29285. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  29286. * @param channel Name of the sampler variable.
  29287. * @param texture Texture to set.
  29288. */
  29289. setDepthStencilTexture(channel: string, texture: Nullable<RenderTargetTexture>): void;
  29290. /**
  29291. * Sets an array of textures on the engine to be used in the shader.
  29292. * @param channel Name of the variable.
  29293. * @param textures Textures to set.
  29294. */
  29295. setTextureArray(channel: string, textures: BaseTexture[]): void;
  29296. /**
  29297. * Sets a texture to be the input of the specified post process. (To use the output, pass in the next post process in the pipeline)
  29298. * @param channel Name of the sampler variable.
  29299. * @param postProcess Post process to get the input texture from.
  29300. */
  29301. setTextureFromPostProcess(channel: string, postProcess: Nullable<PostProcess>): void;
  29302. /**
  29303. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  29304. * Sets the input texture of the passed in post process to be input of this effect. (To use the output of the passed in post process use setTextureFromPostProcessOutput)
  29305. * @param channel Name of the sampler variable.
  29306. * @param postProcess Post process to get the output texture from.
  29307. */
  29308. setTextureFromPostProcessOutput(channel: string, postProcess: Nullable<PostProcess>): void;
  29309. /** @hidden */
  29310. _cacheMatrix(uniformName: string, matrix: IMatrixLike): boolean;
  29311. /** @hidden */
  29312. _cacheFloat2(uniformName: string, x: number, y: number): boolean;
  29313. /** @hidden */
  29314. _cacheFloat3(uniformName: string, x: number, y: number, z: number): boolean;
  29315. /** @hidden */
  29316. _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): boolean;
  29317. /**
  29318. * Binds a buffer to a uniform.
  29319. * @param buffer Buffer to bind.
  29320. * @param name Name of the uniform variable to bind to.
  29321. */
  29322. bindUniformBuffer(buffer: DataBuffer, name: string): void;
  29323. /**
  29324. * Binds block to a uniform.
  29325. * @param blockName Name of the block to bind.
  29326. * @param index Index to bind.
  29327. */
  29328. bindUniformBlock(blockName: string, index: number): void;
  29329. /**
  29330. * Sets an interger value on a uniform variable.
  29331. * @param uniformName Name of the variable.
  29332. * @param value Value to be set.
  29333. * @returns this effect.
  29334. */
  29335. setInt(uniformName: string, value: number): Effect;
  29336. /**
  29337. * Sets an int array on a uniform variable.
  29338. * @param uniformName Name of the variable.
  29339. * @param array array to be set.
  29340. * @returns this effect.
  29341. */
  29342. setIntArray(uniformName: string, array: Int32Array): Effect;
  29343. /**
  29344. * Sets an int array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  29345. * @param uniformName Name of the variable.
  29346. * @param array array to be set.
  29347. * @returns this effect.
  29348. */
  29349. setIntArray2(uniformName: string, array: Int32Array): Effect;
  29350. /**
  29351. * Sets an int array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  29352. * @param uniformName Name of the variable.
  29353. * @param array array to be set.
  29354. * @returns this effect.
  29355. */
  29356. setIntArray3(uniformName: string, array: Int32Array): Effect;
  29357. /**
  29358. * Sets an int array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  29359. * @param uniformName Name of the variable.
  29360. * @param array array to be set.
  29361. * @returns this effect.
  29362. */
  29363. setIntArray4(uniformName: string, array: Int32Array): Effect;
  29364. /**
  29365. * Sets an float array on a uniform variable.
  29366. * @param uniformName Name of the variable.
  29367. * @param array array to be set.
  29368. * @returns this effect.
  29369. */
  29370. setFloatArray(uniformName: string, array: Float32Array): Effect;
  29371. /**
  29372. * Sets an float array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  29373. * @param uniformName Name of the variable.
  29374. * @param array array to be set.
  29375. * @returns this effect.
  29376. */
  29377. setFloatArray2(uniformName: string, array: Float32Array): Effect;
  29378. /**
  29379. * Sets an float array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  29380. * @param uniformName Name of the variable.
  29381. * @param array array to be set.
  29382. * @returns this effect.
  29383. */
  29384. setFloatArray3(uniformName: string, array: Float32Array): Effect;
  29385. /**
  29386. * Sets an float array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  29387. * @param uniformName Name of the variable.
  29388. * @param array array to be set.
  29389. * @returns this effect.
  29390. */
  29391. setFloatArray4(uniformName: string, array: Float32Array): Effect;
  29392. /**
  29393. * Sets an array on a uniform variable.
  29394. * @param uniformName Name of the variable.
  29395. * @param array array to be set.
  29396. * @returns this effect.
  29397. */
  29398. setArray(uniformName: string, array: number[]): Effect;
  29399. /**
  29400. * Sets an array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  29401. * @param uniformName Name of the variable.
  29402. * @param array array to be set.
  29403. * @returns this effect.
  29404. */
  29405. setArray2(uniformName: string, array: number[]): Effect;
  29406. /**
  29407. * Sets an array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  29408. * @param uniformName Name of the variable.
  29409. * @param array array to be set.
  29410. * @returns this effect.
  29411. */
  29412. setArray3(uniformName: string, array: number[]): Effect;
  29413. /**
  29414. * Sets an array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  29415. * @param uniformName Name of the variable.
  29416. * @param array array to be set.
  29417. * @returns this effect.
  29418. */
  29419. setArray4(uniformName: string, array: number[]): Effect;
  29420. /**
  29421. * Sets matrices on a uniform variable.
  29422. * @param uniformName Name of the variable.
  29423. * @param matrices matrices to be set.
  29424. * @returns this effect.
  29425. */
  29426. setMatrices(uniformName: string, matrices: Float32Array): Effect;
  29427. /**
  29428. * Sets matrix on a uniform variable.
  29429. * @param uniformName Name of the variable.
  29430. * @param matrix matrix to be set.
  29431. * @returns this effect.
  29432. */
  29433. setMatrix(uniformName: string, matrix: IMatrixLike): Effect;
  29434. /**
  29435. * Sets a 3x3 matrix on a uniform variable. (Speicified as [1,2,3,4,5,6,7,8,9] will result in [1,2,3][4,5,6][7,8,9] matrix)
  29436. * @param uniformName Name of the variable.
  29437. * @param matrix matrix to be set.
  29438. * @returns this effect.
  29439. */
  29440. setMatrix3x3(uniformName: string, matrix: Float32Array): Effect;
  29441. /**
  29442. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  29443. * @param uniformName Name of the variable.
  29444. * @param matrix matrix to be set.
  29445. * @returns this effect.
  29446. */
  29447. setMatrix2x2(uniformName: string, matrix: Float32Array): Effect;
  29448. /**
  29449. * Sets a float on a uniform variable.
  29450. * @param uniformName Name of the variable.
  29451. * @param value value to be set.
  29452. * @returns this effect.
  29453. */
  29454. setFloat(uniformName: string, value: number): Effect;
  29455. /**
  29456. * Sets a boolean on a uniform variable.
  29457. * @param uniformName Name of the variable.
  29458. * @param bool value to be set.
  29459. * @returns this effect.
  29460. */
  29461. setBool(uniformName: string, bool: boolean): Effect;
  29462. /**
  29463. * Sets a Vector2 on a uniform variable.
  29464. * @param uniformName Name of the variable.
  29465. * @param vector2 vector2 to be set.
  29466. * @returns this effect.
  29467. */
  29468. setVector2(uniformName: string, vector2: IVector2Like): Effect;
  29469. /**
  29470. * Sets a float2 on a uniform variable.
  29471. * @param uniformName Name of the variable.
  29472. * @param x First float in float2.
  29473. * @param y Second float in float2.
  29474. * @returns this effect.
  29475. */
  29476. setFloat2(uniformName: string, x: number, y: number): Effect;
  29477. /**
  29478. * Sets a Vector3 on a uniform variable.
  29479. * @param uniformName Name of the variable.
  29480. * @param vector3 Value to be set.
  29481. * @returns this effect.
  29482. */
  29483. setVector3(uniformName: string, vector3: IVector3Like): Effect;
  29484. /**
  29485. * Sets a float3 on a uniform variable.
  29486. * @param uniformName Name of the variable.
  29487. * @param x First float in float3.
  29488. * @param y Second float in float3.
  29489. * @param z Third float in float3.
  29490. * @returns this effect.
  29491. */
  29492. setFloat3(uniformName: string, x: number, y: number, z: number): Effect;
  29493. /**
  29494. * Sets a Vector4 on a uniform variable.
  29495. * @param uniformName Name of the variable.
  29496. * @param vector4 Value to be set.
  29497. * @returns this effect.
  29498. */
  29499. setVector4(uniformName: string, vector4: IVector4Like): Effect;
  29500. /**
  29501. * Sets a float4 on a uniform variable.
  29502. * @param uniformName Name of the variable.
  29503. * @param x First float in float4.
  29504. * @param y Second float in float4.
  29505. * @param z Third float in float4.
  29506. * @param w Fourth float in float4.
  29507. * @returns this effect.
  29508. */
  29509. setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect;
  29510. /**
  29511. * Sets a Color3 on a uniform variable.
  29512. * @param uniformName Name of the variable.
  29513. * @param color3 Value to be set.
  29514. * @returns this effect.
  29515. */
  29516. setColor3(uniformName: string, color3: IColor3Like): Effect;
  29517. /**
  29518. * Sets a Color4 on a uniform variable.
  29519. * @param uniformName Name of the variable.
  29520. * @param color3 Value to be set.
  29521. * @param alpha Alpha value to be set.
  29522. * @returns this effect.
  29523. */
  29524. setColor4(uniformName: string, color3: IColor3Like, alpha: number): Effect;
  29525. /**
  29526. * Sets a Color4 on a uniform variable
  29527. * @param uniformName defines the name of the variable
  29528. * @param color4 defines the value to be set
  29529. * @returns this effect.
  29530. */
  29531. setDirectColor4(uniformName: string, color4: IColor4Like): Effect;
  29532. /** Release all associated resources */
  29533. dispose(): void;
  29534. /**
  29535. * This function will add a new shader to the shader store
  29536. * @param name the name of the shader
  29537. * @param pixelShader optional pixel shader content
  29538. * @param vertexShader optional vertex shader content
  29539. */
  29540. static RegisterShader(name: string, pixelShader?: string, vertexShader?: string): void;
  29541. /**
  29542. * Store of each shader (The can be looked up using effect.key)
  29543. */
  29544. static ShadersStore: {
  29545. [key: string]: string;
  29546. };
  29547. /**
  29548. * Store of each included file for a shader (The can be looked up using effect.key)
  29549. */
  29550. static IncludesShadersStore: {
  29551. [key: string]: string;
  29552. };
  29553. /**
  29554. * Resets the cache of effects.
  29555. */
  29556. static ResetCache(): void;
  29557. }
  29558. }
  29559. declare module "babylonjs/Materials/uniformBuffer" {
  29560. import { Nullable, FloatArray } from "babylonjs/types";
  29561. import { Matrix, Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  29562. import { Engine } from "babylonjs/Engines/engine";
  29563. import { Effect } from "babylonjs/Materials/effect";
  29564. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  29565. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  29566. import { Color3 } from "babylonjs/Maths/math.color";
  29567. /**
  29568. * Uniform buffer objects.
  29569. *
  29570. * Handles blocks of uniform on the GPU.
  29571. *
  29572. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  29573. *
  29574. * For more information, please refer to :
  29575. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  29576. */
  29577. export class UniformBuffer {
  29578. private _engine;
  29579. private _buffer;
  29580. private _data;
  29581. private _bufferData;
  29582. private _dynamic?;
  29583. private _uniformLocations;
  29584. private _uniformSizes;
  29585. private _uniformLocationPointer;
  29586. private _needSync;
  29587. private _noUBO;
  29588. private _currentEffect;
  29589. private static _MAX_UNIFORM_SIZE;
  29590. private static _tempBuffer;
  29591. /**
  29592. * Lambda to Update a 3x3 Matrix in a uniform buffer.
  29593. * This is dynamic to allow compat with webgl 1 and 2.
  29594. * You will need to pass the name of the uniform as well as the value.
  29595. */
  29596. updateMatrix3x3: (name: string, matrix: Float32Array) => void;
  29597. /**
  29598. * Lambda to Update a 2x2 Matrix in a uniform buffer.
  29599. * This is dynamic to allow compat with webgl 1 and 2.
  29600. * You will need to pass the name of the uniform as well as the value.
  29601. */
  29602. updateMatrix2x2: (name: string, matrix: Float32Array) => void;
  29603. /**
  29604. * Lambda to Update a single float in a uniform buffer.
  29605. * This is dynamic to allow compat with webgl 1 and 2.
  29606. * You will need to pass the name of the uniform as well as the value.
  29607. */
  29608. updateFloat: (name: string, x: number) => void;
  29609. /**
  29610. * Lambda to Update a vec2 of float in a uniform buffer.
  29611. * This is dynamic to allow compat with webgl 1 and 2.
  29612. * You will need to pass the name of the uniform as well as the value.
  29613. */
  29614. updateFloat2: (name: string, x: number, y: number, suffix?: string) => void;
  29615. /**
  29616. * Lambda to Update a vec3 of float in a uniform buffer.
  29617. * This is dynamic to allow compat with webgl 1 and 2.
  29618. * You will need to pass the name of the uniform as well as the value.
  29619. */
  29620. updateFloat3: (name: string, x: number, y: number, z: number, suffix?: string) => void;
  29621. /**
  29622. * Lambda to Update a vec4 of float in a uniform buffer.
  29623. * This is dynamic to allow compat with webgl 1 and 2.
  29624. * You will need to pass the name of the uniform as well as the value.
  29625. */
  29626. updateFloat4: (name: string, x: number, y: number, z: number, w: number, suffix?: string) => void;
  29627. /**
  29628. * Lambda to Update a 4x4 Matrix in a uniform buffer.
  29629. * This is dynamic to allow compat with webgl 1 and 2.
  29630. * You will need to pass the name of the uniform as well as the value.
  29631. */
  29632. updateMatrix: (name: string, mat: Matrix) => void;
  29633. /**
  29634. * Lambda to Update vec3 of float from a Vector in a uniform buffer.
  29635. * This is dynamic to allow compat with webgl 1 and 2.
  29636. * You will need to pass the name of the uniform as well as the value.
  29637. */
  29638. updateVector3: (name: string, vector: Vector3) => void;
  29639. /**
  29640. * Lambda to Update vec4 of float from a Vector in a uniform buffer.
  29641. * This is dynamic to allow compat with webgl 1 and 2.
  29642. * You will need to pass the name of the uniform as well as the value.
  29643. */
  29644. updateVector4: (name: string, vector: Vector4) => void;
  29645. /**
  29646. * Lambda to Update vec3 of float from a Color in a uniform buffer.
  29647. * This is dynamic to allow compat with webgl 1 and 2.
  29648. * You will need to pass the name of the uniform as well as the value.
  29649. */
  29650. updateColor3: (name: string, color: Color3, suffix?: string) => void;
  29651. /**
  29652. * Lambda to Update vec4 of float from a Color in a uniform buffer.
  29653. * This is dynamic to allow compat with webgl 1 and 2.
  29654. * You will need to pass the name of the uniform as well as the value.
  29655. */
  29656. updateColor4: (name: string, color: Color3, alpha: number, suffix?: string) => void;
  29657. /**
  29658. * Instantiates a new Uniform buffer objects.
  29659. *
  29660. * Handles blocks of uniform on the GPU.
  29661. *
  29662. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  29663. *
  29664. * For more information, please refer to :
  29665. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  29666. * @param engine Define the engine the buffer is associated with
  29667. * @param data Define the data contained in the buffer
  29668. * @param dynamic Define if the buffer is updatable
  29669. */
  29670. constructor(engine: Engine, data?: number[], dynamic?: boolean);
  29671. /**
  29672. * Indicates if the buffer is using the WebGL2 UBO implementation,
  29673. * or just falling back on setUniformXXX calls.
  29674. */
  29675. readonly useUbo: boolean;
  29676. /**
  29677. * Indicates if the WebGL underlying uniform buffer is in sync
  29678. * with the javascript cache data.
  29679. */
  29680. readonly isSync: boolean;
  29681. /**
  29682. * Indicates if the WebGL underlying uniform buffer is dynamic.
  29683. * Also, a dynamic UniformBuffer will disable cache verification and always
  29684. * update the underlying WebGL uniform buffer to the GPU.
  29685. * @returns if Dynamic, otherwise false
  29686. */
  29687. isDynamic(): boolean;
  29688. /**
  29689. * The data cache on JS side.
  29690. * @returns the underlying data as a float array
  29691. */
  29692. getData(): Float32Array;
  29693. /**
  29694. * The underlying WebGL Uniform buffer.
  29695. * @returns the webgl buffer
  29696. */
  29697. getBuffer(): Nullable<DataBuffer>;
  29698. /**
  29699. * std140 layout specifies how to align data within an UBO structure.
  29700. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  29701. * for specs.
  29702. */
  29703. private _fillAlignment;
  29704. /**
  29705. * Adds an uniform in the buffer.
  29706. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  29707. * for the layout to be correct !
  29708. * @param name Name of the uniform, as used in the uniform block in the shader.
  29709. * @param size Data size, or data directly.
  29710. */
  29711. addUniform(name: string, size: number | number[]): void;
  29712. /**
  29713. * Adds a Matrix 4x4 to the uniform buffer.
  29714. * @param name Name of the uniform, as used in the uniform block in the shader.
  29715. * @param mat A 4x4 matrix.
  29716. */
  29717. addMatrix(name: string, mat: Matrix): void;
  29718. /**
  29719. * Adds a vec2 to the uniform buffer.
  29720. * @param name Name of the uniform, as used in the uniform block in the shader.
  29721. * @param x Define the x component value of the vec2
  29722. * @param y Define the y component value of the vec2
  29723. */
  29724. addFloat2(name: string, x: number, y: number): void;
  29725. /**
  29726. * Adds a vec3 to the uniform buffer.
  29727. * @param name Name of the uniform, as used in the uniform block in the shader.
  29728. * @param x Define the x component value of the vec3
  29729. * @param y Define the y component value of the vec3
  29730. * @param z Define the z component value of the vec3
  29731. */
  29732. addFloat3(name: string, x: number, y: number, z: number): void;
  29733. /**
  29734. * Adds a vec3 to the uniform buffer.
  29735. * @param name Name of the uniform, as used in the uniform block in the shader.
  29736. * @param color Define the vec3 from a Color
  29737. */
  29738. addColor3(name: string, color: Color3): void;
  29739. /**
  29740. * Adds a vec4 to the uniform buffer.
  29741. * @param name Name of the uniform, as used in the uniform block in the shader.
  29742. * @param color Define the rgb components from a Color
  29743. * @param alpha Define the a component of the vec4
  29744. */
  29745. addColor4(name: string, color: Color3, alpha: number): void;
  29746. /**
  29747. * Adds a vec3 to the uniform buffer.
  29748. * @param name Name of the uniform, as used in the uniform block in the shader.
  29749. * @param vector Define the vec3 components from a Vector
  29750. */
  29751. addVector3(name: string, vector: Vector3): void;
  29752. /**
  29753. * Adds a Matrix 3x3 to the uniform buffer.
  29754. * @param name Name of the uniform, as used in the uniform block in the shader.
  29755. */
  29756. addMatrix3x3(name: string): void;
  29757. /**
  29758. * Adds a Matrix 2x2 to the uniform buffer.
  29759. * @param name Name of the uniform, as used in the uniform block in the shader.
  29760. */
  29761. addMatrix2x2(name: string): void;
  29762. /**
  29763. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  29764. */
  29765. create(): void;
  29766. /** @hidden */
  29767. _rebuild(): void;
  29768. /**
  29769. * Updates the WebGL Uniform Buffer on the GPU.
  29770. * If the `dynamic` flag is set to true, no cache comparison is done.
  29771. * Otherwise, the buffer will be updated only if the cache differs.
  29772. */
  29773. update(): void;
  29774. /**
  29775. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  29776. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  29777. * @param data Define the flattened data
  29778. * @param size Define the size of the data.
  29779. */
  29780. updateUniform(uniformName: string, data: FloatArray, size: number): void;
  29781. private _valueCache;
  29782. private _cacheMatrix;
  29783. private _updateMatrix3x3ForUniform;
  29784. private _updateMatrix3x3ForEffect;
  29785. private _updateMatrix2x2ForEffect;
  29786. private _updateMatrix2x2ForUniform;
  29787. private _updateFloatForEffect;
  29788. private _updateFloatForUniform;
  29789. private _updateFloat2ForEffect;
  29790. private _updateFloat2ForUniform;
  29791. private _updateFloat3ForEffect;
  29792. private _updateFloat3ForUniform;
  29793. private _updateFloat4ForEffect;
  29794. private _updateFloat4ForUniform;
  29795. private _updateMatrixForEffect;
  29796. private _updateMatrixForUniform;
  29797. private _updateVector3ForEffect;
  29798. private _updateVector3ForUniform;
  29799. private _updateVector4ForEffect;
  29800. private _updateVector4ForUniform;
  29801. private _updateColor3ForEffect;
  29802. private _updateColor3ForUniform;
  29803. private _updateColor4ForEffect;
  29804. private _updateColor4ForUniform;
  29805. /**
  29806. * Sets a sampler uniform on the effect.
  29807. * @param name Define the name of the sampler.
  29808. * @param texture Define the texture to set in the sampler
  29809. */
  29810. setTexture(name: string, texture: Nullable<BaseTexture>): void;
  29811. /**
  29812. * Directly updates the value of the uniform in the cache AND on the GPU.
  29813. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  29814. * @param data Define the flattened data
  29815. */
  29816. updateUniformDirectly(uniformName: string, data: FloatArray): void;
  29817. /**
  29818. * Binds this uniform buffer to an effect.
  29819. * @param effect Define the effect to bind the buffer to
  29820. * @param name Name of the uniform block in the shader.
  29821. */
  29822. bindToEffect(effect: Effect, name: string): void;
  29823. /**
  29824. * Disposes the uniform buffer.
  29825. */
  29826. dispose(): void;
  29827. }
  29828. }
  29829. declare module "babylonjs/Audio/analyser" {
  29830. import { Scene } from "babylonjs/scene";
  29831. /**
  29832. * Class used to work with sound analyzer using fast fourier transform (FFT)
  29833. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  29834. */
  29835. export class Analyser {
  29836. /**
  29837. * Gets or sets the smoothing
  29838. * @ignorenaming
  29839. */
  29840. SMOOTHING: number;
  29841. /**
  29842. * Gets or sets the FFT table size
  29843. * @ignorenaming
  29844. */
  29845. FFT_SIZE: number;
  29846. /**
  29847. * Gets or sets the bar graph amplitude
  29848. * @ignorenaming
  29849. */
  29850. BARGRAPHAMPLITUDE: number;
  29851. /**
  29852. * Gets or sets the position of the debug canvas
  29853. * @ignorenaming
  29854. */
  29855. DEBUGCANVASPOS: {
  29856. x: number;
  29857. y: number;
  29858. };
  29859. /**
  29860. * Gets or sets the debug canvas size
  29861. * @ignorenaming
  29862. */
  29863. DEBUGCANVASSIZE: {
  29864. width: number;
  29865. height: number;
  29866. };
  29867. private _byteFreqs;
  29868. private _byteTime;
  29869. private _floatFreqs;
  29870. private _webAudioAnalyser;
  29871. private _debugCanvas;
  29872. private _debugCanvasContext;
  29873. private _scene;
  29874. private _registerFunc;
  29875. private _audioEngine;
  29876. /**
  29877. * Creates a new analyser
  29878. * @param scene defines hosting scene
  29879. */
  29880. constructor(scene: Scene);
  29881. /**
  29882. * Get the number of data values you will have to play with for the visualization
  29883. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  29884. * @returns a number
  29885. */
  29886. getFrequencyBinCount(): number;
  29887. /**
  29888. * Gets the current frequency data as a byte array
  29889. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  29890. * @returns a Uint8Array
  29891. */
  29892. getByteFrequencyData(): Uint8Array;
  29893. /**
  29894. * Gets the current waveform as a byte array
  29895. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  29896. * @returns a Uint8Array
  29897. */
  29898. getByteTimeDomainData(): Uint8Array;
  29899. /**
  29900. * Gets the current frequency data as a float array
  29901. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  29902. * @returns a Float32Array
  29903. */
  29904. getFloatFrequencyData(): Float32Array;
  29905. /**
  29906. * Renders the debug canvas
  29907. */
  29908. drawDebugCanvas(): void;
  29909. /**
  29910. * Stops rendering the debug canvas and removes it
  29911. */
  29912. stopDebugCanvas(): void;
  29913. /**
  29914. * Connects two audio nodes
  29915. * @param inputAudioNode defines first node to connect
  29916. * @param outputAudioNode defines second node to connect
  29917. */
  29918. connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
  29919. /**
  29920. * Releases all associated resources
  29921. */
  29922. dispose(): void;
  29923. }
  29924. }
  29925. declare module "babylonjs/Audio/audioEngine" {
  29926. import { IDisposable } from "babylonjs/scene";
  29927. import { Analyser } from "babylonjs/Audio/analyser";
  29928. import { Nullable } from "babylonjs/types";
  29929. import { Observable } from "babylonjs/Misc/observable";
  29930. /**
  29931. * This represents an audio engine and it is responsible
  29932. * to play, synchronize and analyse sounds throughout the application.
  29933. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  29934. */
  29935. export interface IAudioEngine extends IDisposable {
  29936. /**
  29937. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  29938. */
  29939. readonly canUseWebAudio: boolean;
  29940. /**
  29941. * Gets the current AudioContext if available.
  29942. */
  29943. readonly audioContext: Nullable<AudioContext>;
  29944. /**
  29945. * The master gain node defines the global audio volume of your audio engine.
  29946. */
  29947. readonly masterGain: GainNode;
  29948. /**
  29949. * Gets whether or not mp3 are supported by your browser.
  29950. */
  29951. readonly isMP3supported: boolean;
  29952. /**
  29953. * Gets whether or not ogg are supported by your browser.
  29954. */
  29955. readonly isOGGsupported: boolean;
  29956. /**
  29957. * Defines if Babylon should emit a warning if WebAudio is not supported.
  29958. * @ignoreNaming
  29959. */
  29960. WarnedWebAudioUnsupported: boolean;
  29961. /**
  29962. * Defines if the audio engine relies on a custom unlocked button.
  29963. * In this case, the embedded button will not be displayed.
  29964. */
  29965. useCustomUnlockedButton: boolean;
  29966. /**
  29967. * Gets whether or not the audio engine is unlocked (require first a user gesture on some browser).
  29968. */
  29969. readonly unlocked: boolean;
  29970. /**
  29971. * Event raised when audio has been unlocked on the browser.
  29972. */
  29973. onAudioUnlockedObservable: Observable<AudioEngine>;
  29974. /**
  29975. * Event raised when audio has been locked on the browser.
  29976. */
  29977. onAudioLockedObservable: Observable<AudioEngine>;
  29978. /**
  29979. * Flags the audio engine in Locked state.
  29980. * This happens due to new browser policies preventing audio to autoplay.
  29981. */
  29982. lock(): void;
  29983. /**
  29984. * Unlocks the audio engine once a user action has been done on the dom.
  29985. * This is helpful to resume play once browser policies have been satisfied.
  29986. */
  29987. unlock(): void;
  29988. }
  29989. /**
  29990. * This represents the default audio engine used in babylon.
  29991. * It is responsible to play, synchronize and analyse sounds throughout the application.
  29992. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  29993. */
  29994. export class AudioEngine implements IAudioEngine {
  29995. private _audioContext;
  29996. private _audioContextInitialized;
  29997. private _muteButton;
  29998. private _hostElement;
  29999. /**
  30000. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  30001. */
  30002. canUseWebAudio: boolean;
  30003. /**
  30004. * The master gain node defines the global audio volume of your audio engine.
  30005. */
  30006. masterGain: GainNode;
  30007. /**
  30008. * Defines if Babylon should emit a warning if WebAudio is not supported.
  30009. * @ignoreNaming
  30010. */
  30011. WarnedWebAudioUnsupported: boolean;
  30012. /**
  30013. * Gets whether or not mp3 are supported by your browser.
  30014. */
  30015. isMP3supported: boolean;
  30016. /**
  30017. * Gets whether or not ogg are supported by your browser.
  30018. */
  30019. isOGGsupported: boolean;
  30020. /**
  30021. * Gets whether audio has been unlocked on the device.
  30022. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  30023. * a user interaction has happened.
  30024. */
  30025. unlocked: boolean;
  30026. /**
  30027. * Defines if the audio engine relies on a custom unlocked button.
  30028. * In this case, the embedded button will not be displayed.
  30029. */
  30030. useCustomUnlockedButton: boolean;
  30031. /**
  30032. * Event raised when audio has been unlocked on the browser.
  30033. */
  30034. onAudioUnlockedObservable: Observable<AudioEngine>;
  30035. /**
  30036. * Event raised when audio has been locked on the browser.
  30037. */
  30038. onAudioLockedObservable: Observable<AudioEngine>;
  30039. /**
  30040. * Gets the current AudioContext if available.
  30041. */
  30042. readonly audioContext: Nullable<AudioContext>;
  30043. private _connectedAnalyser;
  30044. /**
  30045. * Instantiates a new audio engine.
  30046. *
  30047. * There should be only one per page as some browsers restrict the number
  30048. * of audio contexts you can create.
  30049. * @param hostElement defines the host element where to display the mute icon if necessary
  30050. */
  30051. constructor(hostElement?: Nullable<HTMLElement>);
  30052. /**
  30053. * Flags the audio engine in Locked state.
  30054. * This happens due to new browser policies preventing audio to autoplay.
  30055. */
  30056. lock(): void;
  30057. /**
  30058. * Unlocks the audio engine once a user action has been done on the dom.
  30059. * This is helpful to resume play once browser policies have been satisfied.
  30060. */
  30061. unlock(): void;
  30062. private _resumeAudioContext;
  30063. private _initializeAudioContext;
  30064. private _tryToRun;
  30065. private _triggerRunningState;
  30066. private _triggerSuspendedState;
  30067. private _displayMuteButton;
  30068. private _moveButtonToTopLeft;
  30069. private _onResize;
  30070. private _hideMuteButton;
  30071. /**
  30072. * Destroy and release the resources associated with the audio ccontext.
  30073. */
  30074. dispose(): void;
  30075. /**
  30076. * Gets the global volume sets on the master gain.
  30077. * @returns the global volume if set or -1 otherwise
  30078. */
  30079. getGlobalVolume(): number;
  30080. /**
  30081. * Sets the global volume of your experience (sets on the master gain).
  30082. * @param newVolume Defines the new global volume of the application
  30083. */
  30084. setGlobalVolume(newVolume: number): void;
  30085. /**
  30086. * Connect the audio engine to an audio analyser allowing some amazing
  30087. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  30088. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  30089. * @param analyser The analyser to connect to the engine
  30090. */
  30091. connectToAnalyser(analyser: Analyser): void;
  30092. }
  30093. }
  30094. declare module "babylonjs/Loading/loadingScreen" {
  30095. /**
  30096. * Interface used to present a loading screen while loading a scene
  30097. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  30098. */
  30099. export interface ILoadingScreen {
  30100. /**
  30101. * Function called to display the loading screen
  30102. */
  30103. displayLoadingUI: () => void;
  30104. /**
  30105. * Function called to hide the loading screen
  30106. */
  30107. hideLoadingUI: () => void;
  30108. /**
  30109. * Gets or sets the color to use for the background
  30110. */
  30111. loadingUIBackgroundColor: string;
  30112. /**
  30113. * Gets or sets the text to display while loading
  30114. */
  30115. loadingUIText: string;
  30116. }
  30117. /**
  30118. * Class used for the default loading screen
  30119. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  30120. */
  30121. export class DefaultLoadingScreen implements ILoadingScreen {
  30122. private _renderingCanvas;
  30123. private _loadingText;
  30124. private _loadingDivBackgroundColor;
  30125. private _loadingDiv;
  30126. private _loadingTextDiv;
  30127. /** Gets or sets the logo url to use for the default loading screen */
  30128. static DefaultLogoUrl: string;
  30129. /** Gets or sets the spinner url to use for the default loading screen */
  30130. static DefaultSpinnerUrl: string;
  30131. /**
  30132. * Creates a new default loading screen
  30133. * @param _renderingCanvas defines the canvas used to render the scene
  30134. * @param _loadingText defines the default text to display
  30135. * @param _loadingDivBackgroundColor defines the default background color
  30136. */
  30137. constructor(_renderingCanvas: HTMLCanvasElement, _loadingText?: string, _loadingDivBackgroundColor?: string);
  30138. /**
  30139. * Function called to display the loading screen
  30140. */
  30141. displayLoadingUI(): void;
  30142. /**
  30143. * Function called to hide the loading screen
  30144. */
  30145. hideLoadingUI(): void;
  30146. /**
  30147. * Gets or sets the text to display while loading
  30148. */
  30149. loadingUIText: string;
  30150. /**
  30151. * Gets or sets the color to use for the background
  30152. */
  30153. loadingUIBackgroundColor: string;
  30154. private _resizeLoadingUI;
  30155. }
  30156. }
  30157. declare module "babylonjs/Engines/WebGL/webGLPipelineContext" {
  30158. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  30159. import { Engine } from "babylonjs/Engines/engine";
  30160. import { Nullable } from "babylonjs/types";
  30161. /** @hidden */
  30162. export class WebGLPipelineContext implements IPipelineContext {
  30163. engine: Engine;
  30164. program: Nullable<WebGLProgram>;
  30165. context?: WebGLRenderingContext;
  30166. vertexShader?: WebGLShader;
  30167. fragmentShader?: WebGLShader;
  30168. isParallelCompiled: boolean;
  30169. onCompiled?: () => void;
  30170. transformFeedback?: WebGLTransformFeedback | null;
  30171. readonly isAsync: boolean;
  30172. readonly isReady: boolean;
  30173. _handlesSpectorRebuildCallback(onCompiled: (program: WebGLProgram) => void): void;
  30174. }
  30175. }
  30176. declare module "babylonjs/Meshes/WebGL/webGLDataBuffer" {
  30177. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  30178. /** @hidden */
  30179. export class WebGLDataBuffer extends DataBuffer {
  30180. private _buffer;
  30181. constructor(resource: WebGLBuffer);
  30182. readonly underlyingResource: any;
  30183. }
  30184. }
  30185. declare module "babylonjs/Engines/WebGL/webGL2ShaderProcessors" {
  30186. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  30187. /** @hidden */
  30188. export class WebGL2ShaderProcessor implements IShaderProcessor {
  30189. attributeProcessor(attribute: string): string;
  30190. varyingProcessor(varying: string, isFragment: boolean): string;
  30191. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  30192. }
  30193. }
  30194. declare module "babylonjs/Misc/perfCounter" {
  30195. /**
  30196. * This class is used to track a performance counter which is number based.
  30197. * The user has access to many properties which give statistics of different nature.
  30198. *
  30199. * The implementer can track two kinds of Performance Counter: time and count.
  30200. * For time you can optionally call fetchNewFrame() to notify the start of a new frame to monitor, then call beginMonitoring() to start and endMonitoring() to record the lapsed time. endMonitoring takes a newFrame parameter for you to specify if the monitored time should be set for a new frame or accumulated to the current frame being monitored.
  30201. * For count you first have to call fetchNewFrame() to notify the start of a new frame to monitor, then call addCount() how many time required to increment the count value you monitor.
  30202. */
  30203. export class PerfCounter {
  30204. /**
  30205. * Gets or sets a global boolean to turn on and off all the counters
  30206. */
  30207. static Enabled: boolean;
  30208. /**
  30209. * Returns the smallest value ever
  30210. */
  30211. readonly min: number;
  30212. /**
  30213. * Returns the biggest value ever
  30214. */
  30215. readonly max: number;
  30216. /**
  30217. * Returns the average value since the performance counter is running
  30218. */
  30219. readonly average: number;
  30220. /**
  30221. * Returns the average value of the last second the counter was monitored
  30222. */
  30223. readonly lastSecAverage: number;
  30224. /**
  30225. * Returns the current value
  30226. */
  30227. readonly current: number;
  30228. /**
  30229. * Gets the accumulated total
  30230. */
  30231. readonly total: number;
  30232. /**
  30233. * Gets the total value count
  30234. */
  30235. readonly count: number;
  30236. /**
  30237. * Creates a new counter
  30238. */
  30239. constructor();
  30240. /**
  30241. * Call this method to start monitoring a new frame.
  30242. * This scenario is typically used when you accumulate monitoring time many times for a single frame, you call this method at the start of the frame, then beginMonitoring to start recording and endMonitoring(false) to accumulated the recorded time to the PerfCounter or addCount() to accumulate a monitored count.
  30243. */
  30244. fetchNewFrame(): void;
  30245. /**
  30246. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  30247. * @param newCount the count value to add to the monitored count
  30248. * @param fetchResult true when it's the last time in the frame you add to the counter and you wish to update the statistics properties (min/max/average), false if you only want to update statistics.
  30249. */
  30250. addCount(newCount: number, fetchResult: boolean): void;
  30251. /**
  30252. * Start monitoring this performance counter
  30253. */
  30254. beginMonitoring(): void;
  30255. /**
  30256. * Compute the time lapsed since the previous beginMonitoring() call.
  30257. * @param newFrame true by default to fetch the result and monitor a new frame, if false the time monitored will be added to the current frame counter
  30258. */
  30259. endMonitoring(newFrame?: boolean): void;
  30260. private _fetchResult;
  30261. private _startMonitoringTime;
  30262. private _min;
  30263. private _max;
  30264. private _average;
  30265. private _current;
  30266. private _totalValueCount;
  30267. private _totalAccumulated;
  30268. private _lastSecAverage;
  30269. private _lastSecAccumulated;
  30270. private _lastSecTime;
  30271. private _lastSecValueCount;
  30272. }
  30273. }
  30274. declare module "babylonjs/Misc/customAnimationFrameRequester" {
  30275. /**
  30276. * Interface for any object that can request an animation frame
  30277. */
  30278. export interface ICustomAnimationFrameRequester {
  30279. /**
  30280. * This function will be called when the render loop is ready. If this is not populated, the engine's renderloop function will be called
  30281. */
  30282. renderFunction?: Function;
  30283. /**
  30284. * Called to request the next frame to render to
  30285. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame
  30286. */
  30287. requestAnimationFrame: Function;
  30288. /**
  30289. * You can pass this value to cancelAnimationFrame() to cancel the refresh callback request
  30290. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame#Return_value
  30291. */
  30292. requestID?: number;
  30293. }
  30294. }
  30295. declare module "babylonjs/Materials/Textures/videoTexture" {
  30296. import { Observable } from "babylonjs/Misc/observable";
  30297. import { Nullable } from "babylonjs/types";
  30298. import { Scene } from "babylonjs/scene";
  30299. import { Texture } from "babylonjs/Materials/Textures/texture";
  30300. /**
  30301. * Settings for finer control over video usage
  30302. */
  30303. export interface VideoTextureSettings {
  30304. /**
  30305. * Applies `autoplay` to video, if specified
  30306. */
  30307. autoPlay?: boolean;
  30308. /**
  30309. * Applies `loop` to video, if specified
  30310. */
  30311. loop?: boolean;
  30312. /**
  30313. * Automatically updates internal texture from video at every frame in the render loop
  30314. */
  30315. autoUpdateTexture: boolean;
  30316. /**
  30317. * Image src displayed during the video loading or until the user interacts with the video.
  30318. */
  30319. poster?: string;
  30320. }
  30321. /**
  30322. * If you want to display a video in your scene, this is the special texture for that.
  30323. * This special texture works similar to other textures, with the exception of a few parameters.
  30324. * @see https://doc.babylonjs.com/how_to/video_texture
  30325. */
  30326. export class VideoTexture extends Texture {
  30327. /**
  30328. * Tells whether textures will be updated automatically or user is required to call `updateTexture` manually
  30329. */
  30330. readonly autoUpdateTexture: boolean;
  30331. /**
  30332. * The video instance used by the texture internally
  30333. */
  30334. readonly video: HTMLVideoElement;
  30335. private _onUserActionRequestedObservable;
  30336. /**
  30337. * Event triggerd when a dom action is required by the user to play the video.
  30338. * This happens due to recent changes in browser policies preventing video to auto start.
  30339. */
  30340. readonly onUserActionRequestedObservable: Observable<Texture>;
  30341. private _generateMipMaps;
  30342. private _engine;
  30343. private _stillImageCaptured;
  30344. private _displayingPosterTexture;
  30345. private _settings;
  30346. private _createInternalTextureOnEvent;
  30347. private _frameId;
  30348. /**
  30349. * Creates a video texture.
  30350. * If you want to display a video in your scene, this is the special texture for that.
  30351. * This special texture works similar to other textures, with the exception of a few parameters.
  30352. * @see https://doc.babylonjs.com/how_to/video_texture
  30353. * @param name optional name, will detect from video source, if not defined
  30354. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  30355. * @param scene is obviously the current scene.
  30356. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  30357. * @param invertY is false by default but can be used to invert video on Y axis
  30358. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  30359. * @param settings allows finer control over video usage
  30360. */
  30361. constructor(name: Nullable<string>, src: string | string[] | HTMLVideoElement, scene: Nullable<Scene>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, settings?: VideoTextureSettings);
  30362. private _getName;
  30363. private _getVideo;
  30364. private _createInternalTexture;
  30365. private reset;
  30366. /**
  30367. * @hidden Internal method to initiate `update`.
  30368. */
  30369. _rebuild(): void;
  30370. /**
  30371. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  30372. */
  30373. update(): void;
  30374. /**
  30375. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  30376. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  30377. */
  30378. updateTexture(isVisible: boolean): void;
  30379. protected _updateInternalTexture: () => void;
  30380. /**
  30381. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  30382. * @param url New url.
  30383. */
  30384. updateURL(url: string): void;
  30385. /**
  30386. * Dispose the texture and release its associated resources.
  30387. */
  30388. dispose(): void;
  30389. /**
  30390. * Creates a video texture straight from a stream.
  30391. * @param scene Define the scene the texture should be created in
  30392. * @param stream Define the stream the texture should be created from
  30393. * @returns The created video texture as a promise
  30394. */
  30395. static CreateFromStreamAsync(scene: Scene, stream: MediaStream): Promise<VideoTexture>;
  30396. /**
  30397. * Creates a video texture straight from your WebCam video feed.
  30398. * @param scene Define the scene the texture should be created in
  30399. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  30400. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  30401. * @returns The created video texture as a promise
  30402. */
  30403. static CreateFromWebCamAsync(scene: Scene, constraints: {
  30404. minWidth: number;
  30405. maxWidth: number;
  30406. minHeight: number;
  30407. maxHeight: number;
  30408. deviceId: string;
  30409. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): Promise<VideoTexture>;
  30410. /**
  30411. * Creates a video texture straight from your WebCam video feed.
  30412. * @param scene Define the scene the texture should be created in
  30413. * @param onReady Define a callback to triggered once the texture will be ready
  30414. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  30415. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  30416. */
  30417. static CreateFromWebCam(scene: Scene, onReady: (videoTexture: VideoTexture) => void, constraints: {
  30418. minWidth: number;
  30419. maxWidth: number;
  30420. minHeight: number;
  30421. maxHeight: number;
  30422. deviceId: string;
  30423. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): void;
  30424. }
  30425. }
  30426. declare module "babylonjs/Engines/engine" {
  30427. import { Observable } from "babylonjs/Misc/observable";
  30428. import { PerformanceMonitor } from "babylonjs/Misc/performanceMonitor";
  30429. import { Nullable, FloatArray, DataArray, IndicesArray } from "babylonjs/types";
  30430. import { Scene } from "babylonjs/scene";
  30431. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  30432. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  30433. import { Effect, EffectCreationOptions, EffectFallbacks } from "babylonjs/Materials/effect";
  30434. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  30435. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  30436. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  30437. import { IAudioEngine } from "babylonjs/Audio/audioEngine";
  30438. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  30439. import { ILoadingScreen } from "babylonjs/Loading/loadingScreen";
  30440. import { _DepthCullingState, _StencilState, _AlphaState } from "babylonjs/States/index";
  30441. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  30442. import { WebRequest } from "babylonjs/Misc/webRequest";
  30443. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  30444. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  30445. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  30446. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  30447. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  30448. import { ICustomAnimationFrameRequester } from "babylonjs/Misc/customAnimationFrameRequester";
  30449. import { IViewportLike, IColor4Like } from "babylonjs/Maths/math.like";
  30450. import { Material } from "babylonjs/Materials/material";
  30451. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  30452. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  30453. /**
  30454. * Defines the interface used by objects containing a viewport (like a camera)
  30455. */
  30456. interface IViewportOwnerLike {
  30457. /**
  30458. * Gets or sets the viewport
  30459. */
  30460. viewport: IViewportLike;
  30461. }
  30462. /**
  30463. * Interface for attribute information associated with buffer instanciation
  30464. */
  30465. export class InstancingAttributeInfo {
  30466. /**
  30467. * Index/offset of the attribute in the vertex shader
  30468. */
  30469. index: number;
  30470. /**
  30471. * size of the attribute, 1, 2, 3 or 4
  30472. */
  30473. attributeSize: number;
  30474. /**
  30475. * type of the attribute, gl.BYTE, gl.UNSIGNED_BYTE, gl.SHORT, gl.UNSIGNED_SHORT, gl.FIXED, gl.FLOAT.
  30476. * default is FLOAT
  30477. */
  30478. attribyteType: number;
  30479. /**
  30480. * normalization of fixed-point data. behavior unclear, use FALSE, default is FALSE
  30481. */
  30482. normalized: boolean;
  30483. /**
  30484. * Offset of the data in the Vertex Buffer acting as the instancing buffer
  30485. */
  30486. offset: number;
  30487. /**
  30488. * Name of the GLSL attribute, for debugging purpose only
  30489. */
  30490. attributeName: string;
  30491. }
  30492. /**
  30493. * Define options used to create a depth texture
  30494. */
  30495. export class DepthTextureCreationOptions {
  30496. /** Specifies whether or not a stencil should be allocated in the texture */
  30497. generateStencil?: boolean;
  30498. /** Specifies whether or not bilinear filtering is enable on the texture */
  30499. bilinearFiltering?: boolean;
  30500. /** Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode */
  30501. comparisonFunction?: number;
  30502. /** Specifies if the created texture is a cube texture */
  30503. isCube?: boolean;
  30504. }
  30505. /**
  30506. * Class used to describe the capabilities of the engine relatively to the current browser
  30507. */
  30508. export class EngineCapabilities {
  30509. /** Maximum textures units per fragment shader */
  30510. maxTexturesImageUnits: number;
  30511. /** Maximum texture units per vertex shader */
  30512. maxVertexTextureImageUnits: number;
  30513. /** Maximum textures units in the entire pipeline */
  30514. maxCombinedTexturesImageUnits: number;
  30515. /** Maximum texture size */
  30516. maxTextureSize: number;
  30517. /** Maximum cube texture size */
  30518. maxCubemapTextureSize: number;
  30519. /** Maximum render texture size */
  30520. maxRenderTextureSize: number;
  30521. /** Maximum number of vertex attributes */
  30522. maxVertexAttribs: number;
  30523. /** Maximum number of varyings */
  30524. maxVaryingVectors: number;
  30525. /** Maximum number of uniforms per vertex shader */
  30526. maxVertexUniformVectors: number;
  30527. /** Maximum number of uniforms per fragment shader */
  30528. maxFragmentUniformVectors: number;
  30529. /** Defines if standard derivates (dx/dy) are supported */
  30530. standardDerivatives: boolean;
  30531. /** Defines if s3tc texture compression is supported */
  30532. s3tc: Nullable<WEBGL_compressed_texture_s3tc>;
  30533. /** Defines if pvrtc texture compression is supported */
  30534. pvrtc: any;
  30535. /** Defines if etc1 texture compression is supported */
  30536. etc1: any;
  30537. /** Defines if etc2 texture compression is supported */
  30538. etc2: any;
  30539. /** Defines if astc texture compression is supported */
  30540. astc: any;
  30541. /** Defines if float textures are supported */
  30542. textureFloat: boolean;
  30543. /** Defines if vertex array objects are supported */
  30544. vertexArrayObject: boolean;
  30545. /** Gets the webgl extension for anisotropic filtering (null if not supported) */
  30546. textureAnisotropicFilterExtension: Nullable<EXT_texture_filter_anisotropic>;
  30547. /** Gets the maximum level of anisotropy supported */
  30548. maxAnisotropy: number;
  30549. /** Defines if instancing is supported */
  30550. instancedArrays: boolean;
  30551. /** Defines if 32 bits indices are supported */
  30552. uintIndices: boolean;
  30553. /** Defines if high precision shaders are supported */
  30554. highPrecisionShaderSupported: boolean;
  30555. /** Defines if depth reading in the fragment shader is supported */
  30556. fragmentDepthSupported: boolean;
  30557. /** Defines if float texture linear filtering is supported*/
  30558. textureFloatLinearFiltering: boolean;
  30559. /** Defines if rendering to float textures is supported */
  30560. textureFloatRender: boolean;
  30561. /** Defines if half float textures are supported*/
  30562. textureHalfFloat: boolean;
  30563. /** Defines if half float texture linear filtering is supported*/
  30564. textureHalfFloatLinearFiltering: boolean;
  30565. /** Defines if rendering to half float textures is supported */
  30566. textureHalfFloatRender: boolean;
  30567. /** Defines if textureLOD shader command is supported */
  30568. textureLOD: boolean;
  30569. /** Defines if draw buffers extension is supported */
  30570. drawBuffersExtension: boolean;
  30571. /** Defines if depth textures are supported */
  30572. depthTextureExtension: boolean;
  30573. /** Defines if float color buffer are supported */
  30574. colorBufferFloat: boolean;
  30575. /** Gets disjoint timer query extension (null if not supported) */
  30576. timerQuery: EXT_disjoint_timer_query;
  30577. /** Defines if timestamp can be used with timer query */
  30578. canUseTimestampForTimerQuery: boolean;
  30579. /** Defines if multiview is supported (https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/) */
  30580. multiview: any;
  30581. /** Function used to let the system compiles shaders in background */
  30582. parallelShaderCompile: {
  30583. COMPLETION_STATUS_KHR: number;
  30584. };
  30585. /** Max number of texture samples for MSAA */
  30586. maxMSAASamples: number;
  30587. }
  30588. /** Interface defining initialization parameters for Engine class */
  30589. export interface EngineOptions extends WebGLContextAttributes {
  30590. /**
  30591. * Defines if the engine should no exceed a specified device ratio
  30592. * @see https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio
  30593. */
  30594. limitDeviceRatio?: number;
  30595. /**
  30596. * Defines if webvr should be enabled automatically
  30597. * @see http://doc.babylonjs.com/how_to/webvr_camera
  30598. */
  30599. autoEnableWebVR?: boolean;
  30600. /**
  30601. * Defines if webgl2 should be turned off even if supported
  30602. * @see http://doc.babylonjs.com/features/webgl2
  30603. */
  30604. disableWebGL2Support?: boolean;
  30605. /**
  30606. * Defines if webaudio should be initialized as well
  30607. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  30608. */
  30609. audioEngine?: boolean;
  30610. /**
  30611. * Defines if animations should run using a deterministic lock step
  30612. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  30613. */
  30614. deterministicLockstep?: boolean;
  30615. /** Defines the maximum steps to use with deterministic lock step mode */
  30616. lockstepMaxSteps?: number;
  30617. /**
  30618. * Defines that engine should ignore context lost events
  30619. * If this event happens when this parameter is true, you will have to reload the page to restore rendering
  30620. */
  30621. doNotHandleContextLost?: boolean;
  30622. /**
  30623. * Defines that engine should ignore modifying touch action attribute and style
  30624. * If not handle, you might need to set it up on your side for expected touch devices behavior.
  30625. */
  30626. doNotHandleTouchAction?: boolean;
  30627. /**
  30628. * Defines that engine should compile shaders with high precision floats (if supported). True by default
  30629. */
  30630. useHighPrecisionFloats?: boolean;
  30631. }
  30632. /**
  30633. * Defines the interface used by display changed events
  30634. */
  30635. export interface IDisplayChangedEventArgs {
  30636. /** Gets the vrDisplay object (if any) */
  30637. vrDisplay: Nullable<any>;
  30638. /** Gets a boolean indicating if webVR is supported */
  30639. vrSupported: boolean;
  30640. }
  30641. /**
  30642. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  30643. */
  30644. export class Engine {
  30645. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  30646. static ExceptionList: ({
  30647. key: string;
  30648. capture: string;
  30649. captureConstraint: number;
  30650. targets: string[];
  30651. } | {
  30652. key: string;
  30653. capture: null;
  30654. captureConstraint: null;
  30655. targets: string[];
  30656. })[];
  30657. /** Gets the list of created engines */
  30658. static readonly Instances: Engine[];
  30659. /**
  30660. * Gets the latest created engine
  30661. */
  30662. static readonly LastCreatedEngine: Nullable<Engine>;
  30663. /**
  30664. * Gets the latest created scene
  30665. */
  30666. static readonly LastCreatedScene: Nullable<Scene>;
  30667. /**
  30668. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  30669. * @param flag defines which part of the materials must be marked as dirty
  30670. * @param predicate defines a predicate used to filter which materials should be affected
  30671. */
  30672. static MarkAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  30673. /** @hidden */
  30674. static _TextureLoaders: IInternalTextureLoader[];
  30675. /** Defines that alpha blending is disabled */
  30676. static readonly ALPHA_DISABLE: number;
  30677. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  30678. static readonly ALPHA_ADD: number;
  30679. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  30680. static readonly ALPHA_COMBINE: number;
  30681. /** Defines that alpha blending to DEST - SRC * DEST */
  30682. static readonly ALPHA_SUBTRACT: number;
  30683. /** Defines that alpha blending to SRC * DEST */
  30684. static readonly ALPHA_MULTIPLY: number;
  30685. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  30686. static readonly ALPHA_MAXIMIZED: number;
  30687. /** Defines that alpha blending to SRC + DEST */
  30688. static readonly ALPHA_ONEONE: number;
  30689. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  30690. static readonly ALPHA_PREMULTIPLIED: number;
  30691. /**
  30692. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  30693. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  30694. */
  30695. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  30696. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  30697. static readonly ALPHA_INTERPOLATE: number;
  30698. /**
  30699. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  30700. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  30701. */
  30702. static readonly ALPHA_SCREENMODE: number;
  30703. /** Defines that the ressource is not delayed*/
  30704. static readonly DELAYLOADSTATE_NONE: number;
  30705. /** Defines that the ressource was successfully delay loaded */
  30706. static readonly DELAYLOADSTATE_LOADED: number;
  30707. /** Defines that the ressource is currently delay loading */
  30708. static readonly DELAYLOADSTATE_LOADING: number;
  30709. /** Defines that the ressource is delayed and has not started loading */
  30710. static readonly DELAYLOADSTATE_NOTLOADED: number;
  30711. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  30712. static readonly NEVER: number;
  30713. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn */
  30714. static readonly ALWAYS: number;
  30715. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  30716. static readonly LESS: number;
  30717. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  30718. static readonly EQUAL: number;
  30719. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than or equal to the stored value */
  30720. static readonly LEQUAL: number;
  30721. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  30722. static readonly GREATER: number;
  30723. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than or equal to the stored value */
  30724. static readonly GEQUAL: number;
  30725. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is not equal to the stored value */
  30726. static readonly NOTEQUAL: number;
  30727. /** Passed to stencilOperation to specify that stencil value must be kept */
  30728. static readonly KEEP: number;
  30729. /** Passed to stencilOperation to specify that stencil value must be replaced */
  30730. static readonly REPLACE: number;
  30731. /** Passed to stencilOperation to specify that stencil value must be incremented */
  30732. static readonly INCR: number;
  30733. /** Passed to stencilOperation to specify that stencil value must be decremented */
  30734. static readonly DECR: number;
  30735. /** Passed to stencilOperation to specify that stencil value must be inverted */
  30736. static readonly INVERT: number;
  30737. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  30738. static readonly INCR_WRAP: number;
  30739. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  30740. static readonly DECR_WRAP: number;
  30741. /** Texture is not repeating outside of 0..1 UVs */
  30742. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  30743. /** Texture is repeating outside of 0..1 UVs */
  30744. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  30745. /** Texture is repeating and mirrored */
  30746. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  30747. /** ALPHA */
  30748. static readonly TEXTUREFORMAT_ALPHA: number;
  30749. /** LUMINANCE */
  30750. static readonly TEXTUREFORMAT_LUMINANCE: number;
  30751. /** LUMINANCE_ALPHA */
  30752. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  30753. /** RGB */
  30754. static readonly TEXTUREFORMAT_RGB: number;
  30755. /** RGBA */
  30756. static readonly TEXTUREFORMAT_RGBA: number;
  30757. /** RED */
  30758. static readonly TEXTUREFORMAT_RED: number;
  30759. /** RED (2nd reference) */
  30760. static readonly TEXTUREFORMAT_R: number;
  30761. /** RG */
  30762. static readonly TEXTUREFORMAT_RG: number;
  30763. /** RED_INTEGER */
  30764. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  30765. /** RED_INTEGER (2nd reference) */
  30766. static readonly TEXTUREFORMAT_R_INTEGER: number;
  30767. /** RG_INTEGER */
  30768. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  30769. /** RGB_INTEGER */
  30770. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  30771. /** RGBA_INTEGER */
  30772. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  30773. /** UNSIGNED_BYTE */
  30774. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  30775. /** UNSIGNED_BYTE (2nd reference) */
  30776. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  30777. /** FLOAT */
  30778. static readonly TEXTURETYPE_FLOAT: number;
  30779. /** HALF_FLOAT */
  30780. static readonly TEXTURETYPE_HALF_FLOAT: number;
  30781. /** BYTE */
  30782. static readonly TEXTURETYPE_BYTE: number;
  30783. /** SHORT */
  30784. static readonly TEXTURETYPE_SHORT: number;
  30785. /** UNSIGNED_SHORT */
  30786. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  30787. /** INT */
  30788. static readonly TEXTURETYPE_INT: number;
  30789. /** UNSIGNED_INT */
  30790. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  30791. /** UNSIGNED_SHORT_4_4_4_4 */
  30792. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  30793. /** UNSIGNED_SHORT_5_5_5_1 */
  30794. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  30795. /** UNSIGNED_SHORT_5_6_5 */
  30796. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  30797. /** UNSIGNED_INT_2_10_10_10_REV */
  30798. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  30799. /** UNSIGNED_INT_24_8 */
  30800. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  30801. /** UNSIGNED_INT_10F_11F_11F_REV */
  30802. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  30803. /** UNSIGNED_INT_5_9_9_9_REV */
  30804. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  30805. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  30806. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  30807. /** nearest is mag = nearest and min = nearest and mip = linear */
  30808. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  30809. /** Bilinear is mag = linear and min = linear and mip = nearest */
  30810. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  30811. /** Trilinear is mag = linear and min = linear and mip = linear */
  30812. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  30813. /** nearest is mag = nearest and min = nearest and mip = linear */
  30814. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  30815. /** Bilinear is mag = linear and min = linear and mip = nearest */
  30816. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  30817. /** Trilinear is mag = linear and min = linear and mip = linear */
  30818. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  30819. /** mag = nearest and min = nearest and mip = nearest */
  30820. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  30821. /** mag = nearest and min = linear and mip = nearest */
  30822. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  30823. /** mag = nearest and min = linear and mip = linear */
  30824. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  30825. /** mag = nearest and min = linear and mip = none */
  30826. static readonly TEXTURE_NEAREST_LINEAR: number;
  30827. /** mag = nearest and min = nearest and mip = none */
  30828. static readonly TEXTURE_NEAREST_NEAREST: number;
  30829. /** mag = linear and min = nearest and mip = nearest */
  30830. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  30831. /** mag = linear and min = nearest and mip = linear */
  30832. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  30833. /** mag = linear and min = linear and mip = none */
  30834. static readonly TEXTURE_LINEAR_LINEAR: number;
  30835. /** mag = linear and min = nearest and mip = none */
  30836. static readonly TEXTURE_LINEAR_NEAREST: number;
  30837. /** Explicit coordinates mode */
  30838. static readonly TEXTURE_EXPLICIT_MODE: number;
  30839. /** Spherical coordinates mode */
  30840. static readonly TEXTURE_SPHERICAL_MODE: number;
  30841. /** Planar coordinates mode */
  30842. static readonly TEXTURE_PLANAR_MODE: number;
  30843. /** Cubic coordinates mode */
  30844. static readonly TEXTURE_CUBIC_MODE: number;
  30845. /** Projection coordinates mode */
  30846. static readonly TEXTURE_PROJECTION_MODE: number;
  30847. /** Skybox coordinates mode */
  30848. static readonly TEXTURE_SKYBOX_MODE: number;
  30849. /** Inverse Cubic coordinates mode */
  30850. static readonly TEXTURE_INVCUBIC_MODE: number;
  30851. /** Equirectangular coordinates mode */
  30852. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  30853. /** Equirectangular Fixed coordinates mode */
  30854. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  30855. /** Equirectangular Fixed Mirrored coordinates mode */
  30856. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  30857. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  30858. static readonly SCALEMODE_FLOOR: number;
  30859. /** Defines that texture rescaling will look for the nearest power of 2 size */
  30860. static readonly SCALEMODE_NEAREST: number;
  30861. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  30862. static readonly SCALEMODE_CEILING: number;
  30863. /**
  30864. * Returns the current npm package of the sdk
  30865. */
  30866. static readonly NpmPackage: string;
  30867. /**
  30868. * Returns the current version of the framework
  30869. */
  30870. static readonly Version: string;
  30871. /**
  30872. * Returns a string describing the current engine
  30873. */
  30874. readonly description: string;
  30875. /**
  30876. * Gets or sets the epsilon value used by collision engine
  30877. */
  30878. static CollisionsEpsilon: number;
  30879. /**
  30880. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  30881. */
  30882. static ShadersRepository: string;
  30883. /**
  30884. * Method called to create the default loading screen.
  30885. * This can be overriden in your own app.
  30886. * @param canvas The rendering canvas element
  30887. * @returns The loading screen
  30888. */
  30889. static DefaultLoadingScreenFactory(canvas: HTMLCanvasElement): ILoadingScreen;
  30890. /**
  30891. * Method called to create the default rescale post process on each engine.
  30892. */
  30893. static _RescalePostProcessFactory: Nullable<(engine: Engine) => PostProcess>;
  30894. /** @hidden */
  30895. _shaderProcessor: IShaderProcessor;
  30896. /**
  30897. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  30898. */
  30899. forcePOTTextures: boolean;
  30900. /**
  30901. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  30902. */
  30903. isFullscreen: boolean;
  30904. /**
  30905. * Gets a boolean indicating if the pointer is currently locked
  30906. */
  30907. isPointerLock: boolean;
  30908. /**
  30909. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  30910. */
  30911. cullBackFaces: boolean;
  30912. /**
  30913. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  30914. */
  30915. renderEvenInBackground: boolean;
  30916. /**
  30917. * Gets or sets a boolean indicating that cache can be kept between frames
  30918. */
  30919. preventCacheWipeBetweenFrames: boolean;
  30920. /**
  30921. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  30922. **/
  30923. enableOfflineSupport: boolean;
  30924. /**
  30925. * Gets or sets a boolean to enable/disable checking manifest if IndexedDB support is enabled (js will always consider the database is up to date)
  30926. **/
  30927. disableManifestCheck: boolean;
  30928. /**
  30929. * Gets the list of created scenes
  30930. */
  30931. scenes: Scene[];
  30932. /**
  30933. * Event raised when a new scene is created
  30934. */
  30935. onNewSceneAddedObservable: Observable<Scene>;
  30936. /**
  30937. * Gets the list of created postprocesses
  30938. */
  30939. postProcesses: import("babylonjs/PostProcesses/postProcess").PostProcess[];
  30940. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  30941. validateShaderPrograms: boolean;
  30942. /**
  30943. * Observable event triggered each time the rendering canvas is resized
  30944. */
  30945. onResizeObservable: Observable<Engine>;
  30946. /**
  30947. * Observable event triggered each time the canvas loses focus
  30948. */
  30949. onCanvasBlurObservable: Observable<Engine>;
  30950. /**
  30951. * Observable event triggered each time the canvas gains focus
  30952. */
  30953. onCanvasFocusObservable: Observable<Engine>;
  30954. /**
  30955. * Observable event triggered each time the canvas receives pointerout event
  30956. */
  30957. onCanvasPointerOutObservable: Observable<PointerEvent>;
  30958. /**
  30959. * Observable event triggered before each texture is initialized
  30960. */
  30961. onBeforeTextureInitObservable: Observable<import("babylonjs/Materials/Textures/texture").Texture>;
  30962. /**
  30963. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  30964. */
  30965. disableUniformBuffers: boolean;
  30966. /** @hidden */
  30967. _uniformBuffers: UniformBuffer[];
  30968. /**
  30969. * Gets a boolean indicating that the engine supports uniform buffers
  30970. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  30971. */
  30972. readonly supportsUniformBuffers: boolean;
  30973. /**
  30974. * Observable raised when the engine begins a new frame
  30975. */
  30976. onBeginFrameObservable: Observable<Engine>;
  30977. /**
  30978. * If set, will be used to request the next animation frame for the render loop
  30979. */
  30980. customAnimationFrameRequester: Nullable<ICustomAnimationFrameRequester>;
  30981. /**
  30982. * Observable raised when the engine ends the current frame
  30983. */
  30984. onEndFrameObservable: Observable<Engine>;
  30985. /**
  30986. * Observable raised when the engine is about to compile a shader
  30987. */
  30988. onBeforeShaderCompilationObservable: Observable<Engine>;
  30989. /**
  30990. * Observable raised when the engine has jsut compiled a shader
  30991. */
  30992. onAfterShaderCompilationObservable: Observable<Engine>;
  30993. /** @hidden */
  30994. _gl: WebGLRenderingContext;
  30995. private _renderingCanvas;
  30996. private _windowIsBackground;
  30997. protected _webGLVersion: number;
  30998. protected _highPrecisionShadersAllowed: boolean;
  30999. /** @hidden */
  31000. readonly _shouldUseHighPrecisionShader: boolean;
  31001. /**
  31002. * Gets a boolean indicating that only power of 2 textures are supported
  31003. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  31004. */
  31005. readonly needPOTTextures: boolean;
  31006. /** @hidden */
  31007. _badOS: boolean;
  31008. /** @hidden */
  31009. _badDesktopOS: boolean;
  31010. /**
  31011. * Gets the audio engine
  31012. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  31013. * @ignorenaming
  31014. */
  31015. static audioEngine: IAudioEngine;
  31016. /**
  31017. * Default AudioEngine factory responsible of creating the Audio Engine.
  31018. * By default, this will create a BabylonJS Audio Engine if the workload has been embedded.
  31019. */
  31020. static AudioEngineFactory: (hostElement: Nullable<HTMLElement>) => IAudioEngine;
  31021. /**
  31022. * Default offline support factory responsible of creating a tool used to store data locally.
  31023. * By default, this will create a Database object if the workload has been embedded.
  31024. */
  31025. static OfflineProviderFactory: (urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck: boolean) => IOfflineProvider;
  31026. private _onFocus;
  31027. private _onBlur;
  31028. private _onCanvasPointerOut;
  31029. private _onCanvasBlur;
  31030. private _onCanvasFocus;
  31031. private _onFullscreenChange;
  31032. private _onPointerLockChange;
  31033. private _hardwareScalingLevel;
  31034. /** @hidden */
  31035. _caps: EngineCapabilities;
  31036. private _pointerLockRequested;
  31037. private _isStencilEnable;
  31038. protected _colorWrite: boolean;
  31039. private _loadingScreen;
  31040. /** @hidden */
  31041. _drawCalls: PerfCounter;
  31042. private _glVersion;
  31043. private _glRenderer;
  31044. private _glVendor;
  31045. private _videoTextureSupported;
  31046. private _renderingQueueLaunched;
  31047. private _activeRenderLoops;
  31048. private _deterministicLockstep;
  31049. private _lockstepMaxSteps;
  31050. /**
  31051. * Observable signaled when a context lost event is raised
  31052. */
  31053. onContextLostObservable: Observable<Engine>;
  31054. /**
  31055. * Observable signaled when a context restored event is raised
  31056. */
  31057. onContextRestoredObservable: Observable<Engine>;
  31058. private _onContextLost;
  31059. private _onContextRestored;
  31060. private _contextWasLost;
  31061. /** @hidden */
  31062. _doNotHandleContextLost: boolean;
  31063. /**
  31064. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  31065. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  31066. */
  31067. doNotHandleContextLost: boolean;
  31068. private _performanceMonitor;
  31069. private _fps;
  31070. private _deltaTime;
  31071. /**
  31072. * Turn this value on if you want to pause FPS computation when in background
  31073. */
  31074. disablePerformanceMonitorInBackground: boolean;
  31075. /**
  31076. * Gets the performance monitor attached to this engine
  31077. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  31078. */
  31079. readonly performanceMonitor: PerformanceMonitor;
  31080. /**
  31081. * Gets or sets a boolean indicating that vertex array object must be disabled even if they are supported
  31082. */
  31083. disableVertexArrayObjects: boolean;
  31084. /** @hidden */
  31085. protected _depthCullingState: _DepthCullingState;
  31086. /** @hidden */
  31087. protected _stencilState: _StencilState;
  31088. /** @hidden */
  31089. protected _alphaState: _AlphaState;
  31090. /** @hidden */
  31091. protected _alphaMode: number;
  31092. /** @hidden */
  31093. _internalTexturesCache: InternalTexture[];
  31094. /** @hidden */
  31095. protected _activeChannel: number;
  31096. private _currentTextureChannel;
  31097. /** @hidden */
  31098. protected _boundTexturesCache: {
  31099. [key: string]: Nullable<InternalTexture>;
  31100. };
  31101. /** @hidden */
  31102. protected _currentEffect: Nullable<Effect>;
  31103. /** @hidden */
  31104. protected _currentProgram: Nullable<WebGLProgram>;
  31105. private _compiledEffects;
  31106. private _vertexAttribArraysEnabled;
  31107. /** @hidden */
  31108. protected _cachedViewport: Nullable<IViewportLike>;
  31109. private _cachedVertexArrayObject;
  31110. /** @hidden */
  31111. protected _cachedVertexBuffers: any;
  31112. /** @hidden */
  31113. protected _cachedIndexBuffer: Nullable<DataBuffer>;
  31114. /** @hidden */
  31115. protected _cachedEffectForVertexBuffers: Nullable<Effect>;
  31116. /** @hidden */
  31117. _currentRenderTarget: Nullable<InternalTexture>;
  31118. private _uintIndicesCurrentlySet;
  31119. private _currentBoundBuffer;
  31120. /** @hidden */
  31121. protected _currentFramebuffer: Nullable<WebGLFramebuffer>;
  31122. private _currentBufferPointers;
  31123. private _currentInstanceLocations;
  31124. private _currentInstanceBuffers;
  31125. private _textureUnits;
  31126. /** @hidden */
  31127. _workingCanvas: Nullable<HTMLCanvasElement>;
  31128. /** @hidden */
  31129. _workingContext: Nullable<CanvasRenderingContext2D>;
  31130. private _rescalePostProcess;
  31131. private _dummyFramebuffer;
  31132. private _externalData;
  31133. /** @hidden */
  31134. _bindedRenderFunction: any;
  31135. private _vaoRecordInProgress;
  31136. private _mustWipeVertexAttributes;
  31137. private _emptyTexture;
  31138. private _emptyCubeTexture;
  31139. private _emptyTexture3D;
  31140. /** @hidden */
  31141. _frameHandler: number;
  31142. private _nextFreeTextureSlots;
  31143. private _maxSimultaneousTextures;
  31144. private _activeRequests;
  31145. private _texturesSupported;
  31146. /** @hidden */
  31147. _textureFormatInUse: Nullable<string>;
  31148. /**
  31149. * Gets the list of texture formats supported
  31150. */
  31151. readonly texturesSupported: Array<string>;
  31152. /**
  31153. * Gets the list of texture formats in use
  31154. */
  31155. readonly textureFormatInUse: Nullable<string>;
  31156. /**
  31157. * Gets the current viewport
  31158. */
  31159. readonly currentViewport: Nullable<IViewportLike>;
  31160. /**
  31161. * Gets the default empty texture
  31162. */
  31163. readonly emptyTexture: InternalTexture;
  31164. /**
  31165. * Gets the default empty 3D texture
  31166. */
  31167. readonly emptyTexture3D: InternalTexture;
  31168. /**
  31169. * Gets the default empty cube texture
  31170. */
  31171. readonly emptyCubeTexture: InternalTexture;
  31172. /**
  31173. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  31174. */
  31175. readonly premultipliedAlpha: boolean;
  31176. /**
  31177. * Creates a new engine
  31178. * @param canvasOrContext defines the canvas or WebGL context to use for rendering. If you provide a WebGL context, Babylon.js will not hook events on the canvas (like pointers, keyboards, etc...) so no event observables will be available. This is mostly used when Babylon.js is used as a plugin on a system which alreay used the WebGL context
  31179. * @param antialias defines enable antialiasing (default: false)
  31180. * @param options defines further options to be sent to the getContext() function
  31181. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  31182. */
  31183. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  31184. /**
  31185. * Initializes a webVR display and starts listening to display change events
  31186. * The onVRDisplayChangedObservable will be notified upon these changes
  31187. * @returns The onVRDisplayChangedObservable
  31188. */
  31189. initWebVR(): Observable<IDisplayChangedEventArgs>;
  31190. /** @hidden */
  31191. _prepareVRComponent(): void;
  31192. /** @hidden */
  31193. _connectVREvents(canvas: HTMLCanvasElement, document: any): void;
  31194. /** @hidden */
  31195. _submitVRFrame(): void;
  31196. /**
  31197. * Call this function to leave webVR mode
  31198. * Will do nothing if webVR is not supported or if there is no webVR device
  31199. * @see http://doc.babylonjs.com/how_to/webvr_camera
  31200. */
  31201. disableVR(): void;
  31202. /**
  31203. * Gets a boolean indicating that the system is in VR mode and is presenting
  31204. * @returns true if VR mode is engaged
  31205. */
  31206. isVRPresenting(): boolean;
  31207. /** @hidden */
  31208. _requestVRFrame(): void;
  31209. private _disableTouchAction;
  31210. private _rebuildInternalTextures;
  31211. private _rebuildEffects;
  31212. /**
  31213. * Gets a boolean indicating if all created effects are ready
  31214. * @returns true if all effects are ready
  31215. */
  31216. areAllEffectsReady(): boolean;
  31217. private _rebuildBuffers;
  31218. private _initGLContext;
  31219. /**
  31220. * Gets version of the current webGL context
  31221. */
  31222. readonly webGLVersion: number;
  31223. /**
  31224. * Gets a string idenfifying the name of the class
  31225. * @returns "Engine" string
  31226. */
  31227. getClassName(): string;
  31228. /**
  31229. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  31230. */
  31231. readonly isStencilEnable: boolean;
  31232. /** @hidden */
  31233. _prepareWorkingCanvas(): void;
  31234. /**
  31235. * Reset the texture cache to empty state
  31236. */
  31237. resetTextureCache(): void;
  31238. /**
  31239. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  31240. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  31241. * @returns true if engine is in deterministic lock step mode
  31242. */
  31243. isDeterministicLockStep(): boolean;
  31244. /**
  31245. * Gets the max steps when engine is running in deterministic lock step
  31246. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  31247. * @returns the max steps
  31248. */
  31249. getLockstepMaxSteps(): number;
  31250. /**
  31251. * Gets an object containing information about the current webGL context
  31252. * @returns an object containing the vender, the renderer and the version of the current webGL context
  31253. */
  31254. getGlInfo(): {
  31255. vendor: string;
  31256. renderer: string;
  31257. version: string;
  31258. };
  31259. /**
  31260. * Gets current aspect ratio
  31261. * @param viewportOwner defines the camera to use to get the aspect ratio
  31262. * @param useScreen defines if screen size must be used (or the current render target if any)
  31263. * @returns a number defining the aspect ratio
  31264. */
  31265. getAspectRatio(viewportOwner: IViewportOwnerLike, useScreen?: boolean): number;
  31266. /**
  31267. * Gets current screen aspect ratio
  31268. * @returns a number defining the aspect ratio
  31269. */
  31270. getScreenAspectRatio(): number;
  31271. /**
  31272. * Gets the current render width
  31273. * @param useScreen defines if screen size must be used (or the current render target if any)
  31274. * @returns a number defining the current render width
  31275. */
  31276. getRenderWidth(useScreen?: boolean): number;
  31277. /**
  31278. * Gets the current render height
  31279. * @param useScreen defines if screen size must be used (or the current render target if any)
  31280. * @returns a number defining the current render height
  31281. */
  31282. getRenderHeight(useScreen?: boolean): number;
  31283. /**
  31284. * Gets the HTML canvas attached with the current webGL context
  31285. * @returns a HTML canvas
  31286. */
  31287. getRenderingCanvas(): Nullable<HTMLCanvasElement>;
  31288. /**
  31289. * Gets host window
  31290. * @returns the host window object
  31291. */
  31292. getHostWindow(): Window;
  31293. /**
  31294. * Gets host document
  31295. * @returns the host document object
  31296. */
  31297. getHostDocument(): Document;
  31298. /**
  31299. * Gets the client rect of the HTML canvas attached with the current webGL context
  31300. * @returns a client rectanglee
  31301. */
  31302. getRenderingCanvasClientRect(): Nullable<ClientRect>;
  31303. /**
  31304. * Defines the hardware scaling level.
  31305. * By default the hardware scaling level is computed from the window device ratio.
  31306. * if level = 1 then the engine will render at the exact resolution of the canvas. If level = 0.5 then the engine will render at twice the size of the canvas.
  31307. * @param level defines the level to use
  31308. */
  31309. setHardwareScalingLevel(level: number): void;
  31310. /**
  31311. * Gets the current hardware scaling level.
  31312. * By default the hardware scaling level is computed from the window device ratio.
  31313. * if level = 1 then the engine will render at the exact resolution of the canvas. If level = 0.5 then the engine will render at twice the size of the canvas.
  31314. * @returns a number indicating the current hardware scaling level
  31315. */
  31316. getHardwareScalingLevel(): number;
  31317. /**
  31318. * Gets the list of loaded textures
  31319. * @returns an array containing all loaded textures
  31320. */
  31321. getLoadedTexturesCache(): InternalTexture[];
  31322. /**
  31323. * Gets the object containing all engine capabilities
  31324. * @returns the EngineCapabilities object
  31325. */
  31326. getCaps(): EngineCapabilities;
  31327. /**
  31328. * Gets the current depth function
  31329. * @returns a number defining the depth function
  31330. */
  31331. getDepthFunction(): Nullable<number>;
  31332. /**
  31333. * Sets the current depth function
  31334. * @param depthFunc defines the function to use
  31335. */
  31336. setDepthFunction(depthFunc: number): void;
  31337. /**
  31338. * Sets the current depth function to GREATER
  31339. */
  31340. setDepthFunctionToGreater(): void;
  31341. /**
  31342. * Sets the current depth function to GEQUAL
  31343. */
  31344. setDepthFunctionToGreaterOrEqual(): void;
  31345. /**
  31346. * Sets the current depth function to LESS
  31347. */
  31348. setDepthFunctionToLess(): void;
  31349. private _cachedStencilBuffer;
  31350. private _cachedStencilFunction;
  31351. private _cachedStencilMask;
  31352. private _cachedStencilOperationPass;
  31353. private _cachedStencilOperationFail;
  31354. private _cachedStencilOperationDepthFail;
  31355. private _cachedStencilReference;
  31356. /**
  31357. * Caches the the state of the stencil buffer
  31358. */
  31359. cacheStencilState(): void;
  31360. /**
  31361. * Restores the state of the stencil buffer
  31362. */
  31363. restoreStencilState(): void;
  31364. /**
  31365. * Sets the current depth function to LEQUAL
  31366. */
  31367. setDepthFunctionToLessOrEqual(): void;
  31368. /**
  31369. * Gets a boolean indicating if stencil buffer is enabled
  31370. * @returns the current stencil buffer state
  31371. */
  31372. getStencilBuffer(): boolean;
  31373. /**
  31374. * Enable or disable the stencil buffer
  31375. * @param enable defines if the stencil buffer must be enabled or disabled
  31376. */
  31377. setStencilBuffer(enable: boolean): void;
  31378. /**
  31379. * Gets the current stencil mask
  31380. * @returns a number defining the new stencil mask to use
  31381. */
  31382. getStencilMask(): number;
  31383. /**
  31384. * Sets the current stencil mask
  31385. * @param mask defines the new stencil mask to use
  31386. */
  31387. setStencilMask(mask: number): void;
  31388. /**
  31389. * Gets the current stencil function
  31390. * @returns a number defining the stencil function to use
  31391. */
  31392. getStencilFunction(): number;
  31393. /**
  31394. * Gets the current stencil reference value
  31395. * @returns a number defining the stencil reference value to use
  31396. */
  31397. getStencilFunctionReference(): number;
  31398. /**
  31399. * Gets the current stencil mask
  31400. * @returns a number defining the stencil mask to use
  31401. */
  31402. getStencilFunctionMask(): number;
  31403. /**
  31404. * Sets the current stencil function
  31405. * @param stencilFunc defines the new stencil function to use
  31406. */
  31407. setStencilFunction(stencilFunc: number): void;
  31408. /**
  31409. * Sets the current stencil reference
  31410. * @param reference defines the new stencil reference to use
  31411. */
  31412. setStencilFunctionReference(reference: number): void;
  31413. /**
  31414. * Sets the current stencil mask
  31415. * @param mask defines the new stencil mask to use
  31416. */
  31417. setStencilFunctionMask(mask: number): void;
  31418. /**
  31419. * Gets the current stencil operation when stencil fails
  31420. * @returns a number defining stencil operation to use when stencil fails
  31421. */
  31422. getStencilOperationFail(): number;
  31423. /**
  31424. * Gets the current stencil operation when depth fails
  31425. * @returns a number defining stencil operation to use when depth fails
  31426. */
  31427. getStencilOperationDepthFail(): number;
  31428. /**
  31429. * Gets the current stencil operation when stencil passes
  31430. * @returns a number defining stencil operation to use when stencil passes
  31431. */
  31432. getStencilOperationPass(): number;
  31433. /**
  31434. * Sets the stencil operation to use when stencil fails
  31435. * @param operation defines the stencil operation to use when stencil fails
  31436. */
  31437. setStencilOperationFail(operation: number): void;
  31438. /**
  31439. * Sets the stencil operation to use when depth fails
  31440. * @param operation defines the stencil operation to use when depth fails
  31441. */
  31442. setStencilOperationDepthFail(operation: number): void;
  31443. /**
  31444. * Sets the stencil operation to use when stencil passes
  31445. * @param operation defines the stencil operation to use when stencil passes
  31446. */
  31447. setStencilOperationPass(operation: number): void;
  31448. /**
  31449. * Sets a boolean indicating if the dithering state is enabled or disabled
  31450. * @param value defines the dithering state
  31451. */
  31452. setDitheringState(value: boolean): void;
  31453. /**
  31454. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  31455. * @param value defines the rasterizer state
  31456. */
  31457. setRasterizerState(value: boolean): void;
  31458. /**
  31459. * stop executing a render loop function and remove it from the execution array
  31460. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  31461. */
  31462. stopRenderLoop(renderFunction?: () => void): void;
  31463. /** @hidden */
  31464. _renderLoop(): void;
  31465. /**
  31466. * Can be used to override the current requestAnimationFrame requester.
  31467. * @hidden
  31468. */
  31469. protected _queueNewFrame(bindedRenderFunction: any, requester?: any): number;
  31470. /**
  31471. * Register and execute a render loop. The engine can have more than one render function
  31472. * @param renderFunction defines the function to continuously execute
  31473. */
  31474. runRenderLoop(renderFunction: () => void): void;
  31475. /**
  31476. * Toggle full screen mode
  31477. * @param requestPointerLock defines if a pointer lock should be requested from the user
  31478. */
  31479. switchFullscreen(requestPointerLock: boolean): void;
  31480. /**
  31481. * Enters full screen mode
  31482. * @param requestPointerLock defines if a pointer lock should be requested from the user
  31483. */
  31484. enterFullscreen(requestPointerLock: boolean): void;
  31485. /**
  31486. * Exits full screen mode
  31487. */
  31488. exitFullscreen(): void;
  31489. /**
  31490. * Enters Pointerlock mode
  31491. */
  31492. enterPointerlock(): void;
  31493. /**
  31494. * Exits Pointerlock mode
  31495. */
  31496. exitPointerlock(): void;
  31497. /**
  31498. * Clear the current render buffer or the current render target (if any is set up)
  31499. * @param color defines the color to use
  31500. * @param backBuffer defines if the back buffer must be cleared
  31501. * @param depth defines if the depth buffer must be cleared
  31502. * @param stencil defines if the stencil buffer must be cleared
  31503. */
  31504. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  31505. /**
  31506. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  31507. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  31508. * @param y defines the y-coordinate of the corner of the clear rectangle
  31509. * @param width defines the width of the clear rectangle
  31510. * @param height defines the height of the clear rectangle
  31511. * @param clearColor defines the clear color
  31512. */
  31513. scissorClear(x: number, y: number, width: number, height: number, clearColor: IColor4Like): void;
  31514. /**
  31515. * Enable scissor test on a specific rectangle (ie. render will only be executed on a specific portion of the screen)
  31516. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  31517. * @param y defines the y-coordinate of the corner of the clear rectangle
  31518. * @param width defines the width of the clear rectangle
  31519. * @param height defines the height of the clear rectangle
  31520. */
  31521. enableScissor(x: number, y: number, width: number, height: number): void;
  31522. /**
  31523. * Disable previously set scissor test rectangle
  31524. */
  31525. disableScissor(): void;
  31526. private _viewportCached;
  31527. /** @hidden */
  31528. _viewport(x: number, y: number, width: number, height: number): void;
  31529. /**
  31530. * Set the WebGL's viewport
  31531. * @param viewport defines the viewport element to be used
  31532. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  31533. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  31534. */
  31535. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  31536. /**
  31537. * Directly set the WebGL Viewport
  31538. * @param x defines the x coordinate of the viewport (in screen space)
  31539. * @param y defines the y coordinate of the viewport (in screen space)
  31540. * @param width defines the width of the viewport (in screen space)
  31541. * @param height defines the height of the viewport (in screen space)
  31542. * @return the current viewport Object (if any) that is being replaced by this call. You can restore this viewport later on to go back to the original state
  31543. */
  31544. setDirectViewport(x: number, y: number, width: number, height: number): Nullable<IViewportLike>;
  31545. /**
  31546. * Begin a new frame
  31547. */
  31548. beginFrame(): void;
  31549. /**
  31550. * Enf the current frame
  31551. */
  31552. endFrame(): void;
  31553. /**
  31554. * Resize the view according to the canvas' size
  31555. */
  31556. resize(): void;
  31557. /**
  31558. * Force a specific size of the canvas
  31559. * @param width defines the new canvas' width
  31560. * @param height defines the new canvas' height
  31561. */
  31562. setSize(width: number, height: number): void;
  31563. /**
  31564. * Binds the frame buffer to the specified texture.
  31565. * @param texture The texture to render to or null for the default canvas
  31566. * @param faceIndex The face of the texture to render to in case of cube texture
  31567. * @param requiredWidth The width of the target to render to
  31568. * @param requiredHeight The height of the target to render to
  31569. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  31570. * @param depthStencilTexture The depth stencil texture to use to render
  31571. * @param lodLevel defines le lod level to bind to the frame buffer
  31572. */
  31573. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean, depthStencilTexture?: InternalTexture, lodLevel?: number): void;
  31574. /** @hidden */
  31575. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  31576. /**
  31577. * Unbind the current render target texture from the webGL context
  31578. * @param texture defines the render target texture to unbind
  31579. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  31580. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  31581. */
  31582. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  31583. /**
  31584. * Force the mipmap generation for the given render target texture
  31585. * @param texture defines the render target texture to use
  31586. */
  31587. generateMipMapsForCubemap(texture: InternalTexture): void;
  31588. /**
  31589. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  31590. */
  31591. flushFramebuffer(): void;
  31592. /**
  31593. * Unbind the current render target and bind the default framebuffer
  31594. */
  31595. restoreDefaultFramebuffer(): void;
  31596. /**
  31597. * Create an uniform buffer
  31598. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  31599. * @param elements defines the content of the uniform buffer
  31600. * @returns the webGL uniform buffer
  31601. */
  31602. createUniformBuffer(elements: FloatArray): DataBuffer;
  31603. /**
  31604. * Create a dynamic uniform buffer
  31605. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  31606. * @param elements defines the content of the uniform buffer
  31607. * @returns the webGL uniform buffer
  31608. */
  31609. createDynamicUniformBuffer(elements: FloatArray): DataBuffer;
  31610. /**
  31611. * Update an existing uniform buffer
  31612. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  31613. * @param uniformBuffer defines the target uniform buffer
  31614. * @param elements defines the content to update
  31615. * @param offset defines the offset in the uniform buffer where update should start
  31616. * @param count defines the size of the data to update
  31617. */
  31618. updateUniformBuffer(uniformBuffer: DataBuffer, elements: FloatArray, offset?: number, count?: number): void;
  31619. private _resetVertexBufferBinding;
  31620. /**
  31621. * Creates a vertex buffer
  31622. * @param data the data for the vertex buffer
  31623. * @returns the new WebGL static buffer
  31624. */
  31625. createVertexBuffer(data: DataArray): DataBuffer;
  31626. /**
  31627. * Creates a dynamic vertex buffer
  31628. * @param data the data for the dynamic vertex buffer
  31629. * @returns the new WebGL dynamic buffer
  31630. */
  31631. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  31632. /**
  31633. * Update a dynamic index buffer
  31634. * @param indexBuffer defines the target index buffer
  31635. * @param indices defines the data to update
  31636. * @param offset defines the offset in the target index buffer where update should start
  31637. */
  31638. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  31639. /**
  31640. * Updates a dynamic vertex buffer.
  31641. * @param vertexBuffer the vertex buffer to update
  31642. * @param data the data used to update the vertex buffer
  31643. * @param byteOffset the byte offset of the data
  31644. * @param byteLength the byte length of the data
  31645. */
  31646. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  31647. private _resetIndexBufferBinding;
  31648. /**
  31649. * Creates a new index buffer
  31650. * @param indices defines the content of the index buffer
  31651. * @param updatable defines if the index buffer must be updatable
  31652. * @returns a new webGL buffer
  31653. */
  31654. createIndexBuffer(indices: IndicesArray, updatable?: boolean): DataBuffer;
  31655. protected _normalizeIndexData(indices: IndicesArray): Uint16Array | Uint32Array;
  31656. /**
  31657. * Bind a webGL buffer to the webGL context
  31658. * @param buffer defines the buffer to bind
  31659. */
  31660. bindArrayBuffer(buffer: Nullable<DataBuffer>): void;
  31661. /**
  31662. * Bind an uniform buffer to the current webGL context
  31663. * @param buffer defines the buffer to bind
  31664. */
  31665. bindUniformBuffer(buffer: Nullable<DataBuffer>): void;
  31666. /**
  31667. * Bind a buffer to the current webGL context at a given location
  31668. * @param buffer defines the buffer to bind
  31669. * @param location defines the index where to bind the buffer
  31670. */
  31671. bindUniformBufferBase(buffer: DataBuffer, location: number): void;
  31672. /**
  31673. * Bind a specific block at a given index in a specific shader program
  31674. * @param pipelineContext defines the pipeline context to use
  31675. * @param blockName defines the block name
  31676. * @param index defines the index where to bind the block
  31677. */
  31678. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  31679. private bindIndexBuffer;
  31680. private bindBuffer;
  31681. /**
  31682. * update the bound buffer with the given data
  31683. * @param data defines the data to update
  31684. */
  31685. updateArrayBuffer(data: Float32Array): void;
  31686. private _vertexAttribPointer;
  31687. private _bindIndexBufferWithCache;
  31688. private _bindVertexBuffersAttributes;
  31689. /**
  31690. * Records a vertex array object
  31691. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  31692. * @param vertexBuffers defines the list of vertex buffers to store
  31693. * @param indexBuffer defines the index buffer to store
  31694. * @param effect defines the effect to store
  31695. * @returns the new vertex array object
  31696. */
  31697. recordVertexArrayObject(vertexBuffers: {
  31698. [key: string]: VertexBuffer;
  31699. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): WebGLVertexArrayObject;
  31700. /**
  31701. * Bind a specific vertex array object
  31702. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  31703. * @param vertexArrayObject defines the vertex array object to bind
  31704. * @param indexBuffer defines the index buffer to bind
  31705. */
  31706. bindVertexArrayObject(vertexArrayObject: WebGLVertexArrayObject, indexBuffer: Nullable<DataBuffer>): void;
  31707. /**
  31708. * Bind webGl buffers directly to the webGL context
  31709. * @param vertexBuffer defines the vertex buffer to bind
  31710. * @param indexBuffer defines the index buffer to bind
  31711. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  31712. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  31713. * @param effect defines the effect associated with the vertex buffer
  31714. */
  31715. bindBuffersDirectly(vertexBuffer: DataBuffer, indexBuffer: DataBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
  31716. private _unbindVertexArrayObject;
  31717. /**
  31718. * Bind a list of vertex buffers to the webGL context
  31719. * @param vertexBuffers defines the list of vertex buffers to bind
  31720. * @param indexBuffer defines the index buffer to bind
  31721. * @param effect defines the effect associated with the vertex buffers
  31722. */
  31723. bindBuffers(vertexBuffers: {
  31724. [key: string]: Nullable<VertexBuffer>;
  31725. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): void;
  31726. /**
  31727. * Unbind all instance attributes
  31728. */
  31729. unbindInstanceAttributes(): void;
  31730. /**
  31731. * Release and free the memory of a vertex array object
  31732. * @param vao defines the vertex array object to delete
  31733. */
  31734. releaseVertexArrayObject(vao: WebGLVertexArrayObject): void;
  31735. /** @hidden */
  31736. _releaseBuffer(buffer: DataBuffer): boolean;
  31737. protected _deleteBuffer(buffer: DataBuffer): void;
  31738. /**
  31739. * Creates a webGL buffer to use with instanciation
  31740. * @param capacity defines the size of the buffer
  31741. * @returns the webGL buffer
  31742. */
  31743. createInstancesBuffer(capacity: number): DataBuffer;
  31744. /**
  31745. * Delete a webGL buffer used with instanciation
  31746. * @param buffer defines the webGL buffer to delete
  31747. */
  31748. deleteInstancesBuffer(buffer: WebGLBuffer): void;
  31749. /**
  31750. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  31751. * @param instancesBuffer defines the webGL buffer to update and bind
  31752. * @param data defines the data to store in the buffer
  31753. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  31754. */
  31755. updateAndBindInstancesBuffer(instancesBuffer: DataBuffer, data: Float32Array, offsetLocations: number[] | InstancingAttributeInfo[]): void;
  31756. /**
  31757. * Apply all cached states (depth, culling, stencil and alpha)
  31758. */
  31759. applyStates(): void;
  31760. /**
  31761. * Send a draw order
  31762. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  31763. * @param indexStart defines the starting index
  31764. * @param indexCount defines the number of index to draw
  31765. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31766. */
  31767. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  31768. /**
  31769. * Draw a list of points
  31770. * @param verticesStart defines the index of first vertex to draw
  31771. * @param verticesCount defines the count of vertices to draw
  31772. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31773. */
  31774. drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void;
  31775. /**
  31776. * Draw a list of unindexed primitives
  31777. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  31778. * @param verticesStart defines the index of first vertex to draw
  31779. * @param verticesCount defines the count of vertices to draw
  31780. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31781. */
  31782. drawUnIndexed(useTriangles: boolean, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  31783. /**
  31784. * Draw a list of indexed primitives
  31785. * @param fillMode defines the primitive to use
  31786. * @param indexStart defines the starting index
  31787. * @param indexCount defines the number of index to draw
  31788. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31789. */
  31790. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  31791. /**
  31792. * Draw a list of unindexed primitives
  31793. * @param fillMode defines the primitive to use
  31794. * @param verticesStart defines the index of first vertex to draw
  31795. * @param verticesCount defines the count of vertices to draw
  31796. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31797. */
  31798. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  31799. private _drawMode;
  31800. /** @hidden */
  31801. _releaseEffect(effect: Effect): void;
  31802. /** @hidden */
  31803. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  31804. /**
  31805. * Create a new effect (used to store vertex/fragment shaders)
  31806. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  31807. * @param attributesNamesOrOptions defines either a list of attribute names or an EffectCreationOptions object
  31808. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  31809. * @param samplers defines an array of string used to represent textures
  31810. * @param defines defines the string containing the defines to use to compile the shaders
  31811. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  31812. * @param onCompiled defines a function to call when the effect creation is successful
  31813. * @param onError defines a function to call when the effect creation has failed
  31814. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  31815. * @returns the new Effect
  31816. */
  31817. createEffect(baseName: any, attributesNamesOrOptions: string[] | EffectCreationOptions, uniformsNamesOrEngine: string[] | Engine, samplers?: string[], defines?: string, fallbacks?: EffectFallbacks, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any): Effect;
  31818. protected static _concatenateShader(source: string, defines: Nullable<string>, shaderVersion?: string): string;
  31819. private _compileShader;
  31820. private _compileRawShader;
  31821. /**
  31822. * Directly creates a webGL program
  31823. * @param pipelineContext defines the pipeline context to attach to
  31824. * @param vertexCode defines the vertex shader code to use
  31825. * @param fragmentCode defines the fragment shader code to use
  31826. * @param context defines the webGL context to use (if not set, the current one will be used)
  31827. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  31828. * @returns the new webGL program
  31829. */
  31830. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  31831. /**
  31832. * Creates a webGL program
  31833. * @param pipelineContext defines the pipeline context to attach to
  31834. * @param vertexCode defines the vertex shader code to use
  31835. * @param fragmentCode defines the fragment shader code to use
  31836. * @param defines defines the string containing the defines to use to compile the shaders
  31837. * @param context defines the webGL context to use (if not set, the current one will be used)
  31838. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  31839. * @returns the new webGL program
  31840. */
  31841. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  31842. /**
  31843. * Creates a new pipeline context
  31844. * @returns the new pipeline
  31845. */
  31846. createPipelineContext(): IPipelineContext;
  31847. private _createShaderProgram;
  31848. private _finalizePipelineContext;
  31849. /** @hidden */
  31850. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  31851. /** @hidden */
  31852. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  31853. /** @hidden */
  31854. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  31855. /**
  31856. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  31857. * @param pipelineContext defines the pipeline context to use
  31858. * @param uniformsNames defines the list of uniform names
  31859. * @returns an array of webGL uniform locations
  31860. */
  31861. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  31862. /**
  31863. * Gets the lsit of active attributes for a given webGL program
  31864. * @param pipelineContext defines the pipeline context to use
  31865. * @param attributesNames defines the list of attribute names to get
  31866. * @returns an array of indices indicating the offset of each attribute
  31867. */
  31868. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  31869. /**
  31870. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  31871. * @param effect defines the effect to activate
  31872. */
  31873. enableEffect(effect: Nullable<Effect>): void;
  31874. /**
  31875. * Set the value of an uniform to an array of int32
  31876. * @param uniform defines the webGL uniform location where to store the value
  31877. * @param array defines the array of int32 to store
  31878. */
  31879. setIntArray(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  31880. /**
  31881. * Set the value of an uniform to an array of int32 (stored as vec2)
  31882. * @param uniform defines the webGL uniform location where to store the value
  31883. * @param array defines the array of int32 to store
  31884. */
  31885. setIntArray2(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  31886. /**
  31887. * Set the value of an uniform to an array of int32 (stored as vec3)
  31888. * @param uniform defines the webGL uniform location where to store the value
  31889. * @param array defines the array of int32 to store
  31890. */
  31891. setIntArray3(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  31892. /**
  31893. * Set the value of an uniform to an array of int32 (stored as vec4)
  31894. * @param uniform defines the webGL uniform location where to store the value
  31895. * @param array defines the array of int32 to store
  31896. */
  31897. setIntArray4(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  31898. /**
  31899. * Set the value of an uniform to an array of float32
  31900. * @param uniform defines the webGL uniform location where to store the value
  31901. * @param array defines the array of float32 to store
  31902. */
  31903. setFloatArray(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  31904. /**
  31905. * Set the value of an uniform to an array of float32 (stored as vec2)
  31906. * @param uniform defines the webGL uniform location where to store the value
  31907. * @param array defines the array of float32 to store
  31908. */
  31909. setFloatArray2(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  31910. /**
  31911. * Set the value of an uniform to an array of float32 (stored as vec3)
  31912. * @param uniform defines the webGL uniform location where to store the value
  31913. * @param array defines the array of float32 to store
  31914. */
  31915. setFloatArray3(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  31916. /**
  31917. * Set the value of an uniform to an array of float32 (stored as vec4)
  31918. * @param uniform defines the webGL uniform location where to store the value
  31919. * @param array defines the array of float32 to store
  31920. */
  31921. setFloatArray4(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  31922. /**
  31923. * Set the value of an uniform to an array of number
  31924. * @param uniform defines the webGL uniform location where to store the value
  31925. * @param array defines the array of number to store
  31926. */
  31927. setArray(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  31928. /**
  31929. * Set the value of an uniform to an array of number (stored as vec2)
  31930. * @param uniform defines the webGL uniform location where to store the value
  31931. * @param array defines the array of number to store
  31932. */
  31933. setArray2(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  31934. /**
  31935. * Set the value of an uniform to an array of number (stored as vec3)
  31936. * @param uniform defines the webGL uniform location where to store the value
  31937. * @param array defines the array of number to store
  31938. */
  31939. setArray3(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  31940. /**
  31941. * Set the value of an uniform to an array of number (stored as vec4)
  31942. * @param uniform defines the webGL uniform location where to store the value
  31943. * @param array defines the array of number to store
  31944. */
  31945. setArray4(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  31946. /**
  31947. * Set the value of an uniform to an array of float32 (stored as matrices)
  31948. * @param uniform defines the webGL uniform location where to store the value
  31949. * @param matrices defines the array of float32 to store
  31950. */
  31951. setMatrices(uniform: Nullable<WebGLUniformLocation>, matrices: Float32Array): void;
  31952. /**
  31953. * Set the value of an uniform to a matrix (3x3)
  31954. * @param uniform defines the webGL uniform location where to store the value
  31955. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  31956. */
  31957. setMatrix3x3(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  31958. /**
  31959. * Set the value of an uniform to a matrix (2x2)
  31960. * @param uniform defines the webGL uniform location where to store the value
  31961. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  31962. */
  31963. setMatrix2x2(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  31964. /**
  31965. * Set the value of an uniform to a number (int)
  31966. * @param uniform defines the webGL uniform location where to store the value
  31967. * @param value defines the int number to store
  31968. */
  31969. setInt(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  31970. /**
  31971. * Set the value of an uniform to a number (float)
  31972. * @param uniform defines the webGL uniform location where to store the value
  31973. * @param value defines the float number to store
  31974. */
  31975. setFloat(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  31976. /**
  31977. * Set the value of an uniform to a vec2
  31978. * @param uniform defines the webGL uniform location where to store the value
  31979. * @param x defines the 1st component of the value
  31980. * @param y defines the 2nd component of the value
  31981. */
  31982. setFloat2(uniform: Nullable<WebGLUniformLocation>, x: number, y: number): void;
  31983. /**
  31984. * Set the value of an uniform to a vec3
  31985. * @param uniform defines the webGL uniform location where to store the value
  31986. * @param x defines the 1st component of the value
  31987. * @param y defines the 2nd component of the value
  31988. * @param z defines the 3rd component of the value
  31989. */
  31990. setFloat3(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number): void;
  31991. /**
  31992. * Set the value of an uniform to a boolean
  31993. * @param uniform defines the webGL uniform location where to store the value
  31994. * @param bool defines the boolean to store
  31995. */
  31996. setBool(uniform: Nullable<WebGLUniformLocation>, bool: number): void;
  31997. /**
  31998. * Set the value of an uniform to a vec4
  31999. * @param uniform defines the webGL uniform location where to store the value
  32000. * @param x defines the 1st component of the value
  32001. * @param y defines the 2nd component of the value
  32002. * @param z defines the 3rd component of the value
  32003. * @param w defines the 4th component of the value
  32004. */
  32005. setFloat4(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number, w: number): void;
  32006. /**
  32007. * Sets a Color4 on a uniform variable
  32008. * @param uniform defines the uniform location
  32009. * @param color4 defines the value to be set
  32010. */
  32011. setDirectColor4(uniform: Nullable<WebGLUniformLocation>, color4: IColor4Like): void;
  32012. /**
  32013. * Set various states to the webGL context
  32014. * @param culling defines backface culling state
  32015. * @param zOffset defines the value to apply to zOffset (0 by default)
  32016. * @param force defines if states must be applied even if cache is up to date
  32017. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  32018. */
  32019. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  32020. /**
  32021. * Set the z offset to apply to current rendering
  32022. * @param value defines the offset to apply
  32023. */
  32024. setZOffset(value: number): void;
  32025. /**
  32026. * Gets the current value of the zOffset
  32027. * @returns the current zOffset state
  32028. */
  32029. getZOffset(): number;
  32030. /**
  32031. * Enable or disable depth buffering
  32032. * @param enable defines the state to set
  32033. */
  32034. setDepthBuffer(enable: boolean): void;
  32035. /**
  32036. * Gets a boolean indicating if depth writing is enabled
  32037. * @returns the current depth writing state
  32038. */
  32039. getDepthWrite(): boolean;
  32040. /**
  32041. * Enable or disable depth writing
  32042. * @param enable defines the state to set
  32043. */
  32044. setDepthWrite(enable: boolean): void;
  32045. /**
  32046. * Enable or disable color writing
  32047. * @param enable defines the state to set
  32048. */
  32049. setColorWrite(enable: boolean): void;
  32050. /**
  32051. * Gets a boolean indicating if color writing is enabled
  32052. * @returns the current color writing state
  32053. */
  32054. getColorWrite(): boolean;
  32055. /**
  32056. * Sets alpha constants used by some alpha blending modes
  32057. * @param r defines the red component
  32058. * @param g defines the green component
  32059. * @param b defines the blue component
  32060. * @param a defines the alpha component
  32061. */
  32062. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  32063. /**
  32064. * Sets the current alpha mode
  32065. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  32066. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  32067. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  32068. */
  32069. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  32070. /**
  32071. * Gets the current alpha mode
  32072. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  32073. * @returns the current alpha mode
  32074. */
  32075. getAlphaMode(): number;
  32076. /**
  32077. * Clears the list of texture accessible through engine.
  32078. * This can help preventing texture load conflict due to name collision.
  32079. */
  32080. clearInternalTexturesCache(): void;
  32081. /**
  32082. * Force the entire cache to be cleared
  32083. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  32084. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  32085. */
  32086. wipeCaches(bruteForce?: boolean): void;
  32087. /**
  32088. * Set the compressed texture format to use, based on the formats you have, and the formats
  32089. * supported by the hardware / browser.
  32090. *
  32091. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  32092. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  32093. * to API arguments needed to compressed textures. This puts the burden on the container
  32094. * generator to house the arcane code for determining these for current & future formats.
  32095. *
  32096. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  32097. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  32098. *
  32099. * Note: The result of this call is not taken into account when a texture is base64.
  32100. *
  32101. * @param formatsAvailable defines the list of those format families you have created
  32102. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  32103. *
  32104. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  32105. * @returns The extension selected.
  32106. */
  32107. setTextureFormatToUse(formatsAvailable: Array<string>): Nullable<string>;
  32108. /** @hidden */
  32109. _getSamplingParameters(samplingMode: number, generateMipMaps: boolean): {
  32110. min: number;
  32111. mag: number;
  32112. };
  32113. /** @hidden */
  32114. _createTexture(): WebGLTexture;
  32115. /**
  32116. * Usually called from Texture.ts.
  32117. * Passed information to create a WebGLTexture
  32118. * @param urlArg defines a value which contains one of the following:
  32119. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  32120. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  32121. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  32122. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  32123. * @param invertY when true, image is flipped when loaded. You probably want true. Certain compressed textures may invert this if their default is inverted (eg. ktx)
  32124. * @param scene needed for loading to the correct scene
  32125. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  32126. * @param onLoad optional callback to be called upon successful completion
  32127. * @param onError optional callback to be called upon failure
  32128. * @param buffer a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), HTMLImageElement (image format), or a Blob
  32129. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  32130. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  32131. * @param forcedExtension defines the extension to use to pick the right loader
  32132. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  32133. * @returns a InternalTexture for assignment back into BABYLON.Texture
  32134. */
  32135. createTexture(urlArg: Nullable<string>, noMipmap: boolean, invertY: boolean, scene: Nullable<Scene>, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message: string, exception: any) => void>, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>, fallback?: Nullable<InternalTexture>, format?: Nullable<number>, forcedExtension?: Nullable<string>, excludeLoaders?: Array<IInternalTextureLoader>): InternalTexture;
  32136. /**
  32137. * @hidden
  32138. * Rescales a texture
  32139. * @param source input texutre
  32140. * @param destination destination texture
  32141. * @param scene scene to use to render the resize
  32142. * @param internalFormat format to use when resizing
  32143. * @param onComplete callback to be called when resize has completed
  32144. */
  32145. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<Scene>, internalFormat: number, onComplete: () => void): void;
  32146. private _unpackFlipYCached;
  32147. /**
  32148. * In case you are sharing the context with other applications, it might
  32149. * be interested to not cache the unpack flip y state to ensure a consistent
  32150. * value would be set.
  32151. */
  32152. enableUnpackFlipYCached: boolean;
  32153. /** @hidden */
  32154. _unpackFlipY(value: boolean): void;
  32155. /** @hidden */
  32156. _getUnpackAlignement(): number;
  32157. /**
  32158. * Creates a dynamic texture
  32159. * @param width defines the width of the texture
  32160. * @param height defines the height of the texture
  32161. * @param generateMipMaps defines if the engine should generate the mip levels
  32162. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  32163. * @returns the dynamic texture inside an InternalTexture
  32164. */
  32165. createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): InternalTexture;
  32166. /**
  32167. * Update the sampling mode of a given texture
  32168. * @param samplingMode defines the required sampling mode
  32169. * @param texture defines the texture to update
  32170. */
  32171. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  32172. /**
  32173. * Update the content of a dynamic texture
  32174. * @param texture defines the texture to update
  32175. * @param canvas defines the canvas containing the source
  32176. * @param invertY defines if data must be stored with Y axis inverted
  32177. * @param premulAlpha defines if alpha is stored as premultiplied
  32178. * @param format defines the format of the data
  32179. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  32180. */
  32181. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number, forceBindTexture?: boolean): void;
  32182. /**
  32183. * Update a video texture
  32184. * @param texture defines the texture to update
  32185. * @param video defines the video element to use
  32186. * @param invertY defines if data must be stored with Y axis inverted
  32187. */
  32188. updateVideoTexture(texture: Nullable<InternalTexture>, video: HTMLVideoElement, invertY: boolean): void;
  32189. /**
  32190. * Updates a depth texture Comparison Mode and Function.
  32191. * If the comparison Function is equal to 0, the mode will be set to none.
  32192. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  32193. * @param texture The texture to set the comparison function for
  32194. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  32195. */
  32196. updateTextureComparisonFunction(texture: InternalTexture, comparisonFunction: number): void;
  32197. /** @hidden */
  32198. _setupDepthStencilTexture(internalTexture: InternalTexture, size: number | {
  32199. width: number;
  32200. height: number;
  32201. }, generateStencil: boolean, bilinearFiltering: boolean, comparisonFunction: number): void;
  32202. /**
  32203. * Creates a depth stencil texture.
  32204. * This is only available in WebGL 2 or with the depth texture extension available.
  32205. * @param size The size of face edge in the texture.
  32206. * @param options The options defining the texture.
  32207. * @returns The texture
  32208. */
  32209. createDepthStencilTexture(size: number | {
  32210. width: number;
  32211. height: number;
  32212. }, options: DepthTextureCreationOptions): InternalTexture;
  32213. /**
  32214. * Creates a depth stencil texture.
  32215. * This is only available in WebGL 2 or with the depth texture extension available.
  32216. * @param size The size of face edge in the texture.
  32217. * @param options The options defining the texture.
  32218. * @returns The texture
  32219. */
  32220. private _createDepthStencilTexture;
  32221. /**
  32222. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  32223. * @param renderTarget The render target to set the frame buffer for
  32224. */
  32225. setFrameBufferDepthStencilTexture(renderTarget: RenderTargetTexture): void;
  32226. /**
  32227. * Creates a new render target texture
  32228. * @param size defines the size of the texture
  32229. * @param options defines the options used to create the texture
  32230. * @returns a new render target texture stored in an InternalTexture
  32231. */
  32232. createRenderTargetTexture(size: number | {
  32233. width: number;
  32234. height: number;
  32235. }, options: boolean | RenderTargetCreationOptions): InternalTexture;
  32236. /** @hidden */
  32237. _setupFramebufferDepthAttachments(generateStencilBuffer: boolean, generateDepthBuffer: boolean, width: number, height: number, samples?: number): Nullable<WebGLRenderbuffer>;
  32238. /**
  32239. * Updates the sample count of a render target texture
  32240. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  32241. * @param texture defines the texture to update
  32242. * @param samples defines the sample count to set
  32243. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  32244. */
  32245. updateRenderTargetTextureSampleCount(texture: Nullable<InternalTexture>, samples: number): number;
  32246. /** @hidden */
  32247. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  32248. /** @hidden */
  32249. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number, babylonInternalFormat?: number, useTextureWidthAndHeight?: boolean): void;
  32250. /** @hidden */
  32251. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  32252. /** @hidden */
  32253. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  32254. /**
  32255. * @hidden
  32256. */
  32257. _setCubeMapTextureParams(loadMipmap: boolean): void;
  32258. protected _prepareWebGLTextureContinuation(texture: InternalTexture, scene: Nullable<Scene>, noMipmap: boolean, isCompressed: boolean, samplingMode: number): void;
  32259. private _prepareWebGLTexture;
  32260. /** @hidden */
  32261. _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView;
  32262. /** @hidden */
  32263. _releaseFramebufferObjects(texture: InternalTexture): void;
  32264. /** @hidden */
  32265. _releaseTexture(texture: InternalTexture): void;
  32266. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  32267. protected _setProgram(program: WebGLProgram): void;
  32268. protected _boundUniforms: {
  32269. [key: number]: WebGLUniformLocation;
  32270. };
  32271. /**
  32272. * Binds an effect to the webGL context
  32273. * @param effect defines the effect to bind
  32274. */
  32275. bindSamplers(effect: Effect): void;
  32276. private _activateCurrentTexture;
  32277. /** @hidden */
  32278. _bindTextureDirectly(target: number, texture: Nullable<InternalTexture>, forTextureDataUpdate?: boolean, force?: boolean): boolean;
  32279. /** @hidden */
  32280. _bindTexture(channel: number, texture: Nullable<InternalTexture>): void;
  32281. /**
  32282. * Sets a texture to the webGL context from a postprocess
  32283. * @param channel defines the channel to use
  32284. * @param postProcess defines the source postprocess
  32285. */
  32286. setTextureFromPostProcess(channel: number, postProcess: Nullable<PostProcess>): void;
  32287. /**
  32288. * Binds the output of the passed in post process to the texture channel specified
  32289. * @param channel The channel the texture should be bound to
  32290. * @param postProcess The post process which's output should be bound
  32291. */
  32292. setTextureFromPostProcessOutput(channel: number, postProcess: Nullable<PostProcess>): void;
  32293. /**
  32294. * Unbind all textures from the webGL context
  32295. */
  32296. unbindAllTextures(): void;
  32297. /**
  32298. * Sets a texture to the according uniform.
  32299. * @param channel The texture channel
  32300. * @param uniform The uniform to set
  32301. * @param texture The texture to apply
  32302. */
  32303. setTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<BaseTexture>): void;
  32304. /**
  32305. * Sets a depth stencil texture from a render target to the according uniform.
  32306. * @param channel The texture channel
  32307. * @param uniform The uniform to set
  32308. * @param texture The render target texture containing the depth stencil texture to apply
  32309. */
  32310. setDepthStencilTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<RenderTargetTexture>): void;
  32311. private _bindSamplerUniformToChannel;
  32312. private _getTextureWrapMode;
  32313. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  32314. /**
  32315. * Sets an array of texture to the webGL context
  32316. * @param channel defines the channel where the texture array must be set
  32317. * @param uniform defines the associated uniform location
  32318. * @param textures defines the array of textures to bind
  32319. */
  32320. setTextureArray(channel: number, uniform: Nullable<WebGLUniformLocation>, textures: BaseTexture[]): void;
  32321. /** @hidden */
  32322. _setAnisotropicLevel(target: number, texture: BaseTexture): void;
  32323. private _setTextureParameterFloat;
  32324. private _setTextureParameterInteger;
  32325. /**
  32326. * Reads pixels from the current frame buffer. Please note that this function can be slow
  32327. * @param x defines the x coordinate of the rectangle where pixels must be read
  32328. * @param y defines the y coordinate of the rectangle where pixels must be read
  32329. * @param width defines the width of the rectangle where pixels must be read
  32330. * @param height defines the height of the rectangle where pixels must be read
  32331. * @returns a Uint8Array containing RGBA colors
  32332. */
  32333. readPixels(x: number, y: number, width: number, height: number): Uint8Array;
  32334. /**
  32335. * Add an externaly attached data from its key.
  32336. * This method call will fail and return false, if such key already exists.
  32337. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  32338. * @param key the unique key that identifies the data
  32339. * @param data the data object to associate to the key for this Engine instance
  32340. * @return true if no such key were already present and the data was added successfully, false otherwise
  32341. */
  32342. addExternalData<T>(key: string, data: T): boolean;
  32343. /**
  32344. * Get an externaly attached data from its key
  32345. * @param key the unique key that identifies the data
  32346. * @return the associated data, if present (can be null), or undefined if not present
  32347. */
  32348. getExternalData<T>(key: string): T;
  32349. /**
  32350. * Get an externaly attached data from its key, create it using a factory if it's not already present
  32351. * @param key the unique key that identifies the data
  32352. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  32353. * @return the associated data, can be null if the factory returned null.
  32354. */
  32355. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  32356. /**
  32357. * Remove an externaly attached data from the Engine instance
  32358. * @param key the unique key that identifies the data
  32359. * @return true if the data was successfully removed, false if it doesn't exist
  32360. */
  32361. removeExternalData(key: string): boolean;
  32362. /**
  32363. * Unbind all vertex attributes from the webGL context
  32364. */
  32365. unbindAllAttributes(): void;
  32366. /**
  32367. * Force the engine to release all cached effects. This means that next effect compilation will have to be done completely even if a similar effect was already compiled
  32368. */
  32369. releaseEffects(): void;
  32370. /**
  32371. * Dispose and release all associated resources
  32372. */
  32373. dispose(): void;
  32374. /**
  32375. * Display the loading screen
  32376. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32377. */
  32378. displayLoadingUI(): void;
  32379. /**
  32380. * Hide the loading screen
  32381. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32382. */
  32383. hideLoadingUI(): void;
  32384. /**
  32385. * Gets the current loading screen object
  32386. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32387. */
  32388. /**
  32389. * Sets the current loading screen object
  32390. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32391. */
  32392. loadingScreen: ILoadingScreen;
  32393. /**
  32394. * Sets the current loading screen text
  32395. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32396. */
  32397. loadingUIText: string;
  32398. /**
  32399. * Sets the current loading screen background color
  32400. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32401. */
  32402. loadingUIBackgroundColor: string;
  32403. /**
  32404. * Attach a new callback raised when context lost event is fired
  32405. * @param callback defines the callback to call
  32406. */
  32407. attachContextLostEvent(callback: ((event: WebGLContextEvent) => void)): void;
  32408. /**
  32409. * Attach a new callback raised when context restored event is fired
  32410. * @param callback defines the callback to call
  32411. */
  32412. attachContextRestoredEvent(callback: ((event: WebGLContextEvent) => void)): void;
  32413. /**
  32414. * Gets the source code of the vertex shader associated with a specific webGL program
  32415. * @param program defines the program to use
  32416. * @returns a string containing the source code of the vertex shader associated with the program
  32417. */
  32418. getVertexShaderSource(program: WebGLProgram): Nullable<string>;
  32419. /**
  32420. * Gets the source code of the fragment shader associated with a specific webGL program
  32421. * @param program defines the program to use
  32422. * @returns a string containing the source code of the fragment shader associated with the program
  32423. */
  32424. getFragmentShaderSource(program: WebGLProgram): Nullable<string>;
  32425. /**
  32426. * Get the current error code of the webGL context
  32427. * @returns the error code
  32428. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  32429. */
  32430. getError(): number;
  32431. /**
  32432. * Gets the current framerate
  32433. * @returns a number representing the framerate
  32434. */
  32435. getFps(): number;
  32436. /**
  32437. * Gets the time spent between current and previous frame
  32438. * @returns a number representing the delta time in ms
  32439. */
  32440. getDeltaTime(): number;
  32441. private _measureFps;
  32442. /** @hidden */
  32443. _readTexturePixels(texture: InternalTexture, width: number, height: number, faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): ArrayBufferView;
  32444. private _canRenderToFloatFramebuffer;
  32445. private _canRenderToHalfFloatFramebuffer;
  32446. private _canRenderToFramebuffer;
  32447. /** @hidden */
  32448. _getWebGLTextureType(type: number): number;
  32449. /** @hidden */
  32450. _getInternalFormat(format: number): number;
  32451. /** @hidden */
  32452. _getRGBABufferInternalSizedFormat(type: number, format?: number): number;
  32453. /** @hidden */
  32454. _getRGBAMultiSampleBufferFormat(type: number): number;
  32455. /** @hidden */
  32456. _loadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: any) => void): IFileRequest;
  32457. /** @hidden */
  32458. _loadFileAsync(url: string, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  32459. /**
  32460. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  32461. * @returns true if the engine can be created
  32462. * @ignorenaming
  32463. */
  32464. static isSupported(): boolean;
  32465. /**
  32466. * Find the next highest power of two.
  32467. * @param x Number to start search from.
  32468. * @return Next highest power of two.
  32469. */
  32470. static CeilingPOT(x: number): number;
  32471. /**
  32472. * Find the next lowest power of two.
  32473. * @param x Number to start search from.
  32474. * @return Next lowest power of two.
  32475. */
  32476. static FloorPOT(x: number): number;
  32477. /**
  32478. * Find the nearest power of two.
  32479. * @param x Number to start search from.
  32480. * @return Next nearest power of two.
  32481. */
  32482. static NearestPOT(x: number): number;
  32483. /**
  32484. * Get the closest exponent of two
  32485. * @param value defines the value to approximate
  32486. * @param max defines the maximum value to return
  32487. * @param mode defines how to define the closest value
  32488. * @returns closest exponent of two of the given value
  32489. */
  32490. static GetExponentOfTwo(value: number, max: number, mode?: number): number;
  32491. /**
  32492. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  32493. * @param func - the function to be called
  32494. * @param requester - the object that will request the next frame. Falls back to window.
  32495. * @returns frame number
  32496. */
  32497. static QueueNewFrame(func: () => void, requester?: any): number;
  32498. /**
  32499. * Ask the browser to promote the current element to pointerlock mode
  32500. * @param element defines the DOM element to promote
  32501. */
  32502. static _RequestPointerlock(element: HTMLElement): void;
  32503. /**
  32504. * Asks the browser to exit pointerlock mode
  32505. */
  32506. static _ExitPointerlock(): void;
  32507. /**
  32508. * Ask the browser to promote the current element to fullscreen rendering mode
  32509. * @param element defines the DOM element to promote
  32510. */
  32511. static _RequestFullscreen(element: HTMLElement): void;
  32512. /**
  32513. * Asks the browser to exit fullscreen mode
  32514. */
  32515. static _ExitFullscreen(): void;
  32516. }
  32517. }
  32518. declare module "babylonjs/Engines/engineStore" {
  32519. import { Nullable } from "babylonjs/types";
  32520. import { Engine } from "babylonjs/Engines/engine";
  32521. import { Scene } from "babylonjs/scene";
  32522. /**
  32523. * The engine store class is responsible to hold all the instances of Engine and Scene created
  32524. * during the life time of the application.
  32525. */
  32526. export class EngineStore {
  32527. /** Gets the list of created engines */
  32528. static Instances: import("babylonjs/Engines/engine").Engine[];
  32529. /** @hidden */
  32530. static _LastCreatedScene: Nullable<Scene>;
  32531. /**
  32532. * Gets the latest created engine
  32533. */
  32534. static readonly LastCreatedEngine: Nullable<Engine>;
  32535. /**
  32536. * Gets the latest created scene
  32537. */
  32538. static readonly LastCreatedScene: Nullable<Scene>;
  32539. /**
  32540. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  32541. * @ignorenaming
  32542. */
  32543. static UseFallbackTexture: boolean;
  32544. /**
  32545. * Texture content used if a texture cannot loaded
  32546. * @ignorenaming
  32547. */
  32548. static FallbackTexture: string;
  32549. }
  32550. }
  32551. declare module "babylonjs/Misc/promise" {
  32552. /**
  32553. * Helper class that provides a small promise polyfill
  32554. */
  32555. export class PromisePolyfill {
  32556. /**
  32557. * Static function used to check if the polyfill is required
  32558. * If this is the case then the function will inject the polyfill to window.Promise
  32559. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  32560. */
  32561. static Apply(force?: boolean): void;
  32562. }
  32563. }
  32564. declare module "babylonjs/Misc/interfaces/screenshotSize" {
  32565. /**
  32566. * Interface for screenshot methods with describe argument called `size` as object with options
  32567. * @link https://doc.babylonjs.com/api/classes/babylon.screenshottools
  32568. */
  32569. export interface IScreenshotSize {
  32570. /**
  32571. * number in pixels for canvas height
  32572. */
  32573. height?: number;
  32574. /**
  32575. * multiplier allowing render at a higher or lower resolution
  32576. * If value is defined then height and width will be ignored and taken from camera
  32577. */
  32578. precision?: number;
  32579. /**
  32580. * number in pixels for canvas width
  32581. */
  32582. width?: number;
  32583. }
  32584. }
  32585. declare module "babylonjs/Misc/tools" {
  32586. import { Nullable, float } from "babylonjs/types";
  32587. import { DomManagement } from "babylonjs/Misc/domManagement";
  32588. import { WebRequest } from "babylonjs/Misc/webRequest";
  32589. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  32590. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  32591. import { IScreenshotSize } from "babylonjs/Misc/interfaces/screenshotSize";
  32592. import { Camera } from "babylonjs/Cameras/camera";
  32593. import { Engine } from "babylonjs/Engines/engine";
  32594. interface IColor4Like {
  32595. r: float;
  32596. g: float;
  32597. b: float;
  32598. a: float;
  32599. }
  32600. /**
  32601. * Class containing a set of static utilities functions
  32602. */
  32603. export class Tools {
  32604. /**
  32605. * Gets or sets the base URL to use to load assets
  32606. */
  32607. static BaseUrl: string;
  32608. /**
  32609. * Enable/Disable Custom HTTP Request Headers globally.
  32610. * default = false
  32611. * @see CustomRequestHeaders
  32612. */
  32613. static UseCustomRequestHeaders: boolean;
  32614. /**
  32615. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  32616. * i.e. when loading files, where the server/service expects an Authorization header
  32617. */
  32618. static CustomRequestHeaders: {
  32619. [key: string]: string;
  32620. };
  32621. /**
  32622. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  32623. */
  32624. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  32625. /**
  32626. * Default behaviour for cors in the application.
  32627. * It can be a string if the expected behavior is identical in the entire app.
  32628. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  32629. */
  32630. static CorsBehavior: string | ((url: string | string[]) => string);
  32631. /**
  32632. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  32633. * @ignorenaming
  32634. */
  32635. static UseFallbackTexture: boolean;
  32636. /**
  32637. * Use this object to register external classes like custom textures or material
  32638. * to allow the laoders to instantiate them
  32639. */
  32640. static RegisteredExternalClasses: {
  32641. [key: string]: Object;
  32642. };
  32643. /**
  32644. * Texture content used if a texture cannot loaded
  32645. * @ignorenaming
  32646. */
  32647. static fallbackTexture: string;
  32648. /**
  32649. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  32650. * @param u defines the coordinate on X axis
  32651. * @param v defines the coordinate on Y axis
  32652. * @param width defines the width of the source data
  32653. * @param height defines the height of the source data
  32654. * @param pixels defines the source byte array
  32655. * @param color defines the output color
  32656. */
  32657. static FetchToRef(u: number, v: number, width: number, height: number, pixels: Uint8Array, color: IColor4Like): void;
  32658. /**
  32659. * Interpolates between a and b via alpha
  32660. * @param a The lower value (returned when alpha = 0)
  32661. * @param b The upper value (returned when alpha = 1)
  32662. * @param alpha The interpolation-factor
  32663. * @return The mixed value
  32664. */
  32665. static Mix(a: number, b: number, alpha: number): number;
  32666. /**
  32667. * Tries to instantiate a new object from a given class name
  32668. * @param className defines the class name to instantiate
  32669. * @returns the new object or null if the system was not able to do the instantiation
  32670. */
  32671. static Instantiate(className: string): any;
  32672. /**
  32673. * Provides a slice function that will work even on IE
  32674. * @param data defines the array to slice
  32675. * @param start defines the start of the data (optional)
  32676. * @param end defines the end of the data (optional)
  32677. * @returns the new sliced array
  32678. */
  32679. static Slice<T>(data: T, start?: number, end?: number): T;
  32680. /**
  32681. * Polyfill for setImmediate
  32682. * @param action defines the action to execute after the current execution block
  32683. */
  32684. static SetImmediate(action: () => void): void;
  32685. /**
  32686. * Function indicating if a number is an exponent of 2
  32687. * @param value defines the value to test
  32688. * @returns true if the value is an exponent of 2
  32689. */
  32690. static IsExponentOfTwo(value: number): boolean;
  32691. private static _tmpFloatArray;
  32692. /**
  32693. * Returns the nearest 32-bit single precision float representation of a Number
  32694. * @param value A Number. If the parameter is of a different type, it will get converted
  32695. * to a number or to NaN if it cannot be converted
  32696. * @returns number
  32697. */
  32698. static FloatRound(value: number): number;
  32699. /**
  32700. * Extracts the filename from a path
  32701. * @param path defines the path to use
  32702. * @returns the filename
  32703. */
  32704. static GetFilename(path: string): string;
  32705. /**
  32706. * Extracts the "folder" part of a path (everything before the filename).
  32707. * @param uri The URI to extract the info from
  32708. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  32709. * @returns The "folder" part of the path
  32710. */
  32711. static GetFolderPath(uri: string, returnUnchangedIfNoSlash?: boolean): string;
  32712. /**
  32713. * Extracts text content from a DOM element hierarchy
  32714. * Back Compat only, please use DomManagement.GetDOMTextContent instead.
  32715. */
  32716. static GetDOMTextContent: typeof DomManagement.GetDOMTextContent;
  32717. /**
  32718. * Convert an angle in radians to degrees
  32719. * @param angle defines the angle to convert
  32720. * @returns the angle in degrees
  32721. */
  32722. static ToDegrees(angle: number): number;
  32723. /**
  32724. * Convert an angle in degrees to radians
  32725. * @param angle defines the angle to convert
  32726. * @returns the angle in radians
  32727. */
  32728. static ToRadians(angle: number): number;
  32729. /**
  32730. * Encode a buffer to a base64 string
  32731. * @param buffer defines the buffer to encode
  32732. * @returns the encoded string
  32733. */
  32734. static EncodeArrayBufferTobase64(buffer: ArrayBuffer): string;
  32735. /**
  32736. * Returns an array if obj is not an array
  32737. * @param obj defines the object to evaluate as an array
  32738. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  32739. * @returns either obj directly if obj is an array or a new array containing obj
  32740. */
  32741. static MakeArray(obj: any, allowsNullUndefined?: boolean): Nullable<Array<any>>;
  32742. /**
  32743. * Gets the pointer prefix to use
  32744. * @returns "pointer" if touch is enabled. Else returns "mouse"
  32745. */
  32746. static GetPointerPrefix(): string;
  32747. /**
  32748. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  32749. * @param url define the url we are trying
  32750. * @param element define the dom element where to configure the cors policy
  32751. */
  32752. static SetCorsBehavior(url: string | string[], element: {
  32753. crossOrigin: string | null;
  32754. }): void;
  32755. /**
  32756. * Removes unwanted characters from an url
  32757. * @param url defines the url to clean
  32758. * @returns the cleaned url
  32759. */
  32760. static CleanUrl(url: string): string;
  32761. /**
  32762. * Gets or sets a function used to pre-process url before using them to load assets
  32763. */
  32764. static PreprocessUrl: (url: string) => string;
  32765. /**
  32766. * Loads an image as an HTMLImageElement.
  32767. * @param input url string, ArrayBuffer, or Blob to load
  32768. * @param onLoad callback called when the image successfully loads
  32769. * @param onError callback called when the image fails to load
  32770. * @param offlineProvider offline provider for caching
  32771. * @returns the HTMLImageElement of the loaded image
  32772. */
  32773. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>): HTMLImageElement;
  32774. /**
  32775. * Loads a file
  32776. * @param url url string, ArrayBuffer, or Blob to load
  32777. * @param onSuccess callback called when the file successfully loads
  32778. * @param onProgress callback called while file is loading (if the server supports this mode)
  32779. * @param offlineProvider defines the offline provider for caching
  32780. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  32781. * @param onError callback called when the file fails to load
  32782. * @returns a file request object
  32783. */
  32784. static LoadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: any) => void): IFileRequest;
  32785. /**
  32786. * Loads a file from a url
  32787. * @param url the file url to load
  32788. * @returns a promise containing an ArrayBuffer corrisponding to the loaded file
  32789. */
  32790. static LoadFileAsync(url: string): Promise<ArrayBuffer>;
  32791. /**
  32792. * Load a script (identified by an url). When the url returns, the
  32793. * content of this file is added into a new script element, attached to the DOM (body element)
  32794. * @param scriptUrl defines the url of the script to laod
  32795. * @param onSuccess defines the callback called when the script is loaded
  32796. * @param onError defines the callback to call if an error occurs
  32797. * @param scriptId defines the id of the script element
  32798. */
  32799. static LoadScript(scriptUrl: string, onSuccess: () => void, onError?: (message?: string, exception?: any) => void, scriptId?: string): void;
  32800. /**
  32801. * Load an asynchronous script (identified by an url). When the url returns, the
  32802. * content of this file is added into a new script element, attached to the DOM (body element)
  32803. * @param scriptUrl defines the url of the script to laod
  32804. * @param scriptId defines the id of the script element
  32805. * @returns a promise request object
  32806. */
  32807. static LoadScriptAsync(scriptUrl: string, scriptId?: string): Promise<boolean>;
  32808. /**
  32809. * Loads a file from a blob
  32810. * @param fileToLoad defines the blob to use
  32811. * @param callback defines the callback to call when data is loaded
  32812. * @param progressCallback defines the callback to call during loading process
  32813. * @returns a file request object
  32814. */
  32815. static ReadFileAsDataURL(fileToLoad: Blob, callback: (data: any) => void, progressCallback: (ev: ProgressEvent) => any): IFileRequest;
  32816. /**
  32817. * Loads a file
  32818. * @param fileToLoad defines the file to load
  32819. * @param callback defines the callback to call when data is loaded
  32820. * @param progressCallBack defines the callback to call during loading process
  32821. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  32822. * @returns a file request object
  32823. */
  32824. static ReadFile(fileToLoad: File, callback: (data: any) => void, progressCallBack?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): IFileRequest;
  32825. /**
  32826. * Creates a data url from a given string content
  32827. * @param content defines the content to convert
  32828. * @returns the new data url link
  32829. */
  32830. static FileAsURL(content: string): string;
  32831. /**
  32832. * Format the given number to a specific decimal format
  32833. * @param value defines the number to format
  32834. * @param decimals defines the number of decimals to use
  32835. * @returns the formatted string
  32836. */
  32837. static Format(value: number, decimals?: number): string;
  32838. /**
  32839. * Tries to copy an object by duplicating every property
  32840. * @param source defines the source object
  32841. * @param destination defines the target object
  32842. * @param doNotCopyList defines a list of properties to avoid
  32843. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  32844. */
  32845. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  32846. /**
  32847. * Gets a boolean indicating if the given object has no own property
  32848. * @param obj defines the object to test
  32849. * @returns true if object has no own property
  32850. */
  32851. static IsEmpty(obj: any): boolean;
  32852. /**
  32853. * Function used to register events at window level
  32854. * @param windowElement defines the Window object to use
  32855. * @param events defines the events to register
  32856. */
  32857. static RegisterTopRootEvents(windowElement: Window, events: {
  32858. name: string;
  32859. handler: Nullable<(e: FocusEvent) => any>;
  32860. }[]): void;
  32861. /**
  32862. * Function used to unregister events from window level
  32863. * @param windowElement defines the Window object to use
  32864. * @param events defines the events to unregister
  32865. */
  32866. static UnregisterTopRootEvents(windowElement: Window, events: {
  32867. name: string;
  32868. handler: Nullable<(e: FocusEvent) => any>;
  32869. }[]): void;
  32870. /**
  32871. * @ignore
  32872. */
  32873. static _ScreenshotCanvas: HTMLCanvasElement;
  32874. /**
  32875. * Dumps the current bound framebuffer
  32876. * @param width defines the rendering width
  32877. * @param height defines the rendering height
  32878. * @param engine defines the hosting engine
  32879. * @param successCallback defines the callback triggered once the data are available
  32880. * @param mimeType defines the mime type of the result
  32881. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  32882. */
  32883. static DumpFramebuffer(width: number, height: number, engine: Engine, successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  32884. /**
  32885. * Converts the canvas data to blob.
  32886. * This acts as a polyfill for browsers not supporting the to blob function.
  32887. * @param canvas Defines the canvas to extract the data from
  32888. * @param successCallback Defines the callback triggered once the data are available
  32889. * @param mimeType Defines the mime type of the result
  32890. */
  32891. static ToBlob(canvas: HTMLCanvasElement, successCallback: (blob: Nullable<Blob>) => void, mimeType?: string): void;
  32892. /**
  32893. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  32894. * @param successCallback defines the callback triggered once the data are available
  32895. * @param mimeType defines the mime type of the result
  32896. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  32897. */
  32898. static EncodeScreenshotCanvasData(successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  32899. /**
  32900. * Downloads a blob in the browser
  32901. * @param blob defines the blob to download
  32902. * @param fileName defines the name of the downloaded file
  32903. */
  32904. static Download(blob: Blob, fileName: string): void;
  32905. /**
  32906. * Captures a screenshot of the current rendering
  32907. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  32908. * @param engine defines the rendering engine
  32909. * @param camera defines the source camera
  32910. * @param size This parameter can be set to a single number or to an object with the
  32911. * following (optional) properties: precision, width, height. If a single number is passed,
  32912. * it will be used for both width and height. If an object is passed, the screenshot size
  32913. * will be derived from the parameters. The precision property is a multiplier allowing
  32914. * rendering at a higher or lower resolution
  32915. * @param successCallback defines the callback receives a single parameter which contains the
  32916. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  32917. * src parameter of an <img> to display it
  32918. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  32919. * Check your browser for supported MIME types
  32920. */
  32921. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  32922. /**
  32923. * Captures a screenshot of the current rendering
  32924. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  32925. * @param engine defines the rendering engine
  32926. * @param camera defines the source camera
  32927. * @param size This parameter can be set to a single number or to an object with the
  32928. * following (optional) properties: precision, width, height. If a single number is passed,
  32929. * it will be used for both width and height. If an object is passed, the screenshot size
  32930. * will be derived from the parameters. The precision property is a multiplier allowing
  32931. * rendering at a higher or lower resolution
  32932. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  32933. * Check your browser for supported MIME types
  32934. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  32935. * to the src parameter of an <img> to display it
  32936. */
  32937. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string): Promise<string>;
  32938. /**
  32939. * Generates an image screenshot from the specified camera.
  32940. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  32941. * @param engine The engine to use for rendering
  32942. * @param camera The camera to use for rendering
  32943. * @param size This parameter can be set to a single number or to an object with the
  32944. * following (optional) properties: precision, width, height. If a single number is passed,
  32945. * it will be used for both width and height. If an object is passed, the screenshot size
  32946. * will be derived from the parameters. The precision property is a multiplier allowing
  32947. * rendering at a higher or lower resolution
  32948. * @param successCallback The callback receives a single parameter which contains the
  32949. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  32950. * src parameter of an <img> to display it
  32951. * @param mimeType The MIME type of the screenshot image (default: image/png).
  32952. * Check your browser for supported MIME types
  32953. * @param samples Texture samples (default: 1)
  32954. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  32955. * @param fileName A name for for the downloaded file.
  32956. */
  32957. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  32958. /**
  32959. * Generates an image screenshot from the specified camera.
  32960. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  32961. * @param engine The engine to use for rendering
  32962. * @param camera The camera to use for rendering
  32963. * @param size This parameter can be set to a single number or to an object with the
  32964. * following (optional) properties: precision, width, height. If a single number is passed,
  32965. * it will be used for both width and height. If an object is passed, the screenshot size
  32966. * will be derived from the parameters. The precision property is a multiplier allowing
  32967. * rendering at a higher or lower resolution
  32968. * @param mimeType The MIME type of the screenshot image (default: image/png).
  32969. * Check your browser for supported MIME types
  32970. * @param samples Texture samples (default: 1)
  32971. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  32972. * @param fileName A name for for the downloaded file.
  32973. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  32974. * to the src parameter of an <img> to display it
  32975. */
  32976. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  32977. /**
  32978. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  32979. * Be aware Math.random() could cause collisions, but:
  32980. * "All but 6 of the 128 bits of the ID are randomly generated, which means that for any two ids, there's a 1 in 2^^122 (or 5.3x10^^36) chance they'll collide"
  32981. * @returns a pseudo random id
  32982. */
  32983. static RandomId(): string;
  32984. /**
  32985. * Test if the given uri is a base64 string
  32986. * @param uri The uri to test
  32987. * @return True if the uri is a base64 string or false otherwise
  32988. */
  32989. static IsBase64(uri: string): boolean;
  32990. /**
  32991. * Decode the given base64 uri.
  32992. * @param uri The uri to decode
  32993. * @return The decoded base64 data.
  32994. */
  32995. static DecodeBase64(uri: string): ArrayBuffer;
  32996. /**
  32997. * Gets the absolute url.
  32998. * @param url the input url
  32999. * @return the absolute url
  33000. */
  33001. static GetAbsoluteUrl(url: string): string;
  33002. /**
  33003. * No log
  33004. */
  33005. static readonly NoneLogLevel: number;
  33006. /**
  33007. * Only message logs
  33008. */
  33009. static readonly MessageLogLevel: number;
  33010. /**
  33011. * Only warning logs
  33012. */
  33013. static readonly WarningLogLevel: number;
  33014. /**
  33015. * Only error logs
  33016. */
  33017. static readonly ErrorLogLevel: number;
  33018. /**
  33019. * All logs
  33020. */
  33021. static readonly AllLogLevel: number;
  33022. /**
  33023. * Gets a value indicating the number of loading errors
  33024. * @ignorenaming
  33025. */
  33026. static readonly errorsCount: number;
  33027. /**
  33028. * Callback called when a new log is added
  33029. */
  33030. static OnNewCacheEntry: (entry: string) => void;
  33031. /**
  33032. * Log a message to the console
  33033. * @param message defines the message to log
  33034. */
  33035. static Log(message: string): void;
  33036. /**
  33037. * Write a warning message to the console
  33038. * @param message defines the message to log
  33039. */
  33040. static Warn(message: string): void;
  33041. /**
  33042. * Write an error message to the console
  33043. * @param message defines the message to log
  33044. */
  33045. static Error(message: string): void;
  33046. /**
  33047. * Gets current log cache (list of logs)
  33048. */
  33049. static readonly LogCache: string;
  33050. /**
  33051. * Clears the log cache
  33052. */
  33053. static ClearLogCache(): void;
  33054. /**
  33055. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  33056. */
  33057. static LogLevels: number;
  33058. /**
  33059. * Checks if the window object exists
  33060. * Back Compat only, please use DomManagement.IsWindowObjectExist instead.
  33061. */
  33062. static IsWindowObjectExist: typeof DomManagement.IsWindowObjectExist;
  33063. /**
  33064. * No performance log
  33065. */
  33066. static readonly PerformanceNoneLogLevel: number;
  33067. /**
  33068. * Use user marks to log performance
  33069. */
  33070. static readonly PerformanceUserMarkLogLevel: number;
  33071. /**
  33072. * Log performance to the console
  33073. */
  33074. static readonly PerformanceConsoleLogLevel: number;
  33075. private static _performance;
  33076. /**
  33077. * Sets the current performance log level
  33078. */
  33079. static PerformanceLogLevel: number;
  33080. private static _StartPerformanceCounterDisabled;
  33081. private static _EndPerformanceCounterDisabled;
  33082. private static _StartUserMark;
  33083. private static _EndUserMark;
  33084. private static _StartPerformanceConsole;
  33085. private static _EndPerformanceConsole;
  33086. /**
  33087. * Starts a performance counter
  33088. */
  33089. static StartPerformanceCounter: (counterName: string, condition?: boolean) => void;
  33090. /**
  33091. * Ends a specific performance coutner
  33092. */
  33093. static EndPerformanceCounter: (counterName: string, condition?: boolean) => void;
  33094. /**
  33095. * Gets either window.performance.now() if supported or Date.now() else
  33096. */
  33097. static readonly Now: number;
  33098. /**
  33099. * This method will return the name of the class used to create the instance of the given object.
  33100. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  33101. * @param object the object to get the class name from
  33102. * @param isType defines if the object is actually a type
  33103. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  33104. */
  33105. static GetClassName(object: any, isType?: boolean): string;
  33106. /**
  33107. * Gets the first element of an array satisfying a given predicate
  33108. * @param array defines the array to browse
  33109. * @param predicate defines the predicate to use
  33110. * @returns null if not found or the element
  33111. */
  33112. static First<T>(array: Array<T>, predicate: (item: T) => boolean): Nullable<T>;
  33113. /**
  33114. * This method will return the name of the full name of the class, including its owning module (if any).
  33115. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator or implementing a method getClassName():string (in which case the module won't be specified).
  33116. * @param object the object to get the class name from
  33117. * @param isType defines if the object is actually a type
  33118. * @return a string that can have two forms: "moduleName.className" if module was specified when the class' Name was registered or "className" if there was not module specified.
  33119. * @ignorenaming
  33120. */
  33121. static getFullClassName(object: any, isType?: boolean): Nullable<string>;
  33122. /**
  33123. * Returns a promise that resolves after the given amount of time.
  33124. * @param delay Number of milliseconds to delay
  33125. * @returns Promise that resolves after the given amount of time
  33126. */
  33127. static DelayAsync(delay: number): Promise<void>;
  33128. }
  33129. /**
  33130. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  33131. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  33132. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  33133. * @param name The name of the class, case should be preserved
  33134. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  33135. */
  33136. export function className(name: string, module?: string): (target: Object) => void;
  33137. /**
  33138. * An implementation of a loop for asynchronous functions.
  33139. */
  33140. export class AsyncLoop {
  33141. /**
  33142. * Defines the number of iterations for the loop
  33143. */
  33144. iterations: number;
  33145. /**
  33146. * Defines the current index of the loop.
  33147. */
  33148. index: number;
  33149. private _done;
  33150. private _fn;
  33151. private _successCallback;
  33152. /**
  33153. * Constructor.
  33154. * @param iterations the number of iterations.
  33155. * @param func the function to run each iteration
  33156. * @param successCallback the callback that will be called upon succesful execution
  33157. * @param offset starting offset.
  33158. */
  33159. constructor(
  33160. /**
  33161. * Defines the number of iterations for the loop
  33162. */
  33163. iterations: number, func: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number);
  33164. /**
  33165. * Execute the next iteration. Must be called after the last iteration was finished.
  33166. */
  33167. executeNext(): void;
  33168. /**
  33169. * Break the loop and run the success callback.
  33170. */
  33171. breakLoop(): void;
  33172. /**
  33173. * Create and run an async loop.
  33174. * @param iterations the number of iterations.
  33175. * @param fn the function to run each iteration
  33176. * @param successCallback the callback that will be called upon succesful execution
  33177. * @param offset starting offset.
  33178. * @returns the created async loop object
  33179. */
  33180. static Run(iterations: number, fn: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number): AsyncLoop;
  33181. /**
  33182. * A for-loop that will run a given number of iterations synchronous and the rest async.
  33183. * @param iterations total number of iterations
  33184. * @param syncedIterations number of synchronous iterations in each async iteration.
  33185. * @param fn the function to call each iteration.
  33186. * @param callback a success call back that will be called when iterating stops.
  33187. * @param breakFunction a break condition (optional)
  33188. * @param timeout timeout settings for the setTimeout function. default - 0.
  33189. * @returns the created async loop object
  33190. */
  33191. static SyncAsyncForLoop(iterations: number, syncedIterations: number, fn: (iteration: number) => void, callback: () => void, breakFunction?: () => boolean, timeout?: number): AsyncLoop;
  33192. }
  33193. }
  33194. declare module "babylonjs/Collisions/collisionCoordinator" {
  33195. import { Nullable } from "babylonjs/types";
  33196. import { Scene } from "babylonjs/scene";
  33197. import { Vector3 } from "babylonjs/Maths/math.vector";
  33198. import { Collider } from "babylonjs/Collisions/collider";
  33199. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  33200. /** @hidden */
  33201. export interface ICollisionCoordinator {
  33202. createCollider(): Collider;
  33203. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: Nullable<AbstractMesh>, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  33204. init(scene: Scene): void;
  33205. }
  33206. /** @hidden */
  33207. export class DefaultCollisionCoordinator implements ICollisionCoordinator {
  33208. private _scene;
  33209. private _scaledPosition;
  33210. private _scaledVelocity;
  33211. private _finalPosition;
  33212. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  33213. createCollider(): Collider;
  33214. init(scene: Scene): void;
  33215. private _collideWithWorld;
  33216. }
  33217. }
  33218. declare module "babylonjs/Inputs/scene.inputManager" {
  33219. import { Nullable } from "babylonjs/types";
  33220. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  33221. import { Vector2 } from "babylonjs/Maths/math.vector";
  33222. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  33223. import { Scene } from "babylonjs/scene";
  33224. /**
  33225. * Class used to manage all inputs for the scene.
  33226. */
  33227. export class InputManager {
  33228. /** The distance in pixel that you have to move to prevent some events */
  33229. static DragMovementThreshold: number;
  33230. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  33231. static LongPressDelay: number;
  33232. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  33233. static DoubleClickDelay: number;
  33234. /** If you need to check double click without raising a single click at first click, enable this flag */
  33235. static ExclusiveDoubleClickMode: boolean;
  33236. private _wheelEventName;
  33237. private _onPointerMove;
  33238. private _onPointerDown;
  33239. private _onPointerUp;
  33240. private _initClickEvent;
  33241. private _initActionManager;
  33242. private _delayedSimpleClick;
  33243. private _delayedSimpleClickTimeout;
  33244. private _previousDelayedSimpleClickTimeout;
  33245. private _meshPickProceed;
  33246. private _previousButtonPressed;
  33247. private _currentPickResult;
  33248. private _previousPickResult;
  33249. private _totalPointersPressed;
  33250. private _doubleClickOccured;
  33251. private _pointerOverMesh;
  33252. private _pickedDownMesh;
  33253. private _pickedUpMesh;
  33254. private _pointerX;
  33255. private _pointerY;
  33256. private _unTranslatedPointerX;
  33257. private _unTranslatedPointerY;
  33258. private _startingPointerPosition;
  33259. private _previousStartingPointerPosition;
  33260. private _startingPointerTime;
  33261. private _previousStartingPointerTime;
  33262. private _pointerCaptures;
  33263. private _onKeyDown;
  33264. private _onKeyUp;
  33265. private _onCanvasFocusObserver;
  33266. private _onCanvasBlurObserver;
  33267. private _scene;
  33268. /**
  33269. * Creates a new InputManager
  33270. * @param scene defines the hosting scene
  33271. */
  33272. constructor(scene: Scene);
  33273. /**
  33274. * Gets the mesh that is currently under the pointer
  33275. */
  33276. readonly meshUnderPointer: Nullable<AbstractMesh>;
  33277. /**
  33278. * Gets the pointer coordinates in 2D without any translation (ie. straight out of the pointer event)
  33279. */
  33280. readonly unTranslatedPointer: Vector2;
  33281. /**
  33282. * Gets or sets the current on-screen X position of the pointer
  33283. */
  33284. pointerX: number;
  33285. /**
  33286. * Gets or sets the current on-screen Y position of the pointer
  33287. */
  33288. pointerY: number;
  33289. private _updatePointerPosition;
  33290. private _processPointerMove;
  33291. private _setRayOnPointerInfo;
  33292. private _checkPrePointerObservable;
  33293. /**
  33294. * Use this method to simulate a pointer move on a mesh
  33295. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  33296. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  33297. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  33298. */
  33299. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  33300. /**
  33301. * Use this method to simulate a pointer down on a mesh
  33302. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  33303. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  33304. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  33305. */
  33306. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  33307. private _processPointerDown;
  33308. /** @hidden */
  33309. _isPointerSwiping(): boolean;
  33310. /**
  33311. * Use this method to simulate a pointer up on a mesh
  33312. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  33313. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  33314. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  33315. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  33316. */
  33317. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): void;
  33318. private _processPointerUp;
  33319. /**
  33320. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  33321. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  33322. * @returns true if the pointer was captured
  33323. */
  33324. isPointerCaptured(pointerId?: number): boolean;
  33325. /**
  33326. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  33327. * @param attachUp defines if you want to attach events to pointerup
  33328. * @param attachDown defines if you want to attach events to pointerdown
  33329. * @param attachMove defines if you want to attach events to pointermove
  33330. */
  33331. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  33332. /**
  33333. * Detaches all event handlers
  33334. */
  33335. detachControl(): void;
  33336. /**
  33337. * Force the value of meshUnderPointer
  33338. * @param mesh defines the mesh to use
  33339. */
  33340. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  33341. /**
  33342. * Gets the mesh under the pointer
  33343. * @returns a Mesh or null if no mesh is under the pointer
  33344. */
  33345. getPointerOverMesh(): Nullable<AbstractMesh>;
  33346. }
  33347. }
  33348. declare module "babylonjs/Misc/uniqueIdGenerator" {
  33349. /**
  33350. * Helper class used to generate session unique ID
  33351. */
  33352. export class UniqueIdGenerator {
  33353. private static _UniqueIdCounter;
  33354. /**
  33355. * Gets an unique (relatively to the current scene) Id
  33356. */
  33357. static readonly UniqueId: number;
  33358. }
  33359. }
  33360. declare module "babylonjs/Animations/animationGroup" {
  33361. import { Animatable } from "babylonjs/Animations/animatable";
  33362. import { Animation } from "babylonjs/Animations/animation";
  33363. import { Scene, IDisposable } from "babylonjs/scene";
  33364. import { Observable } from "babylonjs/Misc/observable";
  33365. import { Nullable } from "babylonjs/types";
  33366. import "babylonjs/Animations/animatable";
  33367. /**
  33368. * This class defines the direct association between an animation and a target
  33369. */
  33370. export class TargetedAnimation {
  33371. /**
  33372. * Animation to perform
  33373. */
  33374. animation: Animation;
  33375. /**
  33376. * Target to animate
  33377. */
  33378. target: any;
  33379. /**
  33380. * Serialize the object
  33381. * @returns the JSON object representing the current entity
  33382. */
  33383. serialize(): any;
  33384. }
  33385. /**
  33386. * Use this class to create coordinated animations on multiple targets
  33387. */
  33388. export class AnimationGroup implements IDisposable {
  33389. /** The name of the animation group */
  33390. name: string;
  33391. private _scene;
  33392. private _targetedAnimations;
  33393. private _animatables;
  33394. private _from;
  33395. private _to;
  33396. private _isStarted;
  33397. private _isPaused;
  33398. private _speedRatio;
  33399. private _loopAnimation;
  33400. /**
  33401. * Gets or sets the unique id of the node
  33402. */
  33403. uniqueId: number;
  33404. /**
  33405. * This observable will notify when one animation have ended
  33406. */
  33407. onAnimationEndObservable: Observable<TargetedAnimation>;
  33408. /**
  33409. * Observer raised when one animation loops
  33410. */
  33411. onAnimationLoopObservable: Observable<TargetedAnimation>;
  33412. /**
  33413. * This observable will notify when all animations have ended.
  33414. */
  33415. onAnimationGroupEndObservable: Observable<AnimationGroup>;
  33416. /**
  33417. * This observable will notify when all animations have paused.
  33418. */
  33419. onAnimationGroupPauseObservable: Observable<AnimationGroup>;
  33420. /**
  33421. * This observable will notify when all animations are playing.
  33422. */
  33423. onAnimationGroupPlayObservable: Observable<AnimationGroup>;
  33424. /**
  33425. * Gets the first frame
  33426. */
  33427. readonly from: number;
  33428. /**
  33429. * Gets the last frame
  33430. */
  33431. readonly to: number;
  33432. /**
  33433. * Define if the animations are started
  33434. */
  33435. readonly isStarted: boolean;
  33436. /**
  33437. * Gets a value indicating that the current group is playing
  33438. */
  33439. readonly isPlaying: boolean;
  33440. /**
  33441. * Gets or sets the speed ratio to use for all animations
  33442. */
  33443. /**
  33444. * Gets or sets the speed ratio to use for all animations
  33445. */
  33446. speedRatio: number;
  33447. /**
  33448. * Gets or sets if all animations should loop or not
  33449. */
  33450. loopAnimation: boolean;
  33451. /**
  33452. * Gets the targeted animations for this animation group
  33453. */
  33454. readonly targetedAnimations: Array<TargetedAnimation>;
  33455. /**
  33456. * returning the list of animatables controlled by this animation group.
  33457. */
  33458. readonly animatables: Array<Animatable>;
  33459. /**
  33460. * Instantiates a new Animation Group.
  33461. * This helps managing several animations at once.
  33462. * @see http://doc.babylonjs.com/how_to/group
  33463. * @param name Defines the name of the group
  33464. * @param scene Defines the scene the group belongs to
  33465. */
  33466. constructor(
  33467. /** The name of the animation group */
  33468. name: string, scene?: Nullable<Scene>);
  33469. /**
  33470. * Add an animation (with its target) in the group
  33471. * @param animation defines the animation we want to add
  33472. * @param target defines the target of the animation
  33473. * @returns the TargetedAnimation object
  33474. */
  33475. addTargetedAnimation(animation: Animation, target: any): TargetedAnimation;
  33476. /**
  33477. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  33478. * It can add constant keys at begin or end
  33479. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  33480. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  33481. * @returns the animation group
  33482. */
  33483. normalize(beginFrame?: Nullable<number>, endFrame?: Nullable<number>): AnimationGroup;
  33484. /**
  33485. * Start all animations on given targets
  33486. * @param loop defines if animations must loop
  33487. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  33488. * @param from defines the from key (optional)
  33489. * @param to defines the to key (optional)
  33490. * @returns the current animation group
  33491. */
  33492. start(loop?: boolean, speedRatio?: number, from?: number, to?: number): AnimationGroup;
  33493. /**
  33494. * Pause all animations
  33495. * @returns the animation group
  33496. */
  33497. pause(): AnimationGroup;
  33498. /**
  33499. * Play all animations to initial state
  33500. * This function will start() the animations if they were not started or will restart() them if they were paused
  33501. * @param loop defines if animations must loop
  33502. * @returns the animation group
  33503. */
  33504. play(loop?: boolean): AnimationGroup;
  33505. /**
  33506. * Reset all animations to initial state
  33507. * @returns the animation group
  33508. */
  33509. reset(): AnimationGroup;
  33510. /**
  33511. * Restart animations from key 0
  33512. * @returns the animation group
  33513. */
  33514. restart(): AnimationGroup;
  33515. /**
  33516. * Stop all animations
  33517. * @returns the animation group
  33518. */
  33519. stop(): AnimationGroup;
  33520. /**
  33521. * Set animation weight for all animatables
  33522. * @param weight defines the weight to use
  33523. * @return the animationGroup
  33524. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  33525. */
  33526. setWeightForAllAnimatables(weight: number): AnimationGroup;
  33527. /**
  33528. * Synchronize and normalize all animatables with a source animatable
  33529. * @param root defines the root animatable to synchronize with
  33530. * @return the animationGroup
  33531. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  33532. */
  33533. syncAllAnimationsWith(root: Animatable): AnimationGroup;
  33534. /**
  33535. * Goes to a specific frame in this animation group
  33536. * @param frame the frame number to go to
  33537. * @return the animationGroup
  33538. */
  33539. goToFrame(frame: number): AnimationGroup;
  33540. /**
  33541. * Dispose all associated resources
  33542. */
  33543. dispose(): void;
  33544. private _checkAnimationGroupEnded;
  33545. /**
  33546. * Clone the current animation group and returns a copy
  33547. * @param newName defines the name of the new group
  33548. * @param targetConverter defines an optional function used to convert current animation targets to new ones
  33549. * @returns the new aniamtion group
  33550. */
  33551. clone(newName: string, targetConverter?: (oldTarget: any) => any): AnimationGroup;
  33552. /**
  33553. * Serializes the animationGroup to an object
  33554. * @returns Serialized object
  33555. */
  33556. serialize(): any;
  33557. /**
  33558. * Returns a new AnimationGroup object parsed from the source provided.
  33559. * @param parsedAnimationGroup defines the source
  33560. * @param scene defines the scene that will receive the animationGroup
  33561. * @returns a new AnimationGroup
  33562. */
  33563. static Parse(parsedAnimationGroup: any, scene: Scene): AnimationGroup;
  33564. /**
  33565. * Returns the string "AnimationGroup"
  33566. * @returns "AnimationGroup"
  33567. */
  33568. getClassName(): string;
  33569. /**
  33570. * Creates a detailled string about the object
  33571. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  33572. * @returns a string representing the object
  33573. */
  33574. toString(fullDetails?: boolean): string;
  33575. }
  33576. }
  33577. declare module "babylonjs/scene" {
  33578. import { Nullable } from "babylonjs/types";
  33579. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  33580. import { Observable } from "babylonjs/Misc/observable";
  33581. import { SmartArrayNoDuplicate, SmartArray, ISmartArrayLike } from "babylonjs/Misc/smartArray";
  33582. import { Vector2, Vector3, Matrix } from "babylonjs/Maths/math.vector";
  33583. import { Geometry } from "babylonjs/Meshes/geometry";
  33584. import { TransformNode } from "babylonjs/Meshes/transformNode";
  33585. import { SubMesh } from "babylonjs/Meshes/subMesh";
  33586. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  33587. import { Mesh } from "babylonjs/Meshes/mesh";
  33588. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  33589. import { Bone } from "babylonjs/Bones/bone";
  33590. import { Skeleton } from "babylonjs/Bones/skeleton";
  33591. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  33592. import { Camera } from "babylonjs/Cameras/camera";
  33593. import { AbstractScene } from "babylonjs/abstractScene";
  33594. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  33595. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  33596. import { Material } from "babylonjs/Materials/material";
  33597. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  33598. import { Effect } from "babylonjs/Materials/effect";
  33599. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  33600. import { MultiMaterial } from "babylonjs/Materials/multiMaterial";
  33601. import { Light } from "babylonjs/Lights/light";
  33602. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  33603. import { ICollisionCoordinator } from "babylonjs/Collisions/collisionCoordinator";
  33604. import { PointerEventTypes, PointerInfoPre, PointerInfo } from "babylonjs/Events/pointerEvents";
  33605. import { KeyboardInfoPre, KeyboardInfo } from "babylonjs/Events/keyboardEvents";
  33606. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  33607. import { PostProcessManager } from "babylonjs/PostProcesses/postProcessManager";
  33608. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  33609. import { RenderingGroupInfo, IRenderingManagerAutoClearSetup } from "babylonjs/Rendering/renderingManager";
  33610. import { ISceneComponent, ISceneSerializableComponent, Stage, SimpleStageAction, RenderTargetsStageAction, RenderTargetStageAction, MeshStageAction, EvaluateSubMeshStageAction, ActiveMeshStageAction, CameraStageAction, RenderingGroupStageAction, RenderingMeshStageAction, PointerMoveStageAction, PointerUpDownStageAction, CameraStageFrameBufferAction } from "babylonjs/sceneComponent";
  33611. import { Engine } from "babylonjs/Engines/engine";
  33612. import { Node } from "babylonjs/node";
  33613. import { MorphTarget } from "babylonjs/Morph/morphTarget";
  33614. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  33615. import { WebRequest } from "babylonjs/Misc/webRequest";
  33616. import { InputManager } from "babylonjs/Inputs/scene.inputManager";
  33617. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  33618. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  33619. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  33620. import { Plane } from "babylonjs/Maths/math.plane";
  33621. import { Ray } from "babylonjs/Culling/ray";
  33622. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  33623. import { Animation } from "babylonjs/Animations/animation";
  33624. import { Animatable } from "babylonjs/Animations/animatable";
  33625. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  33626. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  33627. import { Collider } from "babylonjs/Collisions/collider";
  33628. /**
  33629. * Define an interface for all classes that will hold resources
  33630. */
  33631. export interface IDisposable {
  33632. /**
  33633. * Releases all held resources
  33634. */
  33635. dispose(): void;
  33636. }
  33637. /** Interface defining initialization parameters for Scene class */
  33638. export interface SceneOptions {
  33639. /**
  33640. * Defines that scene should keep up-to-date a map of geometry to enable fast look-up by uniqueId
  33641. * It will improve performance when the number of geometries becomes important.
  33642. */
  33643. useGeometryUniqueIdsMap?: boolean;
  33644. /**
  33645. * Defines that each material of the scene should keep up-to-date a map of referencing meshes for fast diposing
  33646. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  33647. */
  33648. useMaterialMeshMap?: boolean;
  33649. /**
  33650. * Defines that each mesh of the scene should keep up-to-date a map of referencing cloned meshes for fast diposing
  33651. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  33652. */
  33653. useClonedMeshhMap?: boolean;
  33654. /** Defines if the creation of the scene should impact the engine (Eg. UtilityLayer's scene) */
  33655. virtual?: boolean;
  33656. }
  33657. /**
  33658. * Represents a scene to be rendered by the engine.
  33659. * @see http://doc.babylonjs.com/features/scene
  33660. */
  33661. export class Scene extends AbstractScene implements IAnimatable {
  33662. /** The fog is deactivated */
  33663. static readonly FOGMODE_NONE: number;
  33664. /** The fog density is following an exponential function */
  33665. static readonly FOGMODE_EXP: number;
  33666. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  33667. static readonly FOGMODE_EXP2: number;
  33668. /** The fog density is following a linear function. */
  33669. static readonly FOGMODE_LINEAR: number;
  33670. /**
  33671. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  33672. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  33673. */
  33674. static MinDeltaTime: number;
  33675. /**
  33676. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  33677. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  33678. */
  33679. static MaxDeltaTime: number;
  33680. /**
  33681. * Factory used to create the default material.
  33682. * @param name The name of the material to create
  33683. * @param scene The scene to create the material for
  33684. * @returns The default material
  33685. */
  33686. static DefaultMaterialFactory(scene: Scene): Material;
  33687. /**
  33688. * Factory used to create the a collision coordinator.
  33689. * @returns The collision coordinator
  33690. */
  33691. static CollisionCoordinatorFactory(): ICollisionCoordinator;
  33692. /** @hidden */
  33693. _inputManager: InputManager;
  33694. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  33695. cameraToUseForPointers: Nullable<Camera>;
  33696. /** @hidden */
  33697. readonly _isScene: boolean;
  33698. /**
  33699. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  33700. */
  33701. autoClear: boolean;
  33702. /**
  33703. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  33704. */
  33705. autoClearDepthAndStencil: boolean;
  33706. /**
  33707. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  33708. */
  33709. clearColor: Color4;
  33710. /**
  33711. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  33712. */
  33713. ambientColor: Color3;
  33714. /**
  33715. * This is use to store the default BRDF lookup for PBR materials in your scene.
  33716. * It should only be one of the following (if not the default embedded one):
  33717. * * For uncorrelated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = false) : https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  33718. * * For correlated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedBRDF.dds
  33719. * * For correlated multi scattering BRDF (pbr.brdf.useEnergyConservation = true and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  33720. * The material properties need to be setup according to the type of texture in use.
  33721. */
  33722. environmentBRDFTexture: BaseTexture;
  33723. /** @hidden */
  33724. protected _environmentTexture: Nullable<BaseTexture>;
  33725. /**
  33726. * Texture used in all pbr material as the reflection texture.
  33727. * As in the majority of the scene they are the same (exception for multi room and so on),
  33728. * this is easier to reference from here than from all the materials.
  33729. */
  33730. /**
  33731. * Texture used in all pbr material as the reflection texture.
  33732. * As in the majority of the scene they are the same (exception for multi room and so on),
  33733. * this is easier to set here than in all the materials.
  33734. */
  33735. environmentTexture: Nullable<BaseTexture>;
  33736. /** @hidden */
  33737. protected _environmentIntensity: number;
  33738. /**
  33739. * Intensity of the environment in all pbr material.
  33740. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  33741. * As in the majority of the scene they are the same (exception for multi room and so on),
  33742. * this is easier to reference from here than from all the materials.
  33743. */
  33744. /**
  33745. * Intensity of the environment in all pbr material.
  33746. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  33747. * As in the majority of the scene they are the same (exception for multi room and so on),
  33748. * this is easier to set here than in all the materials.
  33749. */
  33750. environmentIntensity: number;
  33751. /** @hidden */
  33752. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  33753. /**
  33754. * Default image processing configuration used either in the rendering
  33755. * Forward main pass or through the imageProcessingPostProcess if present.
  33756. * As in the majority of the scene they are the same (exception for multi camera),
  33757. * this is easier to reference from here than from all the materials and post process.
  33758. *
  33759. * No setter as we it is a shared configuration, you can set the values instead.
  33760. */
  33761. readonly imageProcessingConfiguration: ImageProcessingConfiguration;
  33762. private _forceWireframe;
  33763. /**
  33764. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  33765. */
  33766. forceWireframe: boolean;
  33767. private _forcePointsCloud;
  33768. /**
  33769. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  33770. */
  33771. forcePointsCloud: boolean;
  33772. /**
  33773. * Gets or sets the active clipplane 1
  33774. */
  33775. clipPlane: Nullable<Plane>;
  33776. /**
  33777. * Gets or sets the active clipplane 2
  33778. */
  33779. clipPlane2: Nullable<Plane>;
  33780. /**
  33781. * Gets or sets the active clipplane 3
  33782. */
  33783. clipPlane3: Nullable<Plane>;
  33784. /**
  33785. * Gets or sets the active clipplane 4
  33786. */
  33787. clipPlane4: Nullable<Plane>;
  33788. /**
  33789. * Gets or sets a boolean indicating if animations are enabled
  33790. */
  33791. animationsEnabled: boolean;
  33792. private _animationPropertiesOverride;
  33793. /**
  33794. * Gets or sets the animation properties override
  33795. */
  33796. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  33797. /**
  33798. * Gets or sets a boolean indicating if a constant deltatime has to be used
  33799. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  33800. */
  33801. useConstantAnimationDeltaTime: boolean;
  33802. /**
  33803. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  33804. * Please note that it requires to run a ray cast through the scene on every frame
  33805. */
  33806. constantlyUpdateMeshUnderPointer: boolean;
  33807. /**
  33808. * Defines the HTML cursor to use when hovering over interactive elements
  33809. */
  33810. hoverCursor: string;
  33811. /**
  33812. * Defines the HTML default cursor to use (empty by default)
  33813. */
  33814. defaultCursor: string;
  33815. /**
  33816. * This is used to call preventDefault() on pointer down
  33817. * in order to block unwanted artifacts like system double clicks
  33818. */
  33819. preventDefaultOnPointerDown: boolean;
  33820. /**
  33821. * This is used to call preventDefault() on pointer up
  33822. * in order to block unwanted artifacts like system double clicks
  33823. */
  33824. preventDefaultOnPointerUp: boolean;
  33825. /**
  33826. * Gets or sets user defined metadata
  33827. */
  33828. metadata: any;
  33829. /**
  33830. * For internal use only. Please do not use.
  33831. */
  33832. reservedDataStore: any;
  33833. /**
  33834. * Gets the name of the plugin used to load this scene (null by default)
  33835. */
  33836. loadingPluginName: string;
  33837. /**
  33838. * Use this array to add regular expressions used to disable offline support for specific urls
  33839. */
  33840. disableOfflineSupportExceptionRules: RegExp[];
  33841. /**
  33842. * An event triggered when the scene is disposed.
  33843. */
  33844. onDisposeObservable: Observable<Scene>;
  33845. private _onDisposeObserver;
  33846. /** Sets a function to be executed when this scene is disposed. */
  33847. onDispose: () => void;
  33848. /**
  33849. * An event triggered before rendering the scene (right after animations and physics)
  33850. */
  33851. onBeforeRenderObservable: Observable<Scene>;
  33852. private _onBeforeRenderObserver;
  33853. /** Sets a function to be executed before rendering this scene */
  33854. beforeRender: Nullable<() => void>;
  33855. /**
  33856. * An event triggered after rendering the scene
  33857. */
  33858. onAfterRenderObservable: Observable<Scene>;
  33859. /**
  33860. * An event triggered after rendering the scene for an active camera (When scene.render is called this will be called after each camera)
  33861. */
  33862. onAfterRenderCameraObservable: Observable<Camera>;
  33863. private _onAfterRenderObserver;
  33864. /** Sets a function to be executed after rendering this scene */
  33865. afterRender: Nullable<() => void>;
  33866. /**
  33867. * An event triggered before animating the scene
  33868. */
  33869. onBeforeAnimationsObservable: Observable<Scene>;
  33870. /**
  33871. * An event triggered after animations processing
  33872. */
  33873. onAfterAnimationsObservable: Observable<Scene>;
  33874. /**
  33875. * An event triggered before draw calls are ready to be sent
  33876. */
  33877. onBeforeDrawPhaseObservable: Observable<Scene>;
  33878. /**
  33879. * An event triggered after draw calls have been sent
  33880. */
  33881. onAfterDrawPhaseObservable: Observable<Scene>;
  33882. /**
  33883. * An event triggered when the scene is ready
  33884. */
  33885. onReadyObservable: Observable<Scene>;
  33886. /**
  33887. * An event triggered before rendering a camera
  33888. */
  33889. onBeforeCameraRenderObservable: Observable<Camera>;
  33890. private _onBeforeCameraRenderObserver;
  33891. /** Sets a function to be executed before rendering a camera*/
  33892. beforeCameraRender: () => void;
  33893. /**
  33894. * An event triggered after rendering a camera
  33895. */
  33896. onAfterCameraRenderObservable: Observable<Camera>;
  33897. private _onAfterCameraRenderObserver;
  33898. /** Sets a function to be executed after rendering a camera*/
  33899. afterCameraRender: () => void;
  33900. /**
  33901. * An event triggered when active meshes evaluation is about to start
  33902. */
  33903. onBeforeActiveMeshesEvaluationObservable: Observable<Scene>;
  33904. /**
  33905. * An event triggered when active meshes evaluation is done
  33906. */
  33907. onAfterActiveMeshesEvaluationObservable: Observable<Scene>;
  33908. /**
  33909. * An event triggered when particles rendering is about to start
  33910. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  33911. */
  33912. onBeforeParticlesRenderingObservable: Observable<Scene>;
  33913. /**
  33914. * An event triggered when particles rendering is done
  33915. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  33916. */
  33917. onAfterParticlesRenderingObservable: Observable<Scene>;
  33918. /**
  33919. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  33920. */
  33921. onDataLoadedObservable: Observable<Scene>;
  33922. /**
  33923. * An event triggered when a camera is created
  33924. */
  33925. onNewCameraAddedObservable: Observable<Camera>;
  33926. /**
  33927. * An event triggered when a camera is removed
  33928. */
  33929. onCameraRemovedObservable: Observable<Camera>;
  33930. /**
  33931. * An event triggered when a light is created
  33932. */
  33933. onNewLightAddedObservable: Observable<Light>;
  33934. /**
  33935. * An event triggered when a light is removed
  33936. */
  33937. onLightRemovedObservable: Observable<Light>;
  33938. /**
  33939. * An event triggered when a geometry is created
  33940. */
  33941. onNewGeometryAddedObservable: Observable<Geometry>;
  33942. /**
  33943. * An event triggered when a geometry is removed
  33944. */
  33945. onGeometryRemovedObservable: Observable<Geometry>;
  33946. /**
  33947. * An event triggered when a transform node is created
  33948. */
  33949. onNewTransformNodeAddedObservable: Observable<TransformNode>;
  33950. /**
  33951. * An event triggered when a transform node is removed
  33952. */
  33953. onTransformNodeRemovedObservable: Observable<TransformNode>;
  33954. /**
  33955. * An event triggered when a mesh is created
  33956. */
  33957. onNewMeshAddedObservable: Observable<AbstractMesh>;
  33958. /**
  33959. * An event triggered when a mesh is removed
  33960. */
  33961. onMeshRemovedObservable: Observable<AbstractMesh>;
  33962. /**
  33963. * An event triggered when a skeleton is created
  33964. */
  33965. onNewSkeletonAddedObservable: Observable<Skeleton>;
  33966. /**
  33967. * An event triggered when a skeleton is removed
  33968. */
  33969. onSkeletonRemovedObservable: Observable<Skeleton>;
  33970. /**
  33971. * An event triggered when a material is created
  33972. */
  33973. onNewMaterialAddedObservable: Observable<Material>;
  33974. /**
  33975. * An event triggered when a material is removed
  33976. */
  33977. onMaterialRemovedObservable: Observable<Material>;
  33978. /**
  33979. * An event triggered when a texture is created
  33980. */
  33981. onNewTextureAddedObservable: Observable<BaseTexture>;
  33982. /**
  33983. * An event triggered when a texture is removed
  33984. */
  33985. onTextureRemovedObservable: Observable<BaseTexture>;
  33986. /**
  33987. * An event triggered when render targets are about to be rendered
  33988. * Can happen multiple times per frame.
  33989. */
  33990. onBeforeRenderTargetsRenderObservable: Observable<Scene>;
  33991. /**
  33992. * An event triggered when render targets were rendered.
  33993. * Can happen multiple times per frame.
  33994. */
  33995. onAfterRenderTargetsRenderObservable: Observable<Scene>;
  33996. /**
  33997. * An event triggered before calculating deterministic simulation step
  33998. */
  33999. onBeforeStepObservable: Observable<Scene>;
  34000. /**
  34001. * An event triggered after calculating deterministic simulation step
  34002. */
  34003. onAfterStepObservable: Observable<Scene>;
  34004. /**
  34005. * An event triggered when the activeCamera property is updated
  34006. */
  34007. onActiveCameraChanged: Observable<Scene>;
  34008. /**
  34009. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  34010. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  34011. * If you wish to register an Observer only for a given set of renderingGroup, use the mask with a combination of the renderingGroup index elevated to the power of two (1 for renderingGroup 0, 2 for renderingrOup1, 4 for 2 and 8 for 3)
  34012. */
  34013. onBeforeRenderingGroupObservable: Observable<RenderingGroupInfo>;
  34014. /**
  34015. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  34016. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  34017. * If you wish to register an Observer only for a given set of renderingGroup, use the mask with a combination of the renderingGroup index elevated to the power of two (1 for renderingGroup 0, 2 for renderingrOup1, 4 for 2 and 8 for 3)
  34018. */
  34019. onAfterRenderingGroupObservable: Observable<RenderingGroupInfo>;
  34020. /**
  34021. * This Observable will when a mesh has been imported into the scene.
  34022. */
  34023. onMeshImportedObservable: Observable<AbstractMesh>;
  34024. /**
  34025. * Gets or sets a user defined funtion to select LOD from a mesh and a camera.
  34026. * By default this function is undefined and Babylon.js will select LOD based on distance to camera
  34027. */
  34028. customLODSelector: (mesh: AbstractMesh, camera: Camera) => Nullable<AbstractMesh>;
  34029. /** @hidden */
  34030. _registeredForLateAnimationBindings: SmartArrayNoDuplicate<any>;
  34031. /**
  34032. * Gets or sets a predicate used to select candidate meshes for a pointer down event
  34033. */
  34034. pointerDownPredicate: (Mesh: AbstractMesh) => boolean;
  34035. /**
  34036. * Gets or sets a predicate used to select candidate meshes for a pointer up event
  34037. */
  34038. pointerUpPredicate: (Mesh: AbstractMesh) => boolean;
  34039. /**
  34040. * Gets or sets a predicate used to select candidate meshes for a pointer move event
  34041. */
  34042. pointerMovePredicate: (Mesh: AbstractMesh) => boolean;
  34043. /** Callback called when a pointer move is detected */
  34044. onPointerMove: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  34045. /** Callback called when a pointer down is detected */
  34046. onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  34047. /** Callback called when a pointer up is detected */
  34048. onPointerUp: (evt: PointerEvent, pickInfo: Nullable<PickingInfo>, type: PointerEventTypes) => void;
  34049. /** Callback called when a pointer pick is detected */
  34050. onPointerPick: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  34051. /**
  34052. * This observable event is triggered when any ponter event is triggered. It is registered during Scene.attachControl() and it is called BEFORE the 3D engine process anything (mesh/sprite picking for instance).
  34053. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  34054. */
  34055. onPrePointerObservable: Observable<PointerInfoPre>;
  34056. /**
  34057. * Observable event triggered each time an input event is received from the rendering canvas
  34058. */
  34059. onPointerObservable: Observable<PointerInfo>;
  34060. /**
  34061. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  34062. */
  34063. readonly unTranslatedPointer: Vector2;
  34064. /**
  34065. * Gets or sets the distance in pixel that you have to move to prevent some events. Default is 10 pixels
  34066. */
  34067. static DragMovementThreshold: number;
  34068. /**
  34069. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 500 ms
  34070. */
  34071. static LongPressDelay: number;
  34072. /**
  34073. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 300 ms
  34074. */
  34075. static DoubleClickDelay: number;
  34076. /** If you need to check double click without raising a single click at first click, enable this flag */
  34077. static ExclusiveDoubleClickMode: boolean;
  34078. /** @hidden */
  34079. _mirroredCameraPosition: Nullable<Vector3>;
  34080. /**
  34081. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  34082. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  34083. */
  34084. onPreKeyboardObservable: Observable<KeyboardInfoPre>;
  34085. /**
  34086. * Observable event triggered each time an keyboard event is received from the hosting window
  34087. */
  34088. onKeyboardObservable: Observable<KeyboardInfo>;
  34089. private _useRightHandedSystem;
  34090. /**
  34091. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  34092. */
  34093. useRightHandedSystem: boolean;
  34094. private _timeAccumulator;
  34095. private _currentStepId;
  34096. private _currentInternalStep;
  34097. /**
  34098. * Sets the step Id used by deterministic lock step
  34099. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34100. * @param newStepId defines the step Id
  34101. */
  34102. setStepId(newStepId: number): void;
  34103. /**
  34104. * Gets the step Id used by deterministic lock step
  34105. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34106. * @returns the step Id
  34107. */
  34108. getStepId(): number;
  34109. /**
  34110. * Gets the internal step used by deterministic lock step
  34111. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34112. * @returns the internal step
  34113. */
  34114. getInternalStep(): number;
  34115. private _fogEnabled;
  34116. /**
  34117. * Gets or sets a boolean indicating if fog is enabled on this scene
  34118. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34119. * (Default is true)
  34120. */
  34121. fogEnabled: boolean;
  34122. private _fogMode;
  34123. /**
  34124. * Gets or sets the fog mode to use
  34125. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34126. * | mode | value |
  34127. * | --- | --- |
  34128. * | FOGMODE_NONE | 0 |
  34129. * | FOGMODE_EXP | 1 |
  34130. * | FOGMODE_EXP2 | 2 |
  34131. * | FOGMODE_LINEAR | 3 |
  34132. */
  34133. fogMode: number;
  34134. /**
  34135. * Gets or sets the fog color to use
  34136. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34137. * (Default is Color3(0.2, 0.2, 0.3))
  34138. */
  34139. fogColor: Color3;
  34140. /**
  34141. * Gets or sets the fog density to use
  34142. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34143. * (Default is 0.1)
  34144. */
  34145. fogDensity: number;
  34146. /**
  34147. * Gets or sets the fog start distance to use
  34148. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34149. * (Default is 0)
  34150. */
  34151. fogStart: number;
  34152. /**
  34153. * Gets or sets the fog end distance to use
  34154. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34155. * (Default is 1000)
  34156. */
  34157. fogEnd: number;
  34158. private _shadowsEnabled;
  34159. /**
  34160. * Gets or sets a boolean indicating if shadows are enabled on this scene
  34161. */
  34162. shadowsEnabled: boolean;
  34163. private _lightsEnabled;
  34164. /**
  34165. * Gets or sets a boolean indicating if lights are enabled on this scene
  34166. */
  34167. lightsEnabled: boolean;
  34168. /** All of the active cameras added to this scene. */
  34169. activeCameras: Camera[];
  34170. /** @hidden */
  34171. _activeCamera: Nullable<Camera>;
  34172. /** Gets or sets the current active camera */
  34173. activeCamera: Nullable<Camera>;
  34174. private _defaultMaterial;
  34175. /** The default material used on meshes when no material is affected */
  34176. /** The default material used on meshes when no material is affected */
  34177. defaultMaterial: Material;
  34178. private _texturesEnabled;
  34179. /**
  34180. * Gets or sets a boolean indicating if textures are enabled on this scene
  34181. */
  34182. texturesEnabled: boolean;
  34183. /**
  34184. * Gets or sets a boolean indicating if particles are enabled on this scene
  34185. */
  34186. particlesEnabled: boolean;
  34187. /**
  34188. * Gets or sets a boolean indicating if sprites are enabled on this scene
  34189. */
  34190. spritesEnabled: boolean;
  34191. private _skeletonsEnabled;
  34192. /**
  34193. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  34194. */
  34195. skeletonsEnabled: boolean;
  34196. /**
  34197. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  34198. */
  34199. lensFlaresEnabled: boolean;
  34200. /**
  34201. * Gets or sets a boolean indicating if collisions are enabled on this scene
  34202. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  34203. */
  34204. collisionsEnabled: boolean;
  34205. private _collisionCoordinator;
  34206. /** @hidden */
  34207. readonly collisionCoordinator: ICollisionCoordinator;
  34208. /**
  34209. * Defines the gravity applied to this scene (used only for collisions)
  34210. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  34211. */
  34212. gravity: Vector3;
  34213. /**
  34214. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  34215. */
  34216. postProcessesEnabled: boolean;
  34217. /**
  34218. * The list of postprocesses added to the scene
  34219. */
  34220. postProcesses: PostProcess[];
  34221. /**
  34222. * Gets the current postprocess manager
  34223. */
  34224. postProcessManager: PostProcessManager;
  34225. /**
  34226. * Gets or sets a boolean indicating if render targets are enabled on this scene
  34227. */
  34228. renderTargetsEnabled: boolean;
  34229. /**
  34230. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  34231. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  34232. */
  34233. dumpNextRenderTargets: boolean;
  34234. /**
  34235. * The list of user defined render targets added to the scene
  34236. */
  34237. customRenderTargets: RenderTargetTexture[];
  34238. /**
  34239. * Defines if texture loading must be delayed
  34240. * If true, textures will only be loaded when they need to be rendered
  34241. */
  34242. useDelayedTextureLoading: boolean;
  34243. /**
  34244. * Gets the list of meshes imported to the scene through SceneLoader
  34245. */
  34246. importedMeshesFiles: String[];
  34247. /**
  34248. * Gets or sets a boolean indicating if probes are enabled on this scene
  34249. */
  34250. probesEnabled: boolean;
  34251. /**
  34252. * Gets or sets the current offline provider to use to store scene data
  34253. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  34254. */
  34255. offlineProvider: IOfflineProvider;
  34256. /**
  34257. * Gets or sets the action manager associated with the scene
  34258. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  34259. */
  34260. actionManager: AbstractActionManager;
  34261. private _meshesForIntersections;
  34262. /**
  34263. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  34264. */
  34265. proceduralTexturesEnabled: boolean;
  34266. private _engine;
  34267. private _totalVertices;
  34268. /** @hidden */
  34269. _activeIndices: PerfCounter;
  34270. /** @hidden */
  34271. _activeParticles: PerfCounter;
  34272. /** @hidden */
  34273. _activeBones: PerfCounter;
  34274. private _animationRatio;
  34275. /** @hidden */
  34276. _animationTimeLast: number;
  34277. /** @hidden */
  34278. _animationTime: number;
  34279. /**
  34280. * Gets or sets a general scale for animation speed
  34281. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  34282. */
  34283. animationTimeScale: number;
  34284. /** @hidden */
  34285. _cachedMaterial: Nullable<Material>;
  34286. /** @hidden */
  34287. _cachedEffect: Nullable<Effect>;
  34288. /** @hidden */
  34289. _cachedVisibility: Nullable<number>;
  34290. private _renderId;
  34291. private _frameId;
  34292. private _executeWhenReadyTimeoutId;
  34293. private _intermediateRendering;
  34294. private _viewUpdateFlag;
  34295. private _projectionUpdateFlag;
  34296. /** @hidden */
  34297. _toBeDisposed: Nullable<IDisposable>[];
  34298. private _activeRequests;
  34299. /** @hidden */
  34300. _pendingData: any[];
  34301. private _isDisposed;
  34302. /**
  34303. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  34304. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  34305. */
  34306. dispatchAllSubMeshesOfActiveMeshes: boolean;
  34307. private _activeMeshes;
  34308. private _processedMaterials;
  34309. private _renderTargets;
  34310. /** @hidden */
  34311. _activeParticleSystems: SmartArray<IParticleSystem>;
  34312. private _activeSkeletons;
  34313. private _softwareSkinnedMeshes;
  34314. private _renderingManager;
  34315. /** @hidden */
  34316. _activeAnimatables: import("babylonjs/Animations/animatable").Animatable[];
  34317. private _transformMatrix;
  34318. private _sceneUbo;
  34319. /** @hidden */
  34320. _viewMatrix: Matrix;
  34321. private _projectionMatrix;
  34322. /** @hidden */
  34323. _forcedViewPosition: Nullable<Vector3>;
  34324. /** @hidden */
  34325. _frustumPlanes: Plane[];
  34326. /**
  34327. * Gets the list of frustum planes (built from the active camera)
  34328. */
  34329. readonly frustumPlanes: Plane[];
  34330. /**
  34331. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  34332. * This is useful if there are more lights that the maximum simulteanous authorized
  34333. */
  34334. requireLightSorting: boolean;
  34335. /** @hidden */
  34336. readonly useMaterialMeshMap: boolean;
  34337. /** @hidden */
  34338. readonly useClonedMeshhMap: boolean;
  34339. private _externalData;
  34340. private _uid;
  34341. /**
  34342. * @hidden
  34343. * Backing store of defined scene components.
  34344. */
  34345. _components: ISceneComponent[];
  34346. /**
  34347. * @hidden
  34348. * Backing store of defined scene components.
  34349. */
  34350. _serializableComponents: ISceneSerializableComponent[];
  34351. /**
  34352. * List of components to register on the next registration step.
  34353. */
  34354. private _transientComponents;
  34355. /**
  34356. * Registers the transient components if needed.
  34357. */
  34358. private _registerTransientComponents;
  34359. /**
  34360. * @hidden
  34361. * Add a component to the scene.
  34362. * Note that the ccomponent could be registered on th next frame if this is called after
  34363. * the register component stage.
  34364. * @param component Defines the component to add to the scene
  34365. */
  34366. _addComponent(component: ISceneComponent): void;
  34367. /**
  34368. * @hidden
  34369. * Gets a component from the scene.
  34370. * @param name defines the name of the component to retrieve
  34371. * @returns the component or null if not present
  34372. */
  34373. _getComponent(name: string): Nullable<ISceneComponent>;
  34374. /**
  34375. * @hidden
  34376. * Defines the actions happening before camera updates.
  34377. */
  34378. _beforeCameraUpdateStage: Stage<SimpleStageAction>;
  34379. /**
  34380. * @hidden
  34381. * Defines the actions happening before clear the canvas.
  34382. */
  34383. _beforeClearStage: Stage<SimpleStageAction>;
  34384. /**
  34385. * @hidden
  34386. * Defines the actions when collecting render targets for the frame.
  34387. */
  34388. _gatherRenderTargetsStage: Stage<RenderTargetsStageAction>;
  34389. /**
  34390. * @hidden
  34391. * Defines the actions happening for one camera in the frame.
  34392. */
  34393. _gatherActiveCameraRenderTargetsStage: Stage<RenderTargetsStageAction>;
  34394. /**
  34395. * @hidden
  34396. * Defines the actions happening during the per mesh ready checks.
  34397. */
  34398. _isReadyForMeshStage: Stage<MeshStageAction>;
  34399. /**
  34400. * @hidden
  34401. * Defines the actions happening before evaluate active mesh checks.
  34402. */
  34403. _beforeEvaluateActiveMeshStage: Stage<SimpleStageAction>;
  34404. /**
  34405. * @hidden
  34406. * Defines the actions happening during the evaluate sub mesh checks.
  34407. */
  34408. _evaluateSubMeshStage: Stage<EvaluateSubMeshStageAction>;
  34409. /**
  34410. * @hidden
  34411. * Defines the actions happening during the active mesh stage.
  34412. */
  34413. _activeMeshStage: Stage<ActiveMeshStageAction>;
  34414. /**
  34415. * @hidden
  34416. * Defines the actions happening during the per camera render target step.
  34417. */
  34418. _cameraDrawRenderTargetStage: Stage<CameraStageFrameBufferAction>;
  34419. /**
  34420. * @hidden
  34421. * Defines the actions happening just before the active camera is drawing.
  34422. */
  34423. _beforeCameraDrawStage: Stage<CameraStageAction>;
  34424. /**
  34425. * @hidden
  34426. * Defines the actions happening just before a render target is drawing.
  34427. */
  34428. _beforeRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  34429. /**
  34430. * @hidden
  34431. * Defines the actions happening just before a rendering group is drawing.
  34432. */
  34433. _beforeRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  34434. /**
  34435. * @hidden
  34436. * Defines the actions happening just before a mesh is drawing.
  34437. */
  34438. _beforeRenderingMeshStage: Stage<RenderingMeshStageAction>;
  34439. /**
  34440. * @hidden
  34441. * Defines the actions happening just after a mesh has been drawn.
  34442. */
  34443. _afterRenderingMeshStage: Stage<RenderingMeshStageAction>;
  34444. /**
  34445. * @hidden
  34446. * Defines the actions happening just after a rendering group has been drawn.
  34447. */
  34448. _afterRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  34449. /**
  34450. * @hidden
  34451. * Defines the actions happening just after the active camera has been drawn.
  34452. */
  34453. _afterCameraDrawStage: Stage<CameraStageAction>;
  34454. /**
  34455. * @hidden
  34456. * Defines the actions happening just after a render target has been drawn.
  34457. */
  34458. _afterRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  34459. /**
  34460. * @hidden
  34461. * Defines the actions happening just after rendering all cameras and computing intersections.
  34462. */
  34463. _afterRenderStage: Stage<SimpleStageAction>;
  34464. /**
  34465. * @hidden
  34466. * Defines the actions happening when a pointer move event happens.
  34467. */
  34468. _pointerMoveStage: Stage<PointerMoveStageAction>;
  34469. /**
  34470. * @hidden
  34471. * Defines the actions happening when a pointer down event happens.
  34472. */
  34473. _pointerDownStage: Stage<PointerUpDownStageAction>;
  34474. /**
  34475. * @hidden
  34476. * Defines the actions happening when a pointer up event happens.
  34477. */
  34478. _pointerUpStage: Stage<PointerUpDownStageAction>;
  34479. /**
  34480. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  34481. */
  34482. private geometriesByUniqueId;
  34483. /**
  34484. * Creates a new Scene
  34485. * @param engine defines the engine to use to render this scene
  34486. * @param options defines the scene options
  34487. */
  34488. constructor(engine: Engine, options?: SceneOptions);
  34489. /**
  34490. * Gets a string idenfifying the name of the class
  34491. * @returns "Scene" string
  34492. */
  34493. getClassName(): string;
  34494. private _defaultMeshCandidates;
  34495. /**
  34496. * @hidden
  34497. */
  34498. _getDefaultMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  34499. private _defaultSubMeshCandidates;
  34500. /**
  34501. * @hidden
  34502. */
  34503. _getDefaultSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  34504. /**
  34505. * Sets the default candidate providers for the scene.
  34506. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  34507. * and getCollidingSubMeshCandidates to their default function
  34508. */
  34509. setDefaultCandidateProviders(): void;
  34510. /**
  34511. * Gets the mesh that is currently under the pointer
  34512. */
  34513. readonly meshUnderPointer: Nullable<AbstractMesh>;
  34514. /**
  34515. * Gets or sets the current on-screen X position of the pointer
  34516. */
  34517. pointerX: number;
  34518. /**
  34519. * Gets or sets the current on-screen Y position of the pointer
  34520. */
  34521. pointerY: number;
  34522. /**
  34523. * Gets the cached material (ie. the latest rendered one)
  34524. * @returns the cached material
  34525. */
  34526. getCachedMaterial(): Nullable<Material>;
  34527. /**
  34528. * Gets the cached effect (ie. the latest rendered one)
  34529. * @returns the cached effect
  34530. */
  34531. getCachedEffect(): Nullable<Effect>;
  34532. /**
  34533. * Gets the cached visibility state (ie. the latest rendered one)
  34534. * @returns the cached visibility state
  34535. */
  34536. getCachedVisibility(): Nullable<number>;
  34537. /**
  34538. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  34539. * @param material defines the current material
  34540. * @param effect defines the current effect
  34541. * @param visibility defines the current visibility state
  34542. * @returns true if one parameter is not cached
  34543. */
  34544. isCachedMaterialInvalid(material: Material, effect: Effect, visibility?: number): boolean;
  34545. /**
  34546. * Gets the engine associated with the scene
  34547. * @returns an Engine
  34548. */
  34549. getEngine(): Engine;
  34550. /**
  34551. * Gets the total number of vertices rendered per frame
  34552. * @returns the total number of vertices rendered per frame
  34553. */
  34554. getTotalVertices(): number;
  34555. /**
  34556. * Gets the performance counter for total vertices
  34557. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34558. */
  34559. readonly totalVerticesPerfCounter: PerfCounter;
  34560. /**
  34561. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  34562. * @returns the total number of active indices rendered per frame
  34563. */
  34564. getActiveIndices(): number;
  34565. /**
  34566. * Gets the performance counter for active indices
  34567. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34568. */
  34569. readonly totalActiveIndicesPerfCounter: PerfCounter;
  34570. /**
  34571. * Gets the total number of active particles rendered per frame
  34572. * @returns the total number of active particles rendered per frame
  34573. */
  34574. getActiveParticles(): number;
  34575. /**
  34576. * Gets the performance counter for active particles
  34577. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34578. */
  34579. readonly activeParticlesPerfCounter: PerfCounter;
  34580. /**
  34581. * Gets the total number of active bones rendered per frame
  34582. * @returns the total number of active bones rendered per frame
  34583. */
  34584. getActiveBones(): number;
  34585. /**
  34586. * Gets the performance counter for active bones
  34587. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34588. */
  34589. readonly activeBonesPerfCounter: PerfCounter;
  34590. /**
  34591. * Gets the array of active meshes
  34592. * @returns an array of AbstractMesh
  34593. */
  34594. getActiveMeshes(): SmartArray<AbstractMesh>;
  34595. /**
  34596. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  34597. * @returns a number
  34598. */
  34599. getAnimationRatio(): number;
  34600. /**
  34601. * Gets an unique Id for the current render phase
  34602. * @returns a number
  34603. */
  34604. getRenderId(): number;
  34605. /**
  34606. * Gets an unique Id for the current frame
  34607. * @returns a number
  34608. */
  34609. getFrameId(): number;
  34610. /** Call this function if you want to manually increment the render Id*/
  34611. incrementRenderId(): void;
  34612. private _createUbo;
  34613. /**
  34614. * Use this method to simulate a pointer move on a mesh
  34615. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  34616. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  34617. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  34618. * @returns the current scene
  34619. */
  34620. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  34621. /**
  34622. * Use this method to simulate a pointer down on a mesh
  34623. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  34624. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  34625. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  34626. * @returns the current scene
  34627. */
  34628. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  34629. /**
  34630. * Use this method to simulate a pointer up on a mesh
  34631. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  34632. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  34633. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  34634. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  34635. * @returns the current scene
  34636. */
  34637. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): Scene;
  34638. /**
  34639. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  34640. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  34641. * @returns true if the pointer was captured
  34642. */
  34643. isPointerCaptured(pointerId?: number): boolean;
  34644. /**
  34645. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  34646. * @param attachUp defines if you want to attach events to pointerup
  34647. * @param attachDown defines if you want to attach events to pointerdown
  34648. * @param attachMove defines if you want to attach events to pointermove
  34649. */
  34650. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  34651. /** Detaches all event handlers*/
  34652. detachControl(): void;
  34653. /**
  34654. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  34655. * Delay loaded resources are not taking in account
  34656. * @return true if all required resources are ready
  34657. */
  34658. isReady(): boolean;
  34659. /** Resets all cached information relative to material (including effect and visibility) */
  34660. resetCachedMaterial(): void;
  34661. /**
  34662. * Registers a function to be called before every frame render
  34663. * @param func defines the function to register
  34664. */
  34665. registerBeforeRender(func: () => void): void;
  34666. /**
  34667. * Unregisters a function called before every frame render
  34668. * @param func defines the function to unregister
  34669. */
  34670. unregisterBeforeRender(func: () => void): void;
  34671. /**
  34672. * Registers a function to be called after every frame render
  34673. * @param func defines the function to register
  34674. */
  34675. registerAfterRender(func: () => void): void;
  34676. /**
  34677. * Unregisters a function called after every frame render
  34678. * @param func defines the function to unregister
  34679. */
  34680. unregisterAfterRender(func: () => void): void;
  34681. private _executeOnceBeforeRender;
  34682. /**
  34683. * The provided function will run before render once and will be disposed afterwards.
  34684. * A timeout delay can be provided so that the function will be executed in N ms.
  34685. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  34686. * @param func The function to be executed.
  34687. * @param timeout optional delay in ms
  34688. */
  34689. executeOnceBeforeRender(func: () => void, timeout?: number): void;
  34690. /** @hidden */
  34691. _addPendingData(data: any): void;
  34692. /** @hidden */
  34693. _removePendingData(data: any): void;
  34694. /**
  34695. * Returns the number of items waiting to be loaded
  34696. * @returns the number of items waiting to be loaded
  34697. */
  34698. getWaitingItemsCount(): number;
  34699. /**
  34700. * Returns a boolean indicating if the scene is still loading data
  34701. */
  34702. readonly isLoading: boolean;
  34703. /**
  34704. * Registers a function to be executed when the scene is ready
  34705. * @param {Function} func - the function to be executed
  34706. */
  34707. executeWhenReady(func: () => void): void;
  34708. /**
  34709. * Returns a promise that resolves when the scene is ready
  34710. * @returns A promise that resolves when the scene is ready
  34711. */
  34712. whenReadyAsync(): Promise<void>;
  34713. /** @hidden */
  34714. _checkIsReady(): void;
  34715. /**
  34716. * Gets all animatable attached to the scene
  34717. */
  34718. readonly animatables: Animatable[];
  34719. /**
  34720. * Resets the last animation time frame.
  34721. * Useful to override when animations start running when loading a scene for the first time.
  34722. */
  34723. resetLastAnimationTimeFrame(): void;
  34724. /**
  34725. * Gets the current view matrix
  34726. * @returns a Matrix
  34727. */
  34728. getViewMatrix(): Matrix;
  34729. /**
  34730. * Gets the current projection matrix
  34731. * @returns a Matrix
  34732. */
  34733. getProjectionMatrix(): Matrix;
  34734. /**
  34735. * Gets the current transform matrix
  34736. * @returns a Matrix made of View * Projection
  34737. */
  34738. getTransformMatrix(): Matrix;
  34739. /**
  34740. * Sets the current transform matrix
  34741. * @param viewL defines the View matrix to use
  34742. * @param projectionL defines the Projection matrix to use
  34743. * @param viewR defines the right View matrix to use (if provided)
  34744. * @param projectionR defines the right Projection matrix to use (if provided)
  34745. */
  34746. setTransformMatrix(viewL: Matrix, projectionL: Matrix, viewR?: Matrix, projectionR?: Matrix): void;
  34747. /**
  34748. * Gets the uniform buffer used to store scene data
  34749. * @returns a UniformBuffer
  34750. */
  34751. getSceneUniformBuffer(): UniformBuffer;
  34752. /**
  34753. * Gets an unique (relatively to the current scene) Id
  34754. * @returns an unique number for the scene
  34755. */
  34756. getUniqueId(): number;
  34757. /**
  34758. * Add a mesh to the list of scene's meshes
  34759. * @param newMesh defines the mesh to add
  34760. * @param recursive if all child meshes should also be added to the scene
  34761. */
  34762. addMesh(newMesh: AbstractMesh, recursive?: boolean): void;
  34763. /**
  34764. * Remove a mesh for the list of scene's meshes
  34765. * @param toRemove defines the mesh to remove
  34766. * @param recursive if all child meshes should also be removed from the scene
  34767. * @returns the index where the mesh was in the mesh list
  34768. */
  34769. removeMesh(toRemove: AbstractMesh, recursive?: boolean): number;
  34770. /**
  34771. * Add a transform node to the list of scene's transform nodes
  34772. * @param newTransformNode defines the transform node to add
  34773. */
  34774. addTransformNode(newTransformNode: TransformNode): void;
  34775. /**
  34776. * Remove a transform node for the list of scene's transform nodes
  34777. * @param toRemove defines the transform node to remove
  34778. * @returns the index where the transform node was in the transform node list
  34779. */
  34780. removeTransformNode(toRemove: TransformNode): number;
  34781. /**
  34782. * Remove a skeleton for the list of scene's skeletons
  34783. * @param toRemove defines the skeleton to remove
  34784. * @returns the index where the skeleton was in the skeleton list
  34785. */
  34786. removeSkeleton(toRemove: Skeleton): number;
  34787. /**
  34788. * Remove a morph target for the list of scene's morph targets
  34789. * @param toRemove defines the morph target to remove
  34790. * @returns the index where the morph target was in the morph target list
  34791. */
  34792. removeMorphTargetManager(toRemove: MorphTargetManager): number;
  34793. /**
  34794. * Remove a light for the list of scene's lights
  34795. * @param toRemove defines the light to remove
  34796. * @returns the index where the light was in the light list
  34797. */
  34798. removeLight(toRemove: Light): number;
  34799. /**
  34800. * Remove a camera for the list of scene's cameras
  34801. * @param toRemove defines the camera to remove
  34802. * @returns the index where the camera was in the camera list
  34803. */
  34804. removeCamera(toRemove: Camera): number;
  34805. /**
  34806. * Remove a particle system for the list of scene's particle systems
  34807. * @param toRemove defines the particle system to remove
  34808. * @returns the index where the particle system was in the particle system list
  34809. */
  34810. removeParticleSystem(toRemove: IParticleSystem): number;
  34811. /**
  34812. * Remove a animation for the list of scene's animations
  34813. * @param toRemove defines the animation to remove
  34814. * @returns the index where the animation was in the animation list
  34815. */
  34816. removeAnimation(toRemove: Animation): number;
  34817. /**
  34818. * Will stop the animation of the given target
  34819. * @param target - the target
  34820. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  34821. * @param targetMask - a function that determines if the animation should be stopped based on its target (all animations will be stopped if both this and animationName are empty)
  34822. */
  34823. stopAnimation(target: any, animationName?: string, targetMask?: (target: any) => boolean): void;
  34824. /**
  34825. * Removes the given animation group from this scene.
  34826. * @param toRemove The animation group to remove
  34827. * @returns The index of the removed animation group
  34828. */
  34829. removeAnimationGroup(toRemove: AnimationGroup): number;
  34830. /**
  34831. * Removes the given multi-material from this scene.
  34832. * @param toRemove The multi-material to remove
  34833. * @returns The index of the removed multi-material
  34834. */
  34835. removeMultiMaterial(toRemove: MultiMaterial): number;
  34836. /**
  34837. * Removes the given material from this scene.
  34838. * @param toRemove The material to remove
  34839. * @returns The index of the removed material
  34840. */
  34841. removeMaterial(toRemove: Material): number;
  34842. /**
  34843. * Removes the given action manager from this scene.
  34844. * @param toRemove The action manager to remove
  34845. * @returns The index of the removed action manager
  34846. */
  34847. removeActionManager(toRemove: AbstractActionManager): number;
  34848. /**
  34849. * Removes the given texture from this scene.
  34850. * @param toRemove The texture to remove
  34851. * @returns The index of the removed texture
  34852. */
  34853. removeTexture(toRemove: BaseTexture): number;
  34854. /**
  34855. * Adds the given light to this scene
  34856. * @param newLight The light to add
  34857. */
  34858. addLight(newLight: Light): void;
  34859. /**
  34860. * Sorts the list list based on light priorities
  34861. */
  34862. sortLightsByPriority(): void;
  34863. /**
  34864. * Adds the given camera to this scene
  34865. * @param newCamera The camera to add
  34866. */
  34867. addCamera(newCamera: Camera): void;
  34868. /**
  34869. * Adds the given skeleton to this scene
  34870. * @param newSkeleton The skeleton to add
  34871. */
  34872. addSkeleton(newSkeleton: Skeleton): void;
  34873. /**
  34874. * Adds the given particle system to this scene
  34875. * @param newParticleSystem The particle system to add
  34876. */
  34877. addParticleSystem(newParticleSystem: IParticleSystem): void;
  34878. /**
  34879. * Adds the given animation to this scene
  34880. * @param newAnimation The animation to add
  34881. */
  34882. addAnimation(newAnimation: Animation): void;
  34883. /**
  34884. * Adds the given animation group to this scene.
  34885. * @param newAnimationGroup The animation group to add
  34886. */
  34887. addAnimationGroup(newAnimationGroup: AnimationGroup): void;
  34888. /**
  34889. * Adds the given multi-material to this scene
  34890. * @param newMultiMaterial The multi-material to add
  34891. */
  34892. addMultiMaterial(newMultiMaterial: MultiMaterial): void;
  34893. /**
  34894. * Adds the given material to this scene
  34895. * @param newMaterial The material to add
  34896. */
  34897. addMaterial(newMaterial: Material): void;
  34898. /**
  34899. * Adds the given morph target to this scene
  34900. * @param newMorphTargetManager The morph target to add
  34901. */
  34902. addMorphTargetManager(newMorphTargetManager: MorphTargetManager): void;
  34903. /**
  34904. * Adds the given geometry to this scene
  34905. * @param newGeometry The geometry to add
  34906. */
  34907. addGeometry(newGeometry: Geometry): void;
  34908. /**
  34909. * Adds the given action manager to this scene
  34910. * @param newActionManager The action manager to add
  34911. */
  34912. addActionManager(newActionManager: AbstractActionManager): void;
  34913. /**
  34914. * Adds the given texture to this scene.
  34915. * @param newTexture The texture to add
  34916. */
  34917. addTexture(newTexture: BaseTexture): void;
  34918. /**
  34919. * Switch active camera
  34920. * @param newCamera defines the new active camera
  34921. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  34922. */
  34923. switchActiveCamera(newCamera: Camera, attachControl?: boolean): void;
  34924. /**
  34925. * sets the active camera of the scene using its ID
  34926. * @param id defines the camera's ID
  34927. * @return the new active camera or null if none found.
  34928. */
  34929. setActiveCameraByID(id: string): Nullable<Camera>;
  34930. /**
  34931. * sets the active camera of the scene using its name
  34932. * @param name defines the camera's name
  34933. * @returns the new active camera or null if none found.
  34934. */
  34935. setActiveCameraByName(name: string): Nullable<Camera>;
  34936. /**
  34937. * get an animation group using its name
  34938. * @param name defines the material's name
  34939. * @return the animation group or null if none found.
  34940. */
  34941. getAnimationGroupByName(name: string): Nullable<AnimationGroup>;
  34942. /**
  34943. * Get a material using its unique id
  34944. * @param uniqueId defines the material's unique id
  34945. * @return the material or null if none found.
  34946. */
  34947. getMaterialByUniqueID(uniqueId: number): Nullable<Material>;
  34948. /**
  34949. * get a material using its id
  34950. * @param id defines the material's ID
  34951. * @return the material or null if none found.
  34952. */
  34953. getMaterialByID(id: string): Nullable<Material>;
  34954. /**
  34955. * Gets a the last added material using a given id
  34956. * @param id defines the material's ID
  34957. * @return the last material with the given id or null if none found.
  34958. */
  34959. getLastMaterialByID(id: string): Nullable<Material>;
  34960. /**
  34961. * Gets a material using its name
  34962. * @param name defines the material's name
  34963. * @return the material or null if none found.
  34964. */
  34965. getMaterialByName(name: string): Nullable<Material>;
  34966. /**
  34967. * Get a texture using its unique id
  34968. * @param uniqueId defines the texture's unique id
  34969. * @return the texture or null if none found.
  34970. */
  34971. getTextureByUniqueID(uniqueId: number): Nullable<BaseTexture>;
  34972. /**
  34973. * Gets a camera using its id
  34974. * @param id defines the id to look for
  34975. * @returns the camera or null if not found
  34976. */
  34977. getCameraByID(id: string): Nullable<Camera>;
  34978. /**
  34979. * Gets a camera using its unique id
  34980. * @param uniqueId defines the unique id to look for
  34981. * @returns the camera or null if not found
  34982. */
  34983. getCameraByUniqueID(uniqueId: number): Nullable<Camera>;
  34984. /**
  34985. * Gets a camera using its name
  34986. * @param name defines the camera's name
  34987. * @return the camera or null if none found.
  34988. */
  34989. getCameraByName(name: string): Nullable<Camera>;
  34990. /**
  34991. * Gets a bone using its id
  34992. * @param id defines the bone's id
  34993. * @return the bone or null if not found
  34994. */
  34995. getBoneByID(id: string): Nullable<Bone>;
  34996. /**
  34997. * Gets a bone using its id
  34998. * @param name defines the bone's name
  34999. * @return the bone or null if not found
  35000. */
  35001. getBoneByName(name: string): Nullable<Bone>;
  35002. /**
  35003. * Gets a light node using its name
  35004. * @param name defines the the light's name
  35005. * @return the light or null if none found.
  35006. */
  35007. getLightByName(name: string): Nullable<Light>;
  35008. /**
  35009. * Gets a light node using its id
  35010. * @param id defines the light's id
  35011. * @return the light or null if none found.
  35012. */
  35013. getLightByID(id: string): Nullable<Light>;
  35014. /**
  35015. * Gets a light node using its scene-generated unique ID
  35016. * @param uniqueId defines the light's unique id
  35017. * @return the light or null if none found.
  35018. */
  35019. getLightByUniqueID(uniqueId: number): Nullable<Light>;
  35020. /**
  35021. * Gets a particle system by id
  35022. * @param id defines the particle system id
  35023. * @return the corresponding system or null if none found
  35024. */
  35025. getParticleSystemByID(id: string): Nullable<IParticleSystem>;
  35026. /**
  35027. * Gets a geometry using its ID
  35028. * @param id defines the geometry's id
  35029. * @return the geometry or null if none found.
  35030. */
  35031. getGeometryByID(id: string): Nullable<Geometry>;
  35032. private _getGeometryByUniqueID;
  35033. /**
  35034. * Add a new geometry to this scene
  35035. * @param geometry defines the geometry to be added to the scene.
  35036. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  35037. * @return a boolean defining if the geometry was added or not
  35038. */
  35039. pushGeometry(geometry: Geometry, force?: boolean): boolean;
  35040. /**
  35041. * Removes an existing geometry
  35042. * @param geometry defines the geometry to be removed from the scene
  35043. * @return a boolean defining if the geometry was removed or not
  35044. */
  35045. removeGeometry(geometry: Geometry): boolean;
  35046. /**
  35047. * Gets the list of geometries attached to the scene
  35048. * @returns an array of Geometry
  35049. */
  35050. getGeometries(): Geometry[];
  35051. /**
  35052. * Gets the first added mesh found of a given ID
  35053. * @param id defines the id to search for
  35054. * @return the mesh found or null if not found at all
  35055. */
  35056. getMeshByID(id: string): Nullable<AbstractMesh>;
  35057. /**
  35058. * Gets a list of meshes using their id
  35059. * @param id defines the id to search for
  35060. * @returns a list of meshes
  35061. */
  35062. getMeshesByID(id: string): Array<AbstractMesh>;
  35063. /**
  35064. * Gets the first added transform node found of a given ID
  35065. * @param id defines the id to search for
  35066. * @return the found transform node or null if not found at all.
  35067. */
  35068. getTransformNodeByID(id: string): Nullable<TransformNode>;
  35069. /**
  35070. * Gets a transform node with its auto-generated unique id
  35071. * @param uniqueId efines the unique id to search for
  35072. * @return the found transform node or null if not found at all.
  35073. */
  35074. getTransformNodeByUniqueID(uniqueId: number): Nullable<TransformNode>;
  35075. /**
  35076. * Gets a list of transform nodes using their id
  35077. * @param id defines the id to search for
  35078. * @returns a list of transform nodes
  35079. */
  35080. getTransformNodesByID(id: string): Array<TransformNode>;
  35081. /**
  35082. * Gets a mesh with its auto-generated unique id
  35083. * @param uniqueId defines the unique id to search for
  35084. * @return the found mesh or null if not found at all.
  35085. */
  35086. getMeshByUniqueID(uniqueId: number): Nullable<AbstractMesh>;
  35087. /**
  35088. * Gets a the last added mesh using a given id
  35089. * @param id defines the id to search for
  35090. * @return the found mesh or null if not found at all.
  35091. */
  35092. getLastMeshByID(id: string): Nullable<AbstractMesh>;
  35093. /**
  35094. * Gets a the last added node (Mesh, Camera, Light) using a given id
  35095. * @param id defines the id to search for
  35096. * @return the found node or null if not found at all
  35097. */
  35098. getLastEntryByID(id: string): Nullable<Node>;
  35099. /**
  35100. * Gets a node (Mesh, Camera, Light) using a given id
  35101. * @param id defines the id to search for
  35102. * @return the found node or null if not found at all
  35103. */
  35104. getNodeByID(id: string): Nullable<Node>;
  35105. /**
  35106. * Gets a node (Mesh, Camera, Light) using a given name
  35107. * @param name defines the name to search for
  35108. * @return the found node or null if not found at all.
  35109. */
  35110. getNodeByName(name: string): Nullable<Node>;
  35111. /**
  35112. * Gets a mesh using a given name
  35113. * @param name defines the name to search for
  35114. * @return the found mesh or null if not found at all.
  35115. */
  35116. getMeshByName(name: string): Nullable<AbstractMesh>;
  35117. /**
  35118. * Gets a transform node using a given name
  35119. * @param name defines the name to search for
  35120. * @return the found transform node or null if not found at all.
  35121. */
  35122. getTransformNodeByName(name: string): Nullable<TransformNode>;
  35123. /**
  35124. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  35125. * @param id defines the id to search for
  35126. * @return the found skeleton or null if not found at all.
  35127. */
  35128. getLastSkeletonByID(id: string): Nullable<Skeleton>;
  35129. /**
  35130. * Gets a skeleton using a given auto generated unique id
  35131. * @param uniqueId defines the unique id to search for
  35132. * @return the found skeleton or null if not found at all.
  35133. */
  35134. getSkeletonByUniqueId(uniqueId: number): Nullable<Skeleton>;
  35135. /**
  35136. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  35137. * @param id defines the id to search for
  35138. * @return the found skeleton or null if not found at all.
  35139. */
  35140. getSkeletonById(id: string): Nullable<Skeleton>;
  35141. /**
  35142. * Gets a skeleton using a given name
  35143. * @param name defines the name to search for
  35144. * @return the found skeleton or null if not found at all.
  35145. */
  35146. getSkeletonByName(name: string): Nullable<Skeleton>;
  35147. /**
  35148. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  35149. * @param id defines the id to search for
  35150. * @return the found morph target manager or null if not found at all.
  35151. */
  35152. getMorphTargetManagerById(id: number): Nullable<MorphTargetManager>;
  35153. /**
  35154. * Gets a morph target using a given id (if many are found, this function will pick the first one)
  35155. * @param id defines the id to search for
  35156. * @return the found morph target or null if not found at all.
  35157. */
  35158. getMorphTargetById(id: string): Nullable<MorphTarget>;
  35159. /**
  35160. * Gets a boolean indicating if the given mesh is active
  35161. * @param mesh defines the mesh to look for
  35162. * @returns true if the mesh is in the active list
  35163. */
  35164. isActiveMesh(mesh: AbstractMesh): boolean;
  35165. /**
  35166. * Return a unique id as a string which can serve as an identifier for the scene
  35167. */
  35168. readonly uid: string;
  35169. /**
  35170. * Add an externaly attached data from its key.
  35171. * This method call will fail and return false, if such key already exists.
  35172. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  35173. * @param key the unique key that identifies the data
  35174. * @param data the data object to associate to the key for this Engine instance
  35175. * @return true if no such key were already present and the data was added successfully, false otherwise
  35176. */
  35177. addExternalData<T>(key: string, data: T): boolean;
  35178. /**
  35179. * Get an externaly attached data from its key
  35180. * @param key the unique key that identifies the data
  35181. * @return the associated data, if present (can be null), or undefined if not present
  35182. */
  35183. getExternalData<T>(key: string): Nullable<T>;
  35184. /**
  35185. * Get an externaly attached data from its key, create it using a factory if it's not already present
  35186. * @param key the unique key that identifies the data
  35187. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  35188. * @return the associated data, can be null if the factory returned null.
  35189. */
  35190. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  35191. /**
  35192. * Remove an externaly attached data from the Engine instance
  35193. * @param key the unique key that identifies the data
  35194. * @return true if the data was successfully removed, false if it doesn't exist
  35195. */
  35196. removeExternalData(key: string): boolean;
  35197. private _evaluateSubMesh;
  35198. /**
  35199. * Clear the processed materials smart array preventing retention point in material dispose.
  35200. */
  35201. freeProcessedMaterials(): void;
  35202. private _preventFreeActiveMeshesAndRenderingGroups;
  35203. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  35204. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  35205. * when disposing several meshes in a row or a hierarchy of meshes.
  35206. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  35207. */
  35208. blockfreeActiveMeshesAndRenderingGroups: boolean;
  35209. /**
  35210. * Clear the active meshes smart array preventing retention point in mesh dispose.
  35211. */
  35212. freeActiveMeshes(): void;
  35213. /**
  35214. * Clear the info related to rendering groups preventing retention points during dispose.
  35215. */
  35216. freeRenderingGroups(): void;
  35217. /** @hidden */
  35218. _isInIntermediateRendering(): boolean;
  35219. /**
  35220. * Lambda returning the list of potentially active meshes.
  35221. */
  35222. getActiveMeshCandidates: () => ISmartArrayLike<AbstractMesh>;
  35223. /**
  35224. * Lambda returning the list of potentially active sub meshes.
  35225. */
  35226. getActiveSubMeshCandidates: (mesh: AbstractMesh) => ISmartArrayLike<SubMesh>;
  35227. /**
  35228. * Lambda returning the list of potentially intersecting sub meshes.
  35229. */
  35230. getIntersectingSubMeshCandidates: (mesh: AbstractMesh, localRay: Ray) => ISmartArrayLike<SubMesh>;
  35231. /**
  35232. * Lambda returning the list of potentially colliding sub meshes.
  35233. */
  35234. getCollidingSubMeshCandidates: (mesh: AbstractMesh, collider: Collider) => ISmartArrayLike<SubMesh>;
  35235. private _activeMeshesFrozen;
  35236. /**
  35237. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  35238. * @returns the current scene
  35239. */
  35240. freezeActiveMeshes(): Scene;
  35241. /**
  35242. * Use this function to restart evaluating active meshes on every frame
  35243. * @returns the current scene
  35244. */
  35245. unfreezeActiveMeshes(): Scene;
  35246. private _evaluateActiveMeshes;
  35247. private _activeMesh;
  35248. /**
  35249. * Update the transform matrix to update from the current active camera
  35250. * @param force defines a boolean used to force the update even if cache is up to date
  35251. */
  35252. updateTransformMatrix(force?: boolean): void;
  35253. private _bindFrameBuffer;
  35254. /** @hidden */
  35255. _allowPostProcessClearColor: boolean;
  35256. /** @hidden */
  35257. _renderForCamera(camera: Camera, rigParent?: Camera): void;
  35258. private _processSubCameras;
  35259. private _checkIntersections;
  35260. /** @hidden */
  35261. _advancePhysicsEngineStep(step: number): void;
  35262. /**
  35263. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  35264. */
  35265. getDeterministicFrameTime: () => number;
  35266. /** @hidden */
  35267. _animate(): void;
  35268. /** Execute all animations (for a frame) */
  35269. animate(): void;
  35270. /**
  35271. * Render the scene
  35272. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  35273. * @param ignoreAnimations defines a boolean indicating if animations should not be executed (false by default)
  35274. */
  35275. render(updateCameras?: boolean, ignoreAnimations?: boolean): void;
  35276. /**
  35277. * Freeze all materials
  35278. * A frozen material will not be updatable but should be faster to render
  35279. */
  35280. freezeMaterials(): void;
  35281. /**
  35282. * Unfreeze all materials
  35283. * A frozen material will not be updatable but should be faster to render
  35284. */
  35285. unfreezeMaterials(): void;
  35286. /**
  35287. * Releases all held ressources
  35288. */
  35289. dispose(): void;
  35290. /**
  35291. * Gets if the scene is already disposed
  35292. */
  35293. readonly isDisposed: boolean;
  35294. /**
  35295. * Call this function to reduce memory footprint of the scene.
  35296. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  35297. */
  35298. clearCachedVertexData(): void;
  35299. /**
  35300. * This function will remove the local cached buffer data from texture.
  35301. * It will save memory but will prevent the texture from being rebuilt
  35302. */
  35303. cleanCachedTextureBuffer(): void;
  35304. /**
  35305. * Get the world extend vectors with an optional filter
  35306. *
  35307. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  35308. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  35309. */
  35310. getWorldExtends(filterPredicate?: (mesh: AbstractMesh) => boolean): {
  35311. min: Vector3;
  35312. max: Vector3;
  35313. };
  35314. /**
  35315. * Creates a ray that can be used to pick in the scene
  35316. * @param x defines the x coordinate of the origin (on-screen)
  35317. * @param y defines the y coordinate of the origin (on-screen)
  35318. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  35319. * @param camera defines the camera to use for the picking
  35320. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  35321. * @returns a Ray
  35322. */
  35323. createPickingRay(x: number, y: number, world: Matrix, camera: Nullable<Camera>, cameraViewSpace?: boolean): Ray;
  35324. /**
  35325. * Creates a ray that can be used to pick in the scene
  35326. * @param x defines the x coordinate of the origin (on-screen)
  35327. * @param y defines the y coordinate of the origin (on-screen)
  35328. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  35329. * @param result defines the ray where to store the picking ray
  35330. * @param camera defines the camera to use for the picking
  35331. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  35332. * @returns the current scene
  35333. */
  35334. createPickingRayToRef(x: number, y: number, world: Matrix, result: Ray, camera: Nullable<Camera>, cameraViewSpace?: boolean): Scene;
  35335. /**
  35336. * Creates a ray that can be used to pick in the scene
  35337. * @param x defines the x coordinate of the origin (on-screen)
  35338. * @param y defines the y coordinate of the origin (on-screen)
  35339. * @param camera defines the camera to use for the picking
  35340. * @returns a Ray
  35341. */
  35342. createPickingRayInCameraSpace(x: number, y: number, camera?: Camera): Ray;
  35343. /**
  35344. * Creates a ray that can be used to pick in the scene
  35345. * @param x defines the x coordinate of the origin (on-screen)
  35346. * @param y defines the y coordinate of the origin (on-screen)
  35347. * @param result defines the ray where to store the picking ray
  35348. * @param camera defines the camera to use for the picking
  35349. * @returns the current scene
  35350. */
  35351. createPickingRayInCameraSpaceToRef(x: number, y: number, result: Ray, camera?: Camera): Scene;
  35352. /** Launch a ray to try to pick a mesh in the scene
  35353. * @param x position on screen
  35354. * @param y position on screen
  35355. * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true
  35356. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  35357. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  35358. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35359. * @returns a PickingInfo
  35360. */
  35361. pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Nullable<Camera>, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  35362. /** Use the given ray to pick a mesh in the scene
  35363. * @param ray The ray to use to pick meshes
  35364. * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must have isPickable set to true
  35365. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  35366. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35367. * @returns a PickingInfo
  35368. */
  35369. pickWithRay(ray: Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  35370. /**
  35371. * Launch a ray to try to pick a mesh in the scene
  35372. * @param x X position on screen
  35373. * @param y Y position on screen
  35374. * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true
  35375. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  35376. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35377. * @returns an array of PickingInfo
  35378. */
  35379. multiPick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, camera?: Camera, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  35380. /**
  35381. * Launch a ray to try to pick a mesh in the scene
  35382. * @param ray Ray to use
  35383. * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true
  35384. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35385. * @returns an array of PickingInfo
  35386. */
  35387. multiPickWithRay(ray: Ray, predicate: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  35388. /**
  35389. * Force the value of meshUnderPointer
  35390. * @param mesh defines the mesh to use
  35391. */
  35392. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  35393. /**
  35394. * Gets the mesh under the pointer
  35395. * @returns a Mesh or null if no mesh is under the pointer
  35396. */
  35397. getPointerOverMesh(): Nullable<AbstractMesh>;
  35398. /** @hidden */
  35399. _rebuildGeometries(): void;
  35400. /** @hidden */
  35401. _rebuildTextures(): void;
  35402. private _getByTags;
  35403. /**
  35404. * Get a list of meshes by tags
  35405. * @param tagsQuery defines the tags query to use
  35406. * @param forEach defines a predicate used to filter results
  35407. * @returns an array of Mesh
  35408. */
  35409. getMeshesByTags(tagsQuery: string, forEach?: (mesh: AbstractMesh) => void): Mesh[];
  35410. /**
  35411. * Get a list of cameras by tags
  35412. * @param tagsQuery defines the tags query to use
  35413. * @param forEach defines a predicate used to filter results
  35414. * @returns an array of Camera
  35415. */
  35416. getCamerasByTags(tagsQuery: string, forEach?: (camera: Camera) => void): Camera[];
  35417. /**
  35418. * Get a list of lights by tags
  35419. * @param tagsQuery defines the tags query to use
  35420. * @param forEach defines a predicate used to filter results
  35421. * @returns an array of Light
  35422. */
  35423. getLightsByTags(tagsQuery: string, forEach?: (light: Light) => void): Light[];
  35424. /**
  35425. * Get a list of materials by tags
  35426. * @param tagsQuery defines the tags query to use
  35427. * @param forEach defines a predicate used to filter results
  35428. * @returns an array of Material
  35429. */
  35430. getMaterialByTags(tagsQuery: string, forEach?: (material: Material) => void): Material[];
  35431. /**
  35432. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  35433. * This allowed control for front to back rendering or reversly depending of the special needs.
  35434. *
  35435. * @param renderingGroupId The rendering group id corresponding to its index
  35436. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  35437. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  35438. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  35439. */
  35440. setRenderingOrder(renderingGroupId: number, opaqueSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, alphaTestSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, transparentSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>): void;
  35441. /**
  35442. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  35443. *
  35444. * @param renderingGroupId The rendering group id corresponding to its index
  35445. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  35446. * @param depth Automatically clears depth between groups if true and autoClear is true.
  35447. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  35448. */
  35449. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  35450. /**
  35451. * Gets the current auto clear configuration for one rendering group of the rendering
  35452. * manager.
  35453. * @param index the rendering group index to get the information for
  35454. * @returns The auto clear setup for the requested rendering group
  35455. */
  35456. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  35457. private _blockMaterialDirtyMechanism;
  35458. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  35459. blockMaterialDirtyMechanism: boolean;
  35460. /**
  35461. * Will flag all materials as dirty to trigger new shader compilation
  35462. * @param flag defines the flag used to specify which material part must be marked as dirty
  35463. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  35464. */
  35465. markAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  35466. /** @hidden */
  35467. _loadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: any) => void): IFileRequest;
  35468. /** @hidden */
  35469. _loadFileAsync(url: string, useOfflineSupport?: boolean, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  35470. }
  35471. }
  35472. declare module "babylonjs/assetContainer" {
  35473. import { AbstractScene } from "babylonjs/abstractScene";
  35474. import { Scene } from "babylonjs/scene";
  35475. import { Mesh } from "babylonjs/Meshes/mesh";
  35476. /**
  35477. * Set of assets to keep when moving a scene into an asset container.
  35478. */
  35479. export class KeepAssets extends AbstractScene {
  35480. }
  35481. /**
  35482. * Container with a set of assets that can be added or removed from a scene.
  35483. */
  35484. export class AssetContainer extends AbstractScene {
  35485. /**
  35486. * The scene the AssetContainer belongs to.
  35487. */
  35488. scene: Scene;
  35489. /**
  35490. * Instantiates an AssetContainer.
  35491. * @param scene The scene the AssetContainer belongs to.
  35492. */
  35493. constructor(scene: Scene);
  35494. /**
  35495. * Adds all the assets from the container to the scene.
  35496. */
  35497. addAllToScene(): void;
  35498. /**
  35499. * Removes all the assets in the container from the scene
  35500. */
  35501. removeAllFromScene(): void;
  35502. /**
  35503. * Disposes all the assets in the container
  35504. */
  35505. dispose(): void;
  35506. private _moveAssets;
  35507. /**
  35508. * Removes all the assets contained in the scene and adds them to the container.
  35509. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  35510. */
  35511. moveAllFromScene(keepAssets?: KeepAssets): void;
  35512. /**
  35513. * Adds all meshes in the asset container to a root mesh that can be used to position all the contained meshes. The root mesh is then added to the front of the meshes in the assetContainer.
  35514. * @returns the root mesh
  35515. */
  35516. createRootMesh(): Mesh;
  35517. }
  35518. }
  35519. declare module "babylonjs/abstractScene" {
  35520. import { Scene } from "babylonjs/scene";
  35521. import { Nullable } from "babylonjs/types";
  35522. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  35523. import { TransformNode } from "babylonjs/Meshes/transformNode";
  35524. import { Geometry } from "babylonjs/Meshes/geometry";
  35525. import { Skeleton } from "babylonjs/Bones/skeleton";
  35526. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  35527. import { AssetContainer } from "babylonjs/assetContainer";
  35528. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  35529. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  35530. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  35531. import { Material } from "babylonjs/Materials/material";
  35532. import { MultiMaterial } from "babylonjs/Materials/multiMaterial";
  35533. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  35534. import { Camera } from "babylonjs/Cameras/camera";
  35535. import { Light } from "babylonjs/Lights/light";
  35536. import { Node } from "babylonjs/node";
  35537. import { Animation } from "babylonjs/Animations/animation";
  35538. /**
  35539. * Defines how the parser contract is defined.
  35540. * These parsers are used to parse a list of specific assets (like particle systems, etc..)
  35541. */
  35542. export type BabylonFileParser = (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => void;
  35543. /**
  35544. * Defines how the individual parser contract is defined.
  35545. * These parser can parse an individual asset
  35546. */
  35547. export type IndividualBabylonFileParser = (parsedData: any, scene: Scene, rootUrl: string) => any;
  35548. /**
  35549. * Base class of the scene acting as a container for the different elements composing a scene.
  35550. * This class is dynamically extended by the different components of the scene increasing
  35551. * flexibility and reducing coupling
  35552. */
  35553. export abstract class AbstractScene {
  35554. /**
  35555. * Stores the list of available parsers in the application.
  35556. */
  35557. private static _BabylonFileParsers;
  35558. /**
  35559. * Stores the list of available individual parsers in the application.
  35560. */
  35561. private static _IndividualBabylonFileParsers;
  35562. /**
  35563. * Adds a parser in the list of available ones
  35564. * @param name Defines the name of the parser
  35565. * @param parser Defines the parser to add
  35566. */
  35567. static AddParser(name: string, parser: BabylonFileParser): void;
  35568. /**
  35569. * Gets a general parser from the list of avaialble ones
  35570. * @param name Defines the name of the parser
  35571. * @returns the requested parser or null
  35572. */
  35573. static GetParser(name: string): Nullable<BabylonFileParser>;
  35574. /**
  35575. * Adds n individual parser in the list of available ones
  35576. * @param name Defines the name of the parser
  35577. * @param parser Defines the parser to add
  35578. */
  35579. static AddIndividualParser(name: string, parser: IndividualBabylonFileParser): void;
  35580. /**
  35581. * Gets an individual parser from the list of avaialble ones
  35582. * @param name Defines the name of the parser
  35583. * @returns the requested parser or null
  35584. */
  35585. static GetIndividualParser(name: string): Nullable<IndividualBabylonFileParser>;
  35586. /**
  35587. * Parser json data and populate both a scene and its associated container object
  35588. * @param jsonData Defines the data to parse
  35589. * @param scene Defines the scene to parse the data for
  35590. * @param container Defines the container attached to the parsing sequence
  35591. * @param rootUrl Defines the root url of the data
  35592. */
  35593. static Parse(jsonData: any, scene: Scene, container: AssetContainer, rootUrl: string): void;
  35594. /**
  35595. * Gets the list of root nodes (ie. nodes with no parent)
  35596. */
  35597. rootNodes: Node[];
  35598. /** All of the cameras added to this scene
  35599. * @see http://doc.babylonjs.com/babylon101/cameras
  35600. */
  35601. cameras: Camera[];
  35602. /**
  35603. * All of the lights added to this scene
  35604. * @see http://doc.babylonjs.com/babylon101/lights
  35605. */
  35606. lights: Light[];
  35607. /**
  35608. * All of the (abstract) meshes added to this scene
  35609. */
  35610. meshes: AbstractMesh[];
  35611. /**
  35612. * The list of skeletons added to the scene
  35613. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  35614. */
  35615. skeletons: Skeleton[];
  35616. /**
  35617. * All of the particle systems added to this scene
  35618. * @see http://doc.babylonjs.com/babylon101/particles
  35619. */
  35620. particleSystems: IParticleSystem[];
  35621. /**
  35622. * Gets a list of Animations associated with the scene
  35623. */
  35624. animations: Animation[];
  35625. /**
  35626. * All of the animation groups added to this scene
  35627. * @see http://doc.babylonjs.com/how_to/group
  35628. */
  35629. animationGroups: AnimationGroup[];
  35630. /**
  35631. * All of the multi-materials added to this scene
  35632. * @see http://doc.babylonjs.com/how_to/multi_materials
  35633. */
  35634. multiMaterials: MultiMaterial[];
  35635. /**
  35636. * All of the materials added to this scene
  35637. * In the context of a Scene, it is not supposed to be modified manually.
  35638. * Any addition or removal should be done using the addMaterial and removeMAterial Scene methods.
  35639. * Note also that the order of the Material wihin the array is not significant and might change.
  35640. * @see http://doc.babylonjs.com/babylon101/materials
  35641. */
  35642. materials: Material[];
  35643. /**
  35644. * The list of morph target managers added to the scene
  35645. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  35646. */
  35647. morphTargetManagers: MorphTargetManager[];
  35648. /**
  35649. * The list of geometries used in the scene.
  35650. */
  35651. geometries: Geometry[];
  35652. /**
  35653. * All of the tranform nodes added to this scene
  35654. * In the context of a Scene, it is not supposed to be modified manually.
  35655. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  35656. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  35657. * @see http://doc.babylonjs.com/how_to/transformnode
  35658. */
  35659. transformNodes: TransformNode[];
  35660. /**
  35661. * ActionManagers available on the scene.
  35662. */
  35663. actionManagers: AbstractActionManager[];
  35664. /**
  35665. * Textures to keep.
  35666. */
  35667. textures: BaseTexture[];
  35668. /**
  35669. * Environment texture for the scene
  35670. */
  35671. environmentTexture: Nullable<BaseTexture>;
  35672. }
  35673. }
  35674. declare module "babylonjs/Audio/sound" {
  35675. import { Observable } from "babylonjs/Misc/observable";
  35676. import { Vector3 } from "babylonjs/Maths/math.vector";
  35677. import { Nullable } from "babylonjs/types";
  35678. import { Scene } from "babylonjs/scene";
  35679. import { TransformNode } from "babylonjs/Meshes/transformNode";
  35680. /**
  35681. * Interface used to define options for Sound class
  35682. */
  35683. export interface ISoundOptions {
  35684. /**
  35685. * Does the sound autoplay once loaded.
  35686. */
  35687. autoplay?: boolean;
  35688. /**
  35689. * Does the sound loop after it finishes playing once.
  35690. */
  35691. loop?: boolean;
  35692. /**
  35693. * Sound's volume
  35694. */
  35695. volume?: number;
  35696. /**
  35697. * Is it a spatial sound?
  35698. */
  35699. spatialSound?: boolean;
  35700. /**
  35701. * Maximum distance to hear that sound
  35702. */
  35703. maxDistance?: number;
  35704. /**
  35705. * Uses user defined attenuation function
  35706. */
  35707. useCustomAttenuation?: boolean;
  35708. /**
  35709. * Define the roll off factor of spatial sounds.
  35710. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35711. */
  35712. rolloffFactor?: number;
  35713. /**
  35714. * Define the reference distance the sound should be heard perfectly.
  35715. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35716. */
  35717. refDistance?: number;
  35718. /**
  35719. * Define the distance attenuation model the sound will follow.
  35720. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35721. */
  35722. distanceModel?: string;
  35723. /**
  35724. * Defines the playback speed (1 by default)
  35725. */
  35726. playbackRate?: number;
  35727. /**
  35728. * Defines if the sound is from a streaming source
  35729. */
  35730. streaming?: boolean;
  35731. /**
  35732. * Defines an optional length (in seconds) inside the sound file
  35733. */
  35734. length?: number;
  35735. /**
  35736. * Defines an optional offset (in seconds) inside the sound file
  35737. */
  35738. offset?: number;
  35739. /**
  35740. * If true, URLs will not be required to state the audio file codec to use.
  35741. */
  35742. skipCodecCheck?: boolean;
  35743. }
  35744. /**
  35745. * Defines a sound that can be played in the application.
  35746. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  35747. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  35748. */
  35749. export class Sound {
  35750. /**
  35751. * The name of the sound in the scene.
  35752. */
  35753. name: string;
  35754. /**
  35755. * Does the sound autoplay once loaded.
  35756. */
  35757. autoplay: boolean;
  35758. /**
  35759. * Does the sound loop after it finishes playing once.
  35760. */
  35761. loop: boolean;
  35762. /**
  35763. * Does the sound use a custom attenuation curve to simulate the falloff
  35764. * happening when the source gets further away from the camera.
  35765. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  35766. */
  35767. useCustomAttenuation: boolean;
  35768. /**
  35769. * The sound track id this sound belongs to.
  35770. */
  35771. soundTrackId: number;
  35772. /**
  35773. * Is this sound currently played.
  35774. */
  35775. isPlaying: boolean;
  35776. /**
  35777. * Is this sound currently paused.
  35778. */
  35779. isPaused: boolean;
  35780. /**
  35781. * Does this sound enables spatial sound.
  35782. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35783. */
  35784. spatialSound: boolean;
  35785. /**
  35786. * Define the reference distance the sound should be heard perfectly.
  35787. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35788. */
  35789. refDistance: number;
  35790. /**
  35791. * Define the roll off factor of spatial sounds.
  35792. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35793. */
  35794. rolloffFactor: number;
  35795. /**
  35796. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  35797. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35798. */
  35799. maxDistance: number;
  35800. /**
  35801. * Define the distance attenuation model the sound will follow.
  35802. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35803. */
  35804. distanceModel: string;
  35805. /**
  35806. * @hidden
  35807. * Back Compat
  35808. **/
  35809. onended: () => any;
  35810. /**
  35811. * Observable event when the current playing sound finishes.
  35812. */
  35813. onEndedObservable: Observable<Sound>;
  35814. private _panningModel;
  35815. private _playbackRate;
  35816. private _streaming;
  35817. private _startTime;
  35818. private _startOffset;
  35819. private _position;
  35820. /** @hidden */
  35821. _positionInEmitterSpace: boolean;
  35822. private _localDirection;
  35823. private _volume;
  35824. private _isReadyToPlay;
  35825. private _isDirectional;
  35826. private _readyToPlayCallback;
  35827. private _audioBuffer;
  35828. private _soundSource;
  35829. private _streamingSource;
  35830. private _soundPanner;
  35831. private _soundGain;
  35832. private _inputAudioNode;
  35833. private _outputAudioNode;
  35834. private _coneInnerAngle;
  35835. private _coneOuterAngle;
  35836. private _coneOuterGain;
  35837. private _scene;
  35838. private _connectedTransformNode;
  35839. private _customAttenuationFunction;
  35840. private _registerFunc;
  35841. private _isOutputConnected;
  35842. private _htmlAudioElement;
  35843. private _urlType;
  35844. private _length?;
  35845. private _offset?;
  35846. /** @hidden */
  35847. static _SceneComponentInitialization: (scene: Scene) => void;
  35848. /**
  35849. * Create a sound and attach it to a scene
  35850. * @param name Name of your sound
  35851. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  35852. * @param scene defines the scene the sound belongs to
  35853. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  35854. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  35855. */
  35856. constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: Nullable<() => void>, options?: ISoundOptions);
  35857. /**
  35858. * Release the sound and its associated resources
  35859. */
  35860. dispose(): void;
  35861. /**
  35862. * Gets if the sounds is ready to be played or not.
  35863. * @returns true if ready, otherwise false
  35864. */
  35865. isReady(): boolean;
  35866. private _soundLoaded;
  35867. /**
  35868. * Sets the data of the sound from an audiobuffer
  35869. * @param audioBuffer The audioBuffer containing the data
  35870. */
  35871. setAudioBuffer(audioBuffer: AudioBuffer): void;
  35872. /**
  35873. * Updates the current sounds options such as maxdistance, loop...
  35874. * @param options A JSON object containing values named as the object properties
  35875. */
  35876. updateOptions(options: ISoundOptions): void;
  35877. private _createSpatialParameters;
  35878. private _updateSpatialParameters;
  35879. /**
  35880. * Switch the panning model to HRTF:
  35881. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  35882. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35883. */
  35884. switchPanningModelToHRTF(): void;
  35885. /**
  35886. * Switch the panning model to Equal Power:
  35887. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  35888. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35889. */
  35890. switchPanningModelToEqualPower(): void;
  35891. private _switchPanningModel;
  35892. /**
  35893. * Connect this sound to a sound track audio node like gain...
  35894. * @param soundTrackAudioNode the sound track audio node to connect to
  35895. */
  35896. connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
  35897. /**
  35898. * Transform this sound into a directional source
  35899. * @param coneInnerAngle Size of the inner cone in degree
  35900. * @param coneOuterAngle Size of the outer cone in degree
  35901. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  35902. */
  35903. setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
  35904. /**
  35905. * Gets or sets the inner angle for the directional cone.
  35906. */
  35907. /**
  35908. * Gets or sets the inner angle for the directional cone.
  35909. */
  35910. directionalConeInnerAngle: number;
  35911. /**
  35912. * Gets or sets the outer angle for the directional cone.
  35913. */
  35914. /**
  35915. * Gets or sets the outer angle for the directional cone.
  35916. */
  35917. directionalConeOuterAngle: number;
  35918. /**
  35919. * Sets the position of the emitter if spatial sound is enabled
  35920. * @param newPosition Defines the new posisiton
  35921. */
  35922. setPosition(newPosition: Vector3): void;
  35923. /**
  35924. * Sets the local direction of the emitter if spatial sound is enabled
  35925. * @param newLocalDirection Defines the new local direction
  35926. */
  35927. setLocalDirectionToMesh(newLocalDirection: Vector3): void;
  35928. private _updateDirection;
  35929. /** @hidden */
  35930. updateDistanceFromListener(): void;
  35931. /**
  35932. * Sets a new custom attenuation function for the sound.
  35933. * @param callback Defines the function used for the attenuation
  35934. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  35935. */
  35936. setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
  35937. /**
  35938. * Play the sound
  35939. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  35940. * @param offset (optional) Start the sound at a specific time in seconds
  35941. * @param length (optional) Sound duration (in seconds)
  35942. */
  35943. play(time?: number, offset?: number, length?: number): void;
  35944. private _onended;
  35945. /**
  35946. * Stop the sound
  35947. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  35948. */
  35949. stop(time?: number): void;
  35950. /**
  35951. * Put the sound in pause
  35952. */
  35953. pause(): void;
  35954. /**
  35955. * Sets a dedicated volume for this sounds
  35956. * @param newVolume Define the new volume of the sound
  35957. * @param time Define time for gradual change to new volume
  35958. */
  35959. setVolume(newVolume: number, time?: number): void;
  35960. /**
  35961. * Set the sound play back rate
  35962. * @param newPlaybackRate Define the playback rate the sound should be played at
  35963. */
  35964. setPlaybackRate(newPlaybackRate: number): void;
  35965. /**
  35966. * Gets the volume of the sound.
  35967. * @returns the volume of the sound
  35968. */
  35969. getVolume(): number;
  35970. /**
  35971. * Attach the sound to a dedicated mesh
  35972. * @param transformNode The transform node to connect the sound with
  35973. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  35974. */
  35975. attachToMesh(transformNode: TransformNode): void;
  35976. /**
  35977. * Detach the sound from the previously attached mesh
  35978. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  35979. */
  35980. detachFromMesh(): void;
  35981. private _onRegisterAfterWorldMatrixUpdate;
  35982. /**
  35983. * Clone the current sound in the scene.
  35984. * @returns the new sound clone
  35985. */
  35986. clone(): Nullable<Sound>;
  35987. /**
  35988. * Gets the current underlying audio buffer containing the data
  35989. * @returns the audio buffer
  35990. */
  35991. getAudioBuffer(): Nullable<AudioBuffer>;
  35992. /**
  35993. * Serializes the Sound in a JSON representation
  35994. * @returns the JSON representation of the sound
  35995. */
  35996. serialize(): any;
  35997. /**
  35998. * Parse a JSON representation of a sound to innstantiate in a given scene
  35999. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  36000. * @param scene Define the scene the new parsed sound should be created in
  36001. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  36002. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  36003. * @returns the newly parsed sound
  36004. */
  36005. static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
  36006. }
  36007. }
  36008. declare module "babylonjs/Actions/directAudioActions" {
  36009. import { Action } from "babylonjs/Actions/action";
  36010. import { Condition } from "babylonjs/Actions/condition";
  36011. import { Sound } from "babylonjs/Audio/sound";
  36012. /**
  36013. * This defines an action helpful to play a defined sound on a triggered action.
  36014. */
  36015. export class PlaySoundAction extends Action {
  36016. private _sound;
  36017. /**
  36018. * Instantiate the action
  36019. * @param triggerOptions defines the trigger options
  36020. * @param sound defines the sound to play
  36021. * @param condition defines the trigger related conditions
  36022. */
  36023. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  36024. /** @hidden */
  36025. _prepare(): void;
  36026. /**
  36027. * Execute the action and play the sound.
  36028. */
  36029. execute(): void;
  36030. /**
  36031. * Serializes the actions and its related information.
  36032. * @param parent defines the object to serialize in
  36033. * @returns the serialized object
  36034. */
  36035. serialize(parent: any): any;
  36036. }
  36037. /**
  36038. * This defines an action helpful to stop a defined sound on a triggered action.
  36039. */
  36040. export class StopSoundAction extends Action {
  36041. private _sound;
  36042. /**
  36043. * Instantiate the action
  36044. * @param triggerOptions defines the trigger options
  36045. * @param sound defines the sound to stop
  36046. * @param condition defines the trigger related conditions
  36047. */
  36048. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  36049. /** @hidden */
  36050. _prepare(): void;
  36051. /**
  36052. * Execute the action and stop the sound.
  36053. */
  36054. execute(): void;
  36055. /**
  36056. * Serializes the actions and its related information.
  36057. * @param parent defines the object to serialize in
  36058. * @returns the serialized object
  36059. */
  36060. serialize(parent: any): any;
  36061. }
  36062. }
  36063. declare module "babylonjs/Actions/interpolateValueAction" {
  36064. import { Action } from "babylonjs/Actions/action";
  36065. import { Condition } from "babylonjs/Actions/condition";
  36066. import { Observable } from "babylonjs/Misc/observable";
  36067. /**
  36068. * This defines an action responsible to change the value of a property
  36069. * by interpolating between its current value and the newly set one once triggered.
  36070. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  36071. */
  36072. export class InterpolateValueAction extends Action {
  36073. /**
  36074. * Defines the path of the property where the value should be interpolated
  36075. */
  36076. propertyPath: string;
  36077. /**
  36078. * Defines the target value at the end of the interpolation.
  36079. */
  36080. value: any;
  36081. /**
  36082. * Defines the time it will take for the property to interpolate to the value.
  36083. */
  36084. duration: number;
  36085. /**
  36086. * Defines if the other scene animations should be stopped when the action has been triggered
  36087. */
  36088. stopOtherAnimations?: boolean;
  36089. /**
  36090. * Defines a callback raised once the interpolation animation has been done.
  36091. */
  36092. onInterpolationDone?: () => void;
  36093. /**
  36094. * Observable triggered once the interpolation animation has been done.
  36095. */
  36096. onInterpolationDoneObservable: Observable<InterpolateValueAction>;
  36097. private _target;
  36098. private _effectiveTarget;
  36099. private _property;
  36100. /**
  36101. * Instantiate the action
  36102. * @param triggerOptions defines the trigger options
  36103. * @param target defines the object containing the value to interpolate
  36104. * @param propertyPath defines the path to the property in the target object
  36105. * @param value defines the target value at the end of the interpolation
  36106. * @param duration deines the time it will take for the property to interpolate to the value.
  36107. * @param condition defines the trigger related conditions
  36108. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  36109. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  36110. */
  36111. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, duration?: number, condition?: Condition, stopOtherAnimations?: boolean, onInterpolationDone?: () => void);
  36112. /** @hidden */
  36113. _prepare(): void;
  36114. /**
  36115. * Execute the action starts the value interpolation.
  36116. */
  36117. execute(): void;
  36118. /**
  36119. * Serializes the actions and its related information.
  36120. * @param parent defines the object to serialize in
  36121. * @returns the serialized object
  36122. */
  36123. serialize(parent: any): any;
  36124. }
  36125. }
  36126. declare module "babylonjs/Actions/index" {
  36127. export * from "babylonjs/Actions/abstractActionManager";
  36128. export * from "babylonjs/Actions/action";
  36129. export * from "babylonjs/Actions/actionEvent";
  36130. export * from "babylonjs/Actions/actionManager";
  36131. export * from "babylonjs/Actions/condition";
  36132. export * from "babylonjs/Actions/directActions";
  36133. export * from "babylonjs/Actions/directAudioActions";
  36134. export * from "babylonjs/Actions/interpolateValueAction";
  36135. }
  36136. declare module "babylonjs/Animations/index" {
  36137. export * from "babylonjs/Animations/animatable";
  36138. export * from "babylonjs/Animations/animation";
  36139. export * from "babylonjs/Animations/animationGroup";
  36140. export * from "babylonjs/Animations/animationPropertiesOverride";
  36141. export * from "babylonjs/Animations/easing";
  36142. export * from "babylonjs/Animations/runtimeAnimation";
  36143. export * from "babylonjs/Animations/animationEvent";
  36144. export * from "babylonjs/Animations/animationGroup";
  36145. export * from "babylonjs/Animations/animationKey";
  36146. export * from "babylonjs/Animations/animationRange";
  36147. export * from "babylonjs/Animations/animatable.interface";
  36148. }
  36149. declare module "babylonjs/Audio/soundTrack" {
  36150. import { Sound } from "babylonjs/Audio/sound";
  36151. import { Analyser } from "babylonjs/Audio/analyser";
  36152. import { Scene } from "babylonjs/scene";
  36153. /**
  36154. * Options allowed during the creation of a sound track.
  36155. */
  36156. export interface ISoundTrackOptions {
  36157. /**
  36158. * The volume the sound track should take during creation
  36159. */
  36160. volume?: number;
  36161. /**
  36162. * Define if the sound track is the main sound track of the scene
  36163. */
  36164. mainTrack?: boolean;
  36165. }
  36166. /**
  36167. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  36168. * It will be also used in a future release to apply effects on a specific track.
  36169. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  36170. */
  36171. export class SoundTrack {
  36172. /**
  36173. * The unique identifier of the sound track in the scene.
  36174. */
  36175. id: number;
  36176. /**
  36177. * The list of sounds included in the sound track.
  36178. */
  36179. soundCollection: Array<Sound>;
  36180. private _outputAudioNode;
  36181. private _scene;
  36182. private _isMainTrack;
  36183. private _connectedAnalyser;
  36184. private _options;
  36185. private _isInitialized;
  36186. /**
  36187. * Creates a new sound track.
  36188. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  36189. * @param scene Define the scene the sound track belongs to
  36190. * @param options
  36191. */
  36192. constructor(scene: Scene, options?: ISoundTrackOptions);
  36193. private _initializeSoundTrackAudioGraph;
  36194. /**
  36195. * Release the sound track and its associated resources
  36196. */
  36197. dispose(): void;
  36198. /**
  36199. * Adds a sound to this sound track
  36200. * @param sound define the cound to add
  36201. * @ignoreNaming
  36202. */
  36203. AddSound(sound: Sound): void;
  36204. /**
  36205. * Removes a sound to this sound track
  36206. * @param sound define the cound to remove
  36207. * @ignoreNaming
  36208. */
  36209. RemoveSound(sound: Sound): void;
  36210. /**
  36211. * Set a global volume for the full sound track.
  36212. * @param newVolume Define the new volume of the sound track
  36213. */
  36214. setVolume(newVolume: number): void;
  36215. /**
  36216. * Switch the panning model to HRTF:
  36217. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  36218. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36219. */
  36220. switchPanningModelToHRTF(): void;
  36221. /**
  36222. * Switch the panning model to Equal Power:
  36223. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  36224. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36225. */
  36226. switchPanningModelToEqualPower(): void;
  36227. /**
  36228. * Connect the sound track to an audio analyser allowing some amazing
  36229. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  36230. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  36231. * @param analyser The analyser to connect to the engine
  36232. */
  36233. connectToAnalyser(analyser: Analyser): void;
  36234. }
  36235. }
  36236. declare module "babylonjs/Audio/audioSceneComponent" {
  36237. import { Sound } from "babylonjs/Audio/sound";
  36238. import { SoundTrack } from "babylonjs/Audio/soundTrack";
  36239. import { Nullable } from "babylonjs/types";
  36240. import { Vector3 } from "babylonjs/Maths/math.vector";
  36241. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  36242. import { Scene } from "babylonjs/scene";
  36243. import { AbstractScene } from "babylonjs/abstractScene";
  36244. import "babylonjs/Audio/audioEngine";
  36245. module "babylonjs/abstractScene" {
  36246. interface AbstractScene {
  36247. /**
  36248. * The list of sounds used in the scene.
  36249. */
  36250. sounds: Nullable<Array<Sound>>;
  36251. }
  36252. }
  36253. module "babylonjs/scene" {
  36254. interface Scene {
  36255. /**
  36256. * @hidden
  36257. * Backing field
  36258. */
  36259. _mainSoundTrack: SoundTrack;
  36260. /**
  36261. * The main sound track played by the scene.
  36262. * It cotains your primary collection of sounds.
  36263. */
  36264. mainSoundTrack: SoundTrack;
  36265. /**
  36266. * The list of sound tracks added to the scene
  36267. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36268. */
  36269. soundTracks: Nullable<Array<SoundTrack>>;
  36270. /**
  36271. * Gets a sound using a given name
  36272. * @param name defines the name to search for
  36273. * @return the found sound or null if not found at all.
  36274. */
  36275. getSoundByName(name: string): Nullable<Sound>;
  36276. /**
  36277. * Gets or sets if audio support is enabled
  36278. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36279. */
  36280. audioEnabled: boolean;
  36281. /**
  36282. * Gets or sets if audio will be output to headphones
  36283. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36284. */
  36285. headphone: boolean;
  36286. /**
  36287. * Gets or sets custom audio listener position provider
  36288. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36289. */
  36290. audioListenerPositionProvider: Nullable<() => Vector3>;
  36291. }
  36292. }
  36293. /**
  36294. * Defines the sound scene component responsible to manage any sounds
  36295. * in a given scene.
  36296. */
  36297. export class AudioSceneComponent implements ISceneSerializableComponent {
  36298. /**
  36299. * The component name helpfull to identify the component in the list of scene components.
  36300. */
  36301. readonly name: string;
  36302. /**
  36303. * The scene the component belongs to.
  36304. */
  36305. scene: Scene;
  36306. private _audioEnabled;
  36307. /**
  36308. * Gets whether audio is enabled or not.
  36309. * Please use related enable/disable method to switch state.
  36310. */
  36311. readonly audioEnabled: boolean;
  36312. private _headphone;
  36313. /**
  36314. * Gets whether audio is outputing to headphone or not.
  36315. * Please use the according Switch methods to change output.
  36316. */
  36317. readonly headphone: boolean;
  36318. private _audioListenerPositionProvider;
  36319. /**
  36320. * Gets the current audio listener position provider
  36321. */
  36322. /**
  36323. * Sets a custom listener position for all sounds in the scene
  36324. * By default, this is the position of the first active camera
  36325. */
  36326. audioListenerPositionProvider: Nullable<() => Vector3>;
  36327. /**
  36328. * Creates a new instance of the component for the given scene
  36329. * @param scene Defines the scene to register the component in
  36330. */
  36331. constructor(scene: Scene);
  36332. /**
  36333. * Registers the component in a given scene
  36334. */
  36335. register(): void;
  36336. /**
  36337. * Rebuilds the elements related to this component in case of
  36338. * context lost for instance.
  36339. */
  36340. rebuild(): void;
  36341. /**
  36342. * Serializes the component data to the specified json object
  36343. * @param serializationObject The object to serialize to
  36344. */
  36345. serialize(serializationObject: any): void;
  36346. /**
  36347. * Adds all the elements from the container to the scene
  36348. * @param container the container holding the elements
  36349. */
  36350. addFromContainer(container: AbstractScene): void;
  36351. /**
  36352. * Removes all the elements in the container from the scene
  36353. * @param container contains the elements to remove
  36354. * @param dispose if the removed element should be disposed (default: false)
  36355. */
  36356. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  36357. /**
  36358. * Disposes the component and the associated ressources.
  36359. */
  36360. dispose(): void;
  36361. /**
  36362. * Disables audio in the associated scene.
  36363. */
  36364. disableAudio(): void;
  36365. /**
  36366. * Enables audio in the associated scene.
  36367. */
  36368. enableAudio(): void;
  36369. /**
  36370. * Switch audio to headphone output.
  36371. */
  36372. switchAudioModeForHeadphones(): void;
  36373. /**
  36374. * Switch audio to normal speakers.
  36375. */
  36376. switchAudioModeForNormalSpeakers(): void;
  36377. private _afterRender;
  36378. }
  36379. }
  36380. declare module "babylonjs/Audio/weightedsound" {
  36381. import { Sound } from "babylonjs/Audio/sound";
  36382. /**
  36383. * Wraps one or more Sound objects and selects one with random weight for playback.
  36384. */
  36385. export class WeightedSound {
  36386. /** When true a Sound will be selected and played when the current playing Sound completes. */
  36387. loop: boolean;
  36388. private _coneInnerAngle;
  36389. private _coneOuterAngle;
  36390. private _volume;
  36391. /** A Sound is currently playing. */
  36392. isPlaying: boolean;
  36393. /** A Sound is currently paused. */
  36394. isPaused: boolean;
  36395. private _sounds;
  36396. private _weights;
  36397. private _currentIndex?;
  36398. /**
  36399. * Creates a new WeightedSound from the list of sounds given.
  36400. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  36401. * @param sounds Array of Sounds that will be selected from.
  36402. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  36403. */
  36404. constructor(loop: boolean, sounds: Sound[], weights: number[]);
  36405. /**
  36406. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  36407. */
  36408. /**
  36409. * The size of cone in degress for a directional sound in which there will be no attenuation.
  36410. */
  36411. directionalConeInnerAngle: number;
  36412. /**
  36413. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  36414. * Listener angles between innerAngle and outerAngle will falloff linearly.
  36415. */
  36416. /**
  36417. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  36418. * Listener angles between innerAngle and outerAngle will falloff linearly.
  36419. */
  36420. directionalConeOuterAngle: number;
  36421. /**
  36422. * Playback volume.
  36423. */
  36424. /**
  36425. * Playback volume.
  36426. */
  36427. volume: number;
  36428. private _onended;
  36429. /**
  36430. * Suspend playback
  36431. */
  36432. pause(): void;
  36433. /**
  36434. * Stop playback
  36435. */
  36436. stop(): void;
  36437. /**
  36438. * Start playback.
  36439. * @param startOffset Position the clip head at a specific time in seconds.
  36440. */
  36441. play(startOffset?: number): void;
  36442. }
  36443. }
  36444. declare module "babylonjs/Audio/index" {
  36445. export * from "babylonjs/Audio/analyser";
  36446. export * from "babylonjs/Audio/audioEngine";
  36447. export * from "babylonjs/Audio/audioSceneComponent";
  36448. export * from "babylonjs/Audio/sound";
  36449. export * from "babylonjs/Audio/soundTrack";
  36450. export * from "babylonjs/Audio/weightedsound";
  36451. }
  36452. declare module "babylonjs/Behaviors/Cameras/bouncingBehavior" {
  36453. import { Behavior } from "babylonjs/Behaviors/behavior";
  36454. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36455. import { BackEase } from "babylonjs/Animations/easing";
  36456. /**
  36457. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  36458. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  36459. */
  36460. export class BouncingBehavior implements Behavior<ArcRotateCamera> {
  36461. /**
  36462. * Gets the name of the behavior.
  36463. */
  36464. readonly name: string;
  36465. /**
  36466. * The easing function used by animations
  36467. */
  36468. static EasingFunction: BackEase;
  36469. /**
  36470. * The easing mode used by animations
  36471. */
  36472. static EasingMode: number;
  36473. /**
  36474. * The duration of the animation, in milliseconds
  36475. */
  36476. transitionDuration: number;
  36477. /**
  36478. * Length of the distance animated by the transition when lower radius is reached
  36479. */
  36480. lowerRadiusTransitionRange: number;
  36481. /**
  36482. * Length of the distance animated by the transition when upper radius is reached
  36483. */
  36484. upperRadiusTransitionRange: number;
  36485. private _autoTransitionRange;
  36486. /**
  36487. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  36488. */
  36489. /**
  36490. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  36491. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  36492. */
  36493. autoTransitionRange: boolean;
  36494. private _attachedCamera;
  36495. private _onAfterCheckInputsObserver;
  36496. private _onMeshTargetChangedObserver;
  36497. /**
  36498. * Initializes the behavior.
  36499. */
  36500. init(): void;
  36501. /**
  36502. * Attaches the behavior to its arc rotate camera.
  36503. * @param camera Defines the camera to attach the behavior to
  36504. */
  36505. attach(camera: ArcRotateCamera): void;
  36506. /**
  36507. * Detaches the behavior from its current arc rotate camera.
  36508. */
  36509. detach(): void;
  36510. private _radiusIsAnimating;
  36511. private _radiusBounceTransition;
  36512. private _animatables;
  36513. private _cachedWheelPrecision;
  36514. /**
  36515. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  36516. * @param radiusLimit The limit to check against.
  36517. * @return Bool to indicate if at limit.
  36518. */
  36519. private _isRadiusAtLimit;
  36520. /**
  36521. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  36522. * @param radiusDelta The delta by which to animate to. Can be negative.
  36523. */
  36524. private _applyBoundRadiusAnimation;
  36525. /**
  36526. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  36527. */
  36528. protected _clearAnimationLocks(): void;
  36529. /**
  36530. * Stops and removes all animations that have been applied to the camera
  36531. */
  36532. stopAllAnimations(): void;
  36533. }
  36534. }
  36535. declare module "babylonjs/Behaviors/Cameras/framingBehavior" {
  36536. import { Behavior } from "babylonjs/Behaviors/behavior";
  36537. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36538. import { ExponentialEase } from "babylonjs/Animations/easing";
  36539. import { Nullable } from "babylonjs/types";
  36540. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  36541. import { Vector3 } from "babylonjs/Maths/math.vector";
  36542. /**
  36543. * The framing behavior (FramingBehavior) is designed to automatically position an ArcRotateCamera when its target is set to a mesh. It is also useful if you want to prevent the camera to go under a virtual horizontal plane.
  36544. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  36545. */
  36546. export class FramingBehavior implements Behavior<ArcRotateCamera> {
  36547. /**
  36548. * Gets the name of the behavior.
  36549. */
  36550. readonly name: string;
  36551. private _mode;
  36552. private _radiusScale;
  36553. private _positionScale;
  36554. private _defaultElevation;
  36555. private _elevationReturnTime;
  36556. private _elevationReturnWaitTime;
  36557. private _zoomStopsAnimation;
  36558. private _framingTime;
  36559. /**
  36560. * The easing function used by animations
  36561. */
  36562. static EasingFunction: ExponentialEase;
  36563. /**
  36564. * The easing mode used by animations
  36565. */
  36566. static EasingMode: number;
  36567. /**
  36568. * Sets the current mode used by the behavior
  36569. */
  36570. /**
  36571. * Gets current mode used by the behavior.
  36572. */
  36573. mode: number;
  36574. /**
  36575. * Sets the scale applied to the radius (1 by default)
  36576. */
  36577. /**
  36578. * Gets the scale applied to the radius
  36579. */
  36580. radiusScale: number;
  36581. /**
  36582. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  36583. */
  36584. /**
  36585. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  36586. */
  36587. positionScale: number;
  36588. /**
  36589. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  36590. * behaviour is triggered, in radians.
  36591. */
  36592. /**
  36593. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  36594. * behaviour is triggered, in radians.
  36595. */
  36596. defaultElevation: number;
  36597. /**
  36598. * Sets the time (in milliseconds) taken to return to the default beta position.
  36599. * Negative value indicates camera should not return to default.
  36600. */
  36601. /**
  36602. * Gets the time (in milliseconds) taken to return to the default beta position.
  36603. * Negative value indicates camera should not return to default.
  36604. */
  36605. elevationReturnTime: number;
  36606. /**
  36607. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  36608. */
  36609. /**
  36610. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  36611. */
  36612. elevationReturnWaitTime: number;
  36613. /**
  36614. * Sets the flag that indicates if user zooming should stop animation.
  36615. */
  36616. /**
  36617. * Gets the flag that indicates if user zooming should stop animation.
  36618. */
  36619. zoomStopsAnimation: boolean;
  36620. /**
  36621. * Sets the transition time when framing the mesh, in milliseconds
  36622. */
  36623. /**
  36624. * Gets the transition time when framing the mesh, in milliseconds
  36625. */
  36626. framingTime: number;
  36627. /**
  36628. * Define if the behavior should automatically change the configured
  36629. * camera limits and sensibilities.
  36630. */
  36631. autoCorrectCameraLimitsAndSensibility: boolean;
  36632. private _onPrePointerObservableObserver;
  36633. private _onAfterCheckInputsObserver;
  36634. private _onMeshTargetChangedObserver;
  36635. private _attachedCamera;
  36636. private _isPointerDown;
  36637. private _lastInteractionTime;
  36638. /**
  36639. * Initializes the behavior.
  36640. */
  36641. init(): void;
  36642. /**
  36643. * Attaches the behavior to its arc rotate camera.
  36644. * @param camera Defines the camera to attach the behavior to
  36645. */
  36646. attach(camera: ArcRotateCamera): void;
  36647. /**
  36648. * Detaches the behavior from its current arc rotate camera.
  36649. */
  36650. detach(): void;
  36651. private _animatables;
  36652. private _betaIsAnimating;
  36653. private _betaTransition;
  36654. private _radiusTransition;
  36655. private _vectorTransition;
  36656. /**
  36657. * Targets the given mesh and updates zoom level accordingly.
  36658. * @param mesh The mesh to target.
  36659. * @param radius Optional. If a cached radius position already exists, overrides default.
  36660. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  36661. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  36662. * @param onAnimationEnd Callback triggered at the end of the framing animation
  36663. */
  36664. zoomOnMesh(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  36665. /**
  36666. * Targets the given mesh with its children and updates zoom level accordingly.
  36667. * @param mesh The mesh to target.
  36668. * @param radius Optional. If a cached radius position already exists, overrides default.
  36669. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  36670. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  36671. * @param onAnimationEnd Callback triggered at the end of the framing animation
  36672. */
  36673. zoomOnMeshHierarchy(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  36674. /**
  36675. * Targets the given meshes with their children and updates zoom level accordingly.
  36676. * @param meshes The mesh to target.
  36677. * @param radius Optional. If a cached radius position already exists, overrides default.
  36678. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  36679. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  36680. * @param onAnimationEnd Callback triggered at the end of the framing animation
  36681. */
  36682. zoomOnMeshesHierarchy(meshes: AbstractMesh[], focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  36683. /**
  36684. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  36685. * @param minimumWorld Determines the smaller position of the bounding box extend
  36686. * @param maximumWorld Determines the bigger position of the bounding box extend
  36687. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  36688. * @param onAnimationEnd Callback triggered at the end of the framing animation
  36689. */
  36690. zoomOnBoundingInfo(minimumWorld: Vector3, maximumWorld: Vector3, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  36691. /**
  36692. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  36693. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  36694. * frustum width.
  36695. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  36696. * to fully enclose the mesh in the viewing frustum.
  36697. */
  36698. protected _calculateLowerRadiusFromModelBoundingSphere(minimumWorld: Vector3, maximumWorld: Vector3): number;
  36699. /**
  36700. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  36701. * is automatically returned to its default position (expected to be above ground plane).
  36702. */
  36703. private _maintainCameraAboveGround;
  36704. /**
  36705. * Returns the frustum slope based on the canvas ratio and camera FOV
  36706. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  36707. */
  36708. private _getFrustumSlope;
  36709. /**
  36710. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  36711. */
  36712. private _clearAnimationLocks;
  36713. /**
  36714. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  36715. */
  36716. private _applyUserInteraction;
  36717. /**
  36718. * Stops and removes all animations that have been applied to the camera
  36719. */
  36720. stopAllAnimations(): void;
  36721. /**
  36722. * Gets a value indicating if the user is moving the camera
  36723. */
  36724. readonly isUserIsMoving: boolean;
  36725. /**
  36726. * The camera can move all the way towards the mesh.
  36727. */
  36728. static IgnoreBoundsSizeMode: number;
  36729. /**
  36730. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  36731. */
  36732. static FitFrustumSidesMode: number;
  36733. }
  36734. }
  36735. declare module "babylonjs/Cameras/Inputs/BaseCameraPointersInput" {
  36736. import { Nullable } from "babylonjs/types";
  36737. import { Camera } from "babylonjs/Cameras/camera";
  36738. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  36739. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  36740. /**
  36741. * Base class for Camera Pointer Inputs.
  36742. * See FollowCameraPointersInput in src/Cameras/Inputs/followCameraPointersInput.ts
  36743. * for example usage.
  36744. */
  36745. export abstract class BaseCameraPointersInput implements ICameraInput<Camera> {
  36746. /**
  36747. * Defines the camera the input is attached to.
  36748. */
  36749. abstract camera: Camera;
  36750. /**
  36751. * Whether keyboard modifier keys are pressed at time of last mouse event.
  36752. */
  36753. protected _altKey: boolean;
  36754. protected _ctrlKey: boolean;
  36755. protected _metaKey: boolean;
  36756. protected _shiftKey: boolean;
  36757. /**
  36758. * Which mouse buttons were pressed at time of last mouse event.
  36759. * https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons
  36760. */
  36761. protected _buttonsPressed: number;
  36762. /**
  36763. * Defines the buttons associated with the input to handle camera move.
  36764. */
  36765. buttons: number[];
  36766. /**
  36767. * Attach the input controls to a specific dom element to get the input from.
  36768. * @param element Defines the element the controls should be listened from
  36769. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  36770. */
  36771. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  36772. /**
  36773. * Detach the current controls from the specified dom element.
  36774. * @param element Defines the element to stop listening the inputs from
  36775. */
  36776. detachControl(element: Nullable<HTMLElement>): void;
  36777. /**
  36778. * Gets the class name of the current input.
  36779. * @returns the class name
  36780. */
  36781. getClassName(): string;
  36782. /**
  36783. * Get the friendly name associated with the input class.
  36784. * @returns the input friendly name
  36785. */
  36786. getSimpleName(): string;
  36787. /**
  36788. * Called on pointer POINTERDOUBLETAP event.
  36789. * Override this method to provide functionality on POINTERDOUBLETAP event.
  36790. */
  36791. protected onDoubleTap(type: string): void;
  36792. /**
  36793. * Called on pointer POINTERMOVE event if only a single touch is active.
  36794. * Override this method to provide functionality.
  36795. */
  36796. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  36797. /**
  36798. * Called on pointer POINTERMOVE event if multiple touches are active.
  36799. * Override this method to provide functionality.
  36800. */
  36801. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  36802. /**
  36803. * Called on JS contextmenu event.
  36804. * Override this method to provide functionality.
  36805. */
  36806. protected onContextMenu(evt: PointerEvent): void;
  36807. /**
  36808. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  36809. * press.
  36810. * Override this method to provide functionality.
  36811. */
  36812. protected onButtonDown(evt: PointerEvent): void;
  36813. /**
  36814. * Called each time a new POINTERUP event occurs. Ie, for each button
  36815. * release.
  36816. * Override this method to provide functionality.
  36817. */
  36818. protected onButtonUp(evt: PointerEvent): void;
  36819. /**
  36820. * Called when window becomes inactive.
  36821. * Override this method to provide functionality.
  36822. */
  36823. protected onLostFocus(): void;
  36824. private _pointerInput;
  36825. private _observer;
  36826. private _onLostFocus;
  36827. private pointA;
  36828. private pointB;
  36829. }
  36830. }
  36831. declare module "babylonjs/Cameras/Inputs/arcRotateCameraPointersInput" {
  36832. import { Nullable } from "babylonjs/types";
  36833. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36834. import { BaseCameraPointersInput } from "babylonjs/Cameras/Inputs/BaseCameraPointersInput";
  36835. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  36836. /**
  36837. * Manage the pointers inputs to control an arc rotate camera.
  36838. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  36839. */
  36840. export class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
  36841. /**
  36842. * Defines the camera the input is attached to.
  36843. */
  36844. camera: ArcRotateCamera;
  36845. /**
  36846. * Gets the class name of the current input.
  36847. * @returns the class name
  36848. */
  36849. getClassName(): string;
  36850. /**
  36851. * Defines the buttons associated with the input to handle camera move.
  36852. */
  36853. buttons: number[];
  36854. /**
  36855. * Defines the pointer angular sensibility along the X axis or how fast is
  36856. * the camera rotating.
  36857. */
  36858. angularSensibilityX: number;
  36859. /**
  36860. * Defines the pointer angular sensibility along the Y axis or how fast is
  36861. * the camera rotating.
  36862. */
  36863. angularSensibilityY: number;
  36864. /**
  36865. * Defines the pointer pinch precision or how fast is the camera zooming.
  36866. */
  36867. pinchPrecision: number;
  36868. /**
  36869. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  36870. * from 0.
  36871. * It defines the percentage of current camera.radius to use as delta when
  36872. * pinch zoom is used.
  36873. */
  36874. pinchDeltaPercentage: number;
  36875. /**
  36876. * Defines the pointer panning sensibility or how fast is the camera moving.
  36877. */
  36878. panningSensibility: number;
  36879. /**
  36880. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  36881. */
  36882. multiTouchPanning: boolean;
  36883. /**
  36884. * Defines whether panning is enabled for both pan (2 fingers swipe) and
  36885. * zoom (pinch) through multitouch.
  36886. */
  36887. multiTouchPanAndZoom: boolean;
  36888. /**
  36889. * Revers pinch action direction.
  36890. */
  36891. pinchInwards: boolean;
  36892. private _isPanClick;
  36893. private _twoFingerActivityCount;
  36894. private _isPinching;
  36895. /**
  36896. * Called on pointer POINTERMOVE event if only a single touch is active.
  36897. */
  36898. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  36899. /**
  36900. * Called on pointer POINTERDOUBLETAP event.
  36901. */
  36902. protected onDoubleTap(type: string): void;
  36903. /**
  36904. * Called on pointer POINTERMOVE event if multiple touches are active.
  36905. */
  36906. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  36907. /**
  36908. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  36909. * press.
  36910. */
  36911. protected onButtonDown(evt: PointerEvent): void;
  36912. /**
  36913. * Called each time a new POINTERUP event occurs. Ie, for each button
  36914. * release.
  36915. */
  36916. protected onButtonUp(evt: PointerEvent): void;
  36917. /**
  36918. * Called when window becomes inactive.
  36919. */
  36920. protected onLostFocus(): void;
  36921. }
  36922. }
  36923. declare module "babylonjs/Cameras/Inputs/arcRotateCameraKeyboardMoveInput" {
  36924. import { Nullable } from "babylonjs/types";
  36925. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36926. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  36927. /**
  36928. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  36929. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  36930. */
  36931. export class ArcRotateCameraKeyboardMoveInput implements ICameraInput<ArcRotateCamera> {
  36932. /**
  36933. * Defines the camera the input is attached to.
  36934. */
  36935. camera: ArcRotateCamera;
  36936. /**
  36937. * Defines the list of key codes associated with the up action (increase alpha)
  36938. */
  36939. keysUp: number[];
  36940. /**
  36941. * Defines the list of key codes associated with the down action (decrease alpha)
  36942. */
  36943. keysDown: number[];
  36944. /**
  36945. * Defines the list of key codes associated with the left action (increase beta)
  36946. */
  36947. keysLeft: number[];
  36948. /**
  36949. * Defines the list of key codes associated with the right action (decrease beta)
  36950. */
  36951. keysRight: number[];
  36952. /**
  36953. * Defines the list of key codes associated with the reset action.
  36954. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  36955. */
  36956. keysReset: number[];
  36957. /**
  36958. * Defines the panning sensibility of the inputs.
  36959. * (How fast is the camera paning)
  36960. */
  36961. panningSensibility: number;
  36962. /**
  36963. * Defines the zooming sensibility of the inputs.
  36964. * (How fast is the camera zooming)
  36965. */
  36966. zoomingSensibility: number;
  36967. /**
  36968. * Defines wether maintaining the alt key down switch the movement mode from
  36969. * orientation to zoom.
  36970. */
  36971. useAltToZoom: boolean;
  36972. /**
  36973. * Rotation speed of the camera
  36974. */
  36975. angularSpeed: number;
  36976. private _keys;
  36977. private _ctrlPressed;
  36978. private _altPressed;
  36979. private _onCanvasBlurObserver;
  36980. private _onKeyboardObserver;
  36981. private _engine;
  36982. private _scene;
  36983. /**
  36984. * Attach the input controls to a specific dom element to get the input from.
  36985. * @param element Defines the element the controls should be listened from
  36986. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  36987. */
  36988. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  36989. /**
  36990. * Detach the current controls from the specified dom element.
  36991. * @param element Defines the element to stop listening the inputs from
  36992. */
  36993. detachControl(element: Nullable<HTMLElement>): void;
  36994. /**
  36995. * Update the current camera state depending on the inputs that have been used this frame.
  36996. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  36997. */
  36998. checkInputs(): void;
  36999. /**
  37000. * Gets the class name of the current intput.
  37001. * @returns the class name
  37002. */
  37003. getClassName(): string;
  37004. /**
  37005. * Get the friendly name associated with the input class.
  37006. * @returns the input friendly name
  37007. */
  37008. getSimpleName(): string;
  37009. }
  37010. }
  37011. declare module "babylonjs/Cameras/Inputs/arcRotateCameraMouseWheelInput" {
  37012. import { Nullable } from "babylonjs/types";
  37013. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37014. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  37015. /**
  37016. * Manage the mouse wheel inputs to control an arc rotate camera.
  37017. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  37018. */
  37019. export class ArcRotateCameraMouseWheelInput implements ICameraInput<ArcRotateCamera> {
  37020. /**
  37021. * Defines the camera the input is attached to.
  37022. */
  37023. camera: ArcRotateCamera;
  37024. /**
  37025. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  37026. */
  37027. wheelPrecision: number;
  37028. /**
  37029. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  37030. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  37031. */
  37032. wheelDeltaPercentage: number;
  37033. private _wheel;
  37034. private _observer;
  37035. private computeDeltaFromMouseWheelLegacyEvent;
  37036. /**
  37037. * Attach the input controls to a specific dom element to get the input from.
  37038. * @param element Defines the element the controls should be listened from
  37039. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  37040. */
  37041. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  37042. /**
  37043. * Detach the current controls from the specified dom element.
  37044. * @param element Defines the element to stop listening the inputs from
  37045. */
  37046. detachControl(element: Nullable<HTMLElement>): void;
  37047. /**
  37048. * Gets the class name of the current intput.
  37049. * @returns the class name
  37050. */
  37051. getClassName(): string;
  37052. /**
  37053. * Get the friendly name associated with the input class.
  37054. * @returns the input friendly name
  37055. */
  37056. getSimpleName(): string;
  37057. }
  37058. }
  37059. declare module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  37060. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37061. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  37062. /**
  37063. * Default Inputs manager for the ArcRotateCamera.
  37064. * It groups all the default supported inputs for ease of use.
  37065. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  37066. */
  37067. export class ArcRotateCameraInputsManager extends CameraInputsManager<ArcRotateCamera> {
  37068. /**
  37069. * Instantiates a new ArcRotateCameraInputsManager.
  37070. * @param camera Defines the camera the inputs belong to
  37071. */
  37072. constructor(camera: ArcRotateCamera);
  37073. /**
  37074. * Add mouse wheel input support to the input manager.
  37075. * @returns the current input manager
  37076. */
  37077. addMouseWheel(): ArcRotateCameraInputsManager;
  37078. /**
  37079. * Add pointers input support to the input manager.
  37080. * @returns the current input manager
  37081. */
  37082. addPointers(): ArcRotateCameraInputsManager;
  37083. /**
  37084. * Add keyboard input support to the input manager.
  37085. * @returns the current input manager
  37086. */
  37087. addKeyboard(): ArcRotateCameraInputsManager;
  37088. }
  37089. }
  37090. declare module "babylonjs/Cameras/arcRotateCamera" {
  37091. import { Observable } from "babylonjs/Misc/observable";
  37092. import { Nullable } from "babylonjs/types";
  37093. import { Scene } from "babylonjs/scene";
  37094. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  37095. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37096. import { AutoRotationBehavior } from "babylonjs/Behaviors/Cameras/autoRotationBehavior";
  37097. import { BouncingBehavior } from "babylonjs/Behaviors/Cameras/bouncingBehavior";
  37098. import { FramingBehavior } from "babylonjs/Behaviors/Cameras/framingBehavior";
  37099. import { Camera } from "babylonjs/Cameras/camera";
  37100. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  37101. import { ArcRotateCameraInputsManager } from "babylonjs/Cameras/arcRotateCameraInputsManager";
  37102. import { Collider } from "babylonjs/Collisions/collider";
  37103. /**
  37104. * This represents an orbital type of camera.
  37105. *
  37106. * This camera always points towards a given target position and can be rotated around that target with the target as the centre of rotation. It can be controlled with cursors and mouse, or with touch events.
  37107. * Think of this camera as one orbiting its target position, or more imaginatively as a spy satellite orbiting the earth. Its position relative to the target (earth) can be set by three parameters, alpha (radians) the longitudinal rotation, beta (radians) the latitudinal rotation and radius the distance from the target position.
  37108. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  37109. */
  37110. export class ArcRotateCamera extends TargetCamera {
  37111. /**
  37112. * Defines the rotation angle of the camera along the longitudinal axis.
  37113. */
  37114. alpha: number;
  37115. /**
  37116. * Defines the rotation angle of the camera along the latitudinal axis.
  37117. */
  37118. beta: number;
  37119. /**
  37120. * Defines the radius of the camera from it s target point.
  37121. */
  37122. radius: number;
  37123. protected _target: Vector3;
  37124. protected _targetHost: Nullable<AbstractMesh>;
  37125. /**
  37126. * Defines the target point of the camera.
  37127. * The camera looks towards it form the radius distance.
  37128. */
  37129. target: Vector3;
  37130. /**
  37131. * Define the current local position of the camera in the scene
  37132. */
  37133. position: Vector3;
  37134. protected _upVector: Vector3;
  37135. protected _upToYMatrix: Matrix;
  37136. protected _YToUpMatrix: Matrix;
  37137. /**
  37138. * The vector the camera should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())
  37139. * Setting this will copy the given vector to the camera's upVector, and set rotation matrices to and from Y up.
  37140. * DO NOT set the up vector using copyFrom or copyFromFloats, as this bypasses setting the above matrices.
  37141. */
  37142. upVector: Vector3;
  37143. /**
  37144. * Sets the Y-up to camera up-vector rotation matrix, and the up-vector to Y-up rotation matrix.
  37145. */
  37146. setMatUp(): void;
  37147. /**
  37148. * Current inertia value on the longitudinal axis.
  37149. * The bigger this number the longer it will take for the camera to stop.
  37150. */
  37151. inertialAlphaOffset: number;
  37152. /**
  37153. * Current inertia value on the latitudinal axis.
  37154. * The bigger this number the longer it will take for the camera to stop.
  37155. */
  37156. inertialBetaOffset: number;
  37157. /**
  37158. * Current inertia value on the radius axis.
  37159. * The bigger this number the longer it will take for the camera to stop.
  37160. */
  37161. inertialRadiusOffset: number;
  37162. /**
  37163. * Minimum allowed angle on the longitudinal axis.
  37164. * This can help limiting how the Camera is able to move in the scene.
  37165. */
  37166. lowerAlphaLimit: Nullable<number>;
  37167. /**
  37168. * Maximum allowed angle on the longitudinal axis.
  37169. * This can help limiting how the Camera is able to move in the scene.
  37170. */
  37171. upperAlphaLimit: Nullable<number>;
  37172. /**
  37173. * Minimum allowed angle on the latitudinal axis.
  37174. * This can help limiting how the Camera is able to move in the scene.
  37175. */
  37176. lowerBetaLimit: number;
  37177. /**
  37178. * Maximum allowed angle on the latitudinal axis.
  37179. * This can help limiting how the Camera is able to move in the scene.
  37180. */
  37181. upperBetaLimit: number;
  37182. /**
  37183. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  37184. * This can help limiting how the Camera is able to move in the scene.
  37185. */
  37186. lowerRadiusLimit: Nullable<number>;
  37187. /**
  37188. * Maximum allowed distance of the camera to the target (The camera can not get further).
  37189. * This can help limiting how the Camera is able to move in the scene.
  37190. */
  37191. upperRadiusLimit: Nullable<number>;
  37192. /**
  37193. * Defines the current inertia value used during panning of the camera along the X axis.
  37194. */
  37195. inertialPanningX: number;
  37196. /**
  37197. * Defines the current inertia value used during panning of the camera along the Y axis.
  37198. */
  37199. inertialPanningY: number;
  37200. /**
  37201. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  37202. * Basically if your fingers moves away from more than this distance you will be considered
  37203. * in pinch mode.
  37204. */
  37205. pinchToPanMaxDistance: number;
  37206. /**
  37207. * Defines the maximum distance the camera can pan.
  37208. * This could help keeping the cammera always in your scene.
  37209. */
  37210. panningDistanceLimit: Nullable<number>;
  37211. /**
  37212. * Defines the target of the camera before paning.
  37213. */
  37214. panningOriginTarget: Vector3;
  37215. /**
  37216. * Defines the value of the inertia used during panning.
  37217. * 0 would mean stop inertia and one would mean no decelleration at all.
  37218. */
  37219. panningInertia: number;
  37220. /**
  37221. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  37222. */
  37223. angularSensibilityX: number;
  37224. /**
  37225. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  37226. */
  37227. angularSensibilityY: number;
  37228. /**
  37229. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  37230. */
  37231. pinchPrecision: number;
  37232. /**
  37233. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  37234. * It will be used instead of pinchDeltaPrecision if different from 0.
  37235. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  37236. */
  37237. pinchDeltaPercentage: number;
  37238. /**
  37239. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  37240. */
  37241. panningSensibility: number;
  37242. /**
  37243. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  37244. */
  37245. keysUp: number[];
  37246. /**
  37247. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  37248. */
  37249. keysDown: number[];
  37250. /**
  37251. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  37252. */
  37253. keysLeft: number[];
  37254. /**
  37255. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  37256. */
  37257. keysRight: number[];
  37258. /**
  37259. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  37260. */
  37261. wheelPrecision: number;
  37262. /**
  37263. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  37264. * It will be used instead of pinchDeltaPrecision if different from 0.
  37265. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  37266. */
  37267. wheelDeltaPercentage: number;
  37268. /**
  37269. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  37270. */
  37271. zoomOnFactor: number;
  37272. /**
  37273. * Defines a screen offset for the camera position.
  37274. */
  37275. targetScreenOffset: Vector2;
  37276. /**
  37277. * Allows the camera to be completely reversed.
  37278. * If false the camera can not arrive upside down.
  37279. */
  37280. allowUpsideDown: boolean;
  37281. /**
  37282. * Define if double tap/click is used to restore the previously saved state of the camera.
  37283. */
  37284. useInputToRestoreState: boolean;
  37285. /** @hidden */
  37286. _viewMatrix: Matrix;
  37287. /** @hidden */
  37288. _useCtrlForPanning: boolean;
  37289. /** @hidden */
  37290. _panningMouseButton: number;
  37291. /**
  37292. * Defines the input associated to the camera.
  37293. */
  37294. inputs: ArcRotateCameraInputsManager;
  37295. /** @hidden */
  37296. _reset: () => void;
  37297. /**
  37298. * Defines the allowed panning axis.
  37299. */
  37300. panningAxis: Vector3;
  37301. protected _localDirection: Vector3;
  37302. protected _transformedDirection: Vector3;
  37303. private _bouncingBehavior;
  37304. /**
  37305. * Gets the bouncing behavior of the camera if it has been enabled.
  37306. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  37307. */
  37308. readonly bouncingBehavior: Nullable<BouncingBehavior>;
  37309. /**
  37310. * Defines if the bouncing behavior of the camera is enabled on the camera.
  37311. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  37312. */
  37313. useBouncingBehavior: boolean;
  37314. private _framingBehavior;
  37315. /**
  37316. * Gets the framing behavior of the camera if it has been enabled.
  37317. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  37318. */
  37319. readonly framingBehavior: Nullable<FramingBehavior>;
  37320. /**
  37321. * Defines if the framing behavior of the camera is enabled on the camera.
  37322. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  37323. */
  37324. useFramingBehavior: boolean;
  37325. private _autoRotationBehavior;
  37326. /**
  37327. * Gets the auto rotation behavior of the camera if it has been enabled.
  37328. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  37329. */
  37330. readonly autoRotationBehavior: Nullable<AutoRotationBehavior>;
  37331. /**
  37332. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  37333. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  37334. */
  37335. useAutoRotationBehavior: boolean;
  37336. /**
  37337. * Observable triggered when the mesh target has been changed on the camera.
  37338. */
  37339. onMeshTargetChangedObservable: Observable<Nullable<AbstractMesh>>;
  37340. /**
  37341. * Event raised when the camera is colliding with a mesh.
  37342. */
  37343. onCollide: (collidedMesh: AbstractMesh) => void;
  37344. /**
  37345. * Defines whether the camera should check collision with the objects oh the scene.
  37346. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  37347. */
  37348. checkCollisions: boolean;
  37349. /**
  37350. * Defines the collision radius of the camera.
  37351. * This simulates a sphere around the camera.
  37352. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  37353. */
  37354. collisionRadius: Vector3;
  37355. protected _collider: Collider;
  37356. protected _previousPosition: Vector3;
  37357. protected _collisionVelocity: Vector3;
  37358. protected _newPosition: Vector3;
  37359. protected _previousAlpha: number;
  37360. protected _previousBeta: number;
  37361. protected _previousRadius: number;
  37362. protected _collisionTriggered: boolean;
  37363. protected _targetBoundingCenter: Nullable<Vector3>;
  37364. private _computationVector;
  37365. /**
  37366. * Instantiates a new ArcRotateCamera in a given scene
  37367. * @param name Defines the name of the camera
  37368. * @param alpha Defines the camera rotation along the logitudinal axis
  37369. * @param beta Defines the camera rotation along the latitudinal axis
  37370. * @param radius Defines the camera distance from its target
  37371. * @param target Defines the camera target
  37372. * @param scene Defines the scene the camera belongs to
  37373. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  37374. */
  37375. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  37376. /** @hidden */
  37377. _initCache(): void;
  37378. /** @hidden */
  37379. _updateCache(ignoreParentClass?: boolean): void;
  37380. protected _getTargetPosition(): Vector3;
  37381. private _storedAlpha;
  37382. private _storedBeta;
  37383. private _storedRadius;
  37384. private _storedTarget;
  37385. private _storedTargetScreenOffset;
  37386. /**
  37387. * Stores the current state of the camera (alpha, beta, radius and target)
  37388. * @returns the camera itself
  37389. */
  37390. storeState(): Camera;
  37391. /**
  37392. * @hidden
  37393. * Restored camera state. You must call storeState() first
  37394. */
  37395. _restoreStateValues(): boolean;
  37396. /** @hidden */
  37397. _isSynchronizedViewMatrix(): boolean;
  37398. /**
  37399. * Attached controls to the current camera.
  37400. * @param element Defines the element the controls should be listened from
  37401. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  37402. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  37403. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  37404. */
  37405. attachControl(element: HTMLElement, noPreventDefault?: boolean, useCtrlForPanning?: boolean, panningMouseButton?: number): void;
  37406. /**
  37407. * Detach the current controls from the camera.
  37408. * The camera will stop reacting to inputs.
  37409. * @param element Defines the element to stop listening the inputs from
  37410. */
  37411. detachControl(element: HTMLElement): void;
  37412. /** @hidden */
  37413. _checkInputs(): void;
  37414. protected _checkLimits(): void;
  37415. /**
  37416. * Rebuilds angles (alpha, beta) and radius from the give position and target
  37417. */
  37418. rebuildAnglesAndRadius(): void;
  37419. /**
  37420. * Use a position to define the current camera related information like aplha, beta and radius
  37421. * @param position Defines the position to set the camera at
  37422. */
  37423. setPosition(position: Vector3): void;
  37424. /**
  37425. * Defines the target the camera should look at.
  37426. * This will automatically adapt alpha beta and radius to fit within the new target.
  37427. * @param target Defines the new target as a Vector or a mesh
  37428. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  37429. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  37430. */
  37431. setTarget(target: AbstractMesh | Vector3, toBoundingCenter?: boolean, allowSamePosition?: boolean): void;
  37432. /** @hidden */
  37433. _getViewMatrix(): Matrix;
  37434. protected _onCollisionPositionChange: (collisionId: number, newPosition: Vector3, collidedMesh?: Nullable<AbstractMesh>) => void;
  37435. /**
  37436. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  37437. * @param meshes Defines the mesh to zoom on
  37438. * @param doNotUpdateMaxZ Defines whether or not maxZ should be updated whilst zooming on the mesh (this can happen if the mesh is big and the maxradius pretty small for instance)
  37439. */
  37440. zoomOn(meshes?: AbstractMesh[], doNotUpdateMaxZ?: boolean): void;
  37441. /**
  37442. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  37443. * The target will be changed but the radius
  37444. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  37445. * @param doNotUpdateMaxZ Defines whether or not maxZ should be updated whilst zooming on the mesh (this can happen if the mesh is big and the maxradius pretty small for instance)
  37446. */
  37447. focusOn(meshesOrMinMaxVectorAndDistance: AbstractMesh[] | {
  37448. min: Vector3;
  37449. max: Vector3;
  37450. distance: number;
  37451. }, doNotUpdateMaxZ?: boolean): void;
  37452. /**
  37453. * @override
  37454. * Override Camera.createRigCamera
  37455. */
  37456. createRigCamera(name: string, cameraIndex: number): Camera;
  37457. /**
  37458. * @hidden
  37459. * @override
  37460. * Override Camera._updateRigCameras
  37461. */
  37462. _updateRigCameras(): void;
  37463. /**
  37464. * Destroy the camera and release the current resources hold by it.
  37465. */
  37466. dispose(): void;
  37467. /**
  37468. * Gets the current object class name.
  37469. * @return the class name
  37470. */
  37471. getClassName(): string;
  37472. }
  37473. }
  37474. declare module "babylonjs/Behaviors/Cameras/autoRotationBehavior" {
  37475. import { Behavior } from "babylonjs/Behaviors/behavior";
  37476. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37477. /**
  37478. * The autoRotation behavior (AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  37479. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  37480. */
  37481. export class AutoRotationBehavior implements Behavior<ArcRotateCamera> {
  37482. /**
  37483. * Gets the name of the behavior.
  37484. */
  37485. readonly name: string;
  37486. private _zoomStopsAnimation;
  37487. private _idleRotationSpeed;
  37488. private _idleRotationWaitTime;
  37489. private _idleRotationSpinupTime;
  37490. /**
  37491. * Sets the flag that indicates if user zooming should stop animation.
  37492. */
  37493. /**
  37494. * Gets the flag that indicates if user zooming should stop animation.
  37495. */
  37496. zoomStopsAnimation: boolean;
  37497. /**
  37498. * Sets the default speed at which the camera rotates around the model.
  37499. */
  37500. /**
  37501. * Gets the default speed at which the camera rotates around the model.
  37502. */
  37503. idleRotationSpeed: number;
  37504. /**
  37505. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  37506. */
  37507. /**
  37508. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  37509. */
  37510. idleRotationWaitTime: number;
  37511. /**
  37512. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  37513. */
  37514. /**
  37515. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  37516. */
  37517. idleRotationSpinupTime: number;
  37518. /**
  37519. * Gets a value indicating if the camera is currently rotating because of this behavior
  37520. */
  37521. readonly rotationInProgress: boolean;
  37522. private _onPrePointerObservableObserver;
  37523. private _onAfterCheckInputsObserver;
  37524. private _attachedCamera;
  37525. private _isPointerDown;
  37526. private _lastFrameTime;
  37527. private _lastInteractionTime;
  37528. private _cameraRotationSpeed;
  37529. /**
  37530. * Initializes the behavior.
  37531. */
  37532. init(): void;
  37533. /**
  37534. * Attaches the behavior to its arc rotate camera.
  37535. * @param camera Defines the camera to attach the behavior to
  37536. */
  37537. attach(camera: ArcRotateCamera): void;
  37538. /**
  37539. * Detaches the behavior from its current arc rotate camera.
  37540. */
  37541. detach(): void;
  37542. /**
  37543. * Returns true if user is scrolling.
  37544. * @return true if user is scrolling.
  37545. */
  37546. private _userIsZooming;
  37547. private _lastFrameRadius;
  37548. private _shouldAnimationStopForInteraction;
  37549. /**
  37550. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  37551. */
  37552. private _applyUserInteraction;
  37553. private _userIsMoving;
  37554. }
  37555. }
  37556. declare module "babylonjs/Behaviors/Cameras/index" {
  37557. export * from "babylonjs/Behaviors/Cameras/autoRotationBehavior";
  37558. export * from "babylonjs/Behaviors/Cameras/bouncingBehavior";
  37559. export * from "babylonjs/Behaviors/Cameras/framingBehavior";
  37560. }
  37561. declare module "babylonjs/Behaviors/Meshes/attachToBoxBehavior" {
  37562. import { Mesh } from "babylonjs/Meshes/mesh";
  37563. import { TransformNode } from "babylonjs/Meshes/transformNode";
  37564. import { Behavior } from "babylonjs/Behaviors/behavior";
  37565. /**
  37566. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  37567. */
  37568. export class AttachToBoxBehavior implements Behavior<Mesh> {
  37569. private ui;
  37570. /**
  37571. * The name of the behavior
  37572. */
  37573. name: string;
  37574. /**
  37575. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  37576. */
  37577. distanceAwayFromFace: number;
  37578. /**
  37579. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  37580. */
  37581. distanceAwayFromBottomOfFace: number;
  37582. private _faceVectors;
  37583. private _target;
  37584. private _scene;
  37585. private _onRenderObserver;
  37586. private _tmpMatrix;
  37587. private _tmpVector;
  37588. /**
  37589. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  37590. * @param ui The transform node that should be attched to the mesh
  37591. */
  37592. constructor(ui: TransformNode);
  37593. /**
  37594. * Initializes the behavior
  37595. */
  37596. init(): void;
  37597. private _closestFace;
  37598. private _zeroVector;
  37599. private _lookAtTmpMatrix;
  37600. private _lookAtToRef;
  37601. /**
  37602. * Attaches the AttachToBoxBehavior to the passed in mesh
  37603. * @param target The mesh that the specified node will be attached to
  37604. */
  37605. attach(target: Mesh): void;
  37606. /**
  37607. * Detaches the behavior from the mesh
  37608. */
  37609. detach(): void;
  37610. }
  37611. }
  37612. declare module "babylonjs/Behaviors/Meshes/fadeInOutBehavior" {
  37613. import { Behavior } from "babylonjs/Behaviors/behavior";
  37614. import { Mesh } from "babylonjs/Meshes/mesh";
  37615. /**
  37616. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  37617. */
  37618. export class FadeInOutBehavior implements Behavior<Mesh> {
  37619. /**
  37620. * Time in milliseconds to delay before fading in (Default: 0)
  37621. */
  37622. delay: number;
  37623. /**
  37624. * Time in milliseconds for the mesh to fade in (Default: 300)
  37625. */
  37626. fadeInTime: number;
  37627. private _millisecondsPerFrame;
  37628. private _hovered;
  37629. private _hoverValue;
  37630. private _ownerNode;
  37631. /**
  37632. * Instatiates the FadeInOutBehavior
  37633. */
  37634. constructor();
  37635. /**
  37636. * The name of the behavior
  37637. */
  37638. readonly name: string;
  37639. /**
  37640. * Initializes the behavior
  37641. */
  37642. init(): void;
  37643. /**
  37644. * Attaches the fade behavior on the passed in mesh
  37645. * @param ownerNode The mesh that will be faded in/out once attached
  37646. */
  37647. attach(ownerNode: Mesh): void;
  37648. /**
  37649. * Detaches the behavior from the mesh
  37650. */
  37651. detach(): void;
  37652. /**
  37653. * Triggers the mesh to begin fading in or out
  37654. * @param value if the object should fade in or out (true to fade in)
  37655. */
  37656. fadeIn(value: boolean): void;
  37657. private _update;
  37658. private _setAllVisibility;
  37659. }
  37660. }
  37661. declare module "babylonjs/Misc/pivotTools" {
  37662. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37663. /**
  37664. * Class containing a set of static utilities functions for managing Pivots
  37665. * @hidden
  37666. */
  37667. export class PivotTools {
  37668. private static _PivotCached;
  37669. private static _OldPivotPoint;
  37670. private static _PivotTranslation;
  37671. private static _PivotTmpVector;
  37672. /** @hidden */
  37673. static _RemoveAndStorePivotPoint(mesh: AbstractMesh): void;
  37674. /** @hidden */
  37675. static _RestorePivotPoint(mesh: AbstractMesh): void;
  37676. }
  37677. }
  37678. declare module "babylonjs/Meshes/Builders/planeBuilder" {
  37679. import { Scene } from "babylonjs/scene";
  37680. import { Vector4 } from "babylonjs/Maths/math.vector";
  37681. import { Mesh } from "babylonjs/Meshes/mesh";
  37682. import { Nullable } from "babylonjs/types";
  37683. import { Plane } from "babylonjs/Maths/math.plane";
  37684. /**
  37685. * Class containing static functions to help procedurally build meshes
  37686. */
  37687. export class PlaneBuilder {
  37688. /**
  37689. * Creates a plane mesh
  37690. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  37691. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  37692. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  37693. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  37694. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  37695. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  37696. * @param name defines the name of the mesh
  37697. * @param options defines the options used to create the mesh
  37698. * @param scene defines the hosting scene
  37699. * @returns the plane mesh
  37700. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  37701. */
  37702. static CreatePlane(name: string, options: {
  37703. size?: number;
  37704. width?: number;
  37705. height?: number;
  37706. sideOrientation?: number;
  37707. frontUVs?: Vector4;
  37708. backUVs?: Vector4;
  37709. updatable?: boolean;
  37710. sourcePlane?: Plane;
  37711. }, scene?: Nullable<Scene>): Mesh;
  37712. }
  37713. }
  37714. declare module "babylonjs/Behaviors/Meshes/pointerDragBehavior" {
  37715. import { Behavior } from "babylonjs/Behaviors/behavior";
  37716. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37717. import { Observable } from "babylonjs/Misc/observable";
  37718. import { Vector3 } from "babylonjs/Maths/math.vector";
  37719. import { Ray } from "babylonjs/Culling/ray";
  37720. import "babylonjs/Meshes/Builders/planeBuilder";
  37721. /**
  37722. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  37723. */
  37724. export class PointerDragBehavior implements Behavior<AbstractMesh> {
  37725. private static _AnyMouseID;
  37726. /**
  37727. * Abstract mesh the behavior is set on
  37728. */
  37729. attachedNode: AbstractMesh;
  37730. private _dragPlane;
  37731. private _scene;
  37732. private _pointerObserver;
  37733. private _beforeRenderObserver;
  37734. private static _planeScene;
  37735. private _useAlternatePickedPointAboveMaxDragAngleDragSpeed;
  37736. /**
  37737. * The maximum tolerated angle between the drag plane and dragging pointer rays to trigger pointer events. Set to 0 to allow any angle (default: 0)
  37738. */
  37739. maxDragAngle: number;
  37740. /**
  37741. * @hidden
  37742. */
  37743. _useAlternatePickedPointAboveMaxDragAngle: boolean;
  37744. /**
  37745. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  37746. */
  37747. currentDraggingPointerID: number;
  37748. /**
  37749. * The last position where the pointer hit the drag plane in world space
  37750. */
  37751. lastDragPosition: Vector3;
  37752. /**
  37753. * If the behavior is currently in a dragging state
  37754. */
  37755. dragging: boolean;
  37756. /**
  37757. * The distance towards the target drag position to move each frame. This can be useful to avoid jitter. Set this to 1 for no delay. (Default: 0.2)
  37758. */
  37759. dragDeltaRatio: number;
  37760. /**
  37761. * If the drag plane orientation should be updated during the dragging (Default: true)
  37762. */
  37763. updateDragPlane: boolean;
  37764. private _debugMode;
  37765. private _moving;
  37766. /**
  37767. * Fires each time the attached mesh is dragged with the pointer
  37768. * * delta between last drag position and current drag position in world space
  37769. * * dragDistance along the drag axis
  37770. * * dragPlaneNormal normal of the current drag plane used during the drag
  37771. * * dragPlanePoint in world space where the drag intersects the drag plane
  37772. */
  37773. onDragObservable: Observable<{
  37774. delta: Vector3;
  37775. dragPlanePoint: Vector3;
  37776. dragPlaneNormal: Vector3;
  37777. dragDistance: number;
  37778. pointerId: number;
  37779. }>;
  37780. /**
  37781. * Fires each time a drag begins (eg. mouse down on mesh)
  37782. */
  37783. onDragStartObservable: Observable<{
  37784. dragPlanePoint: Vector3;
  37785. pointerId: number;
  37786. }>;
  37787. /**
  37788. * Fires each time a drag ends (eg. mouse release after drag)
  37789. */
  37790. onDragEndObservable: Observable<{
  37791. dragPlanePoint: Vector3;
  37792. pointerId: number;
  37793. }>;
  37794. /**
  37795. * If the attached mesh should be moved when dragged
  37796. */
  37797. moveAttached: boolean;
  37798. /**
  37799. * If the drag behavior will react to drag events (Default: true)
  37800. */
  37801. enabled: boolean;
  37802. /**
  37803. * If pointer events should start and release the drag (Default: true)
  37804. */
  37805. startAndReleaseDragOnPointerEvents: boolean;
  37806. /**
  37807. * If camera controls should be detached during the drag
  37808. */
  37809. detachCameraControls: boolean;
  37810. /**
  37811. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  37812. */
  37813. useObjectOrienationForDragging: boolean;
  37814. private _options;
  37815. /**
  37816. * Creates a pointer drag behavior that can be attached to a mesh
  37817. * @param options The drag axis or normal of the plane that will be dragged across. If no options are specified the drag plane will always face the ray's origin (eg. camera)
  37818. */
  37819. constructor(options?: {
  37820. dragAxis?: Vector3;
  37821. dragPlaneNormal?: Vector3;
  37822. });
  37823. /**
  37824. * Predicate to determine if it is valid to move the object to a new position when it is moved
  37825. */
  37826. validateDrag: (targetPosition: Vector3) => boolean;
  37827. /**
  37828. * The name of the behavior
  37829. */
  37830. readonly name: string;
  37831. /**
  37832. * Initializes the behavior
  37833. */
  37834. init(): void;
  37835. private _tmpVector;
  37836. private _alternatePickedPoint;
  37837. private _worldDragAxis;
  37838. private _targetPosition;
  37839. private _attachedElement;
  37840. /**
  37841. * Attaches the drag behavior the passed in mesh
  37842. * @param ownerNode The mesh that will be dragged around once attached
  37843. * @param predicate Predicate to use for pick filtering
  37844. */
  37845. attach(ownerNode: AbstractMesh, predicate?: (m: AbstractMesh) => boolean): void;
  37846. /**
  37847. * Force relase the drag action by code.
  37848. */
  37849. releaseDrag(): void;
  37850. private _startDragRay;
  37851. private _lastPointerRay;
  37852. /**
  37853. * Simulates the start of a pointer drag event on the behavior
  37854. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  37855. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  37856. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  37857. */
  37858. startDrag(pointerId?: number, fromRay?: Ray, startPickedPoint?: Vector3): void;
  37859. private _startDrag;
  37860. private _dragDelta;
  37861. private _moveDrag;
  37862. private _pickWithRayOnDragPlane;
  37863. private _pointA;
  37864. private _pointB;
  37865. private _pointC;
  37866. private _lineA;
  37867. private _lineB;
  37868. private _localAxis;
  37869. private _lookAt;
  37870. private _updateDragPlanePosition;
  37871. /**
  37872. * Detaches the behavior from the mesh
  37873. */
  37874. detach(): void;
  37875. }
  37876. }
  37877. declare module "babylonjs/Behaviors/Meshes/multiPointerScaleBehavior" {
  37878. import { Mesh } from "babylonjs/Meshes/mesh";
  37879. import { Behavior } from "babylonjs/Behaviors/behavior";
  37880. /**
  37881. * A behavior that when attached to a mesh will allow the mesh to be scaled
  37882. */
  37883. export class MultiPointerScaleBehavior implements Behavior<Mesh> {
  37884. private _dragBehaviorA;
  37885. private _dragBehaviorB;
  37886. private _startDistance;
  37887. private _initialScale;
  37888. private _targetScale;
  37889. private _ownerNode;
  37890. private _sceneRenderObserver;
  37891. /**
  37892. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  37893. */
  37894. constructor();
  37895. /**
  37896. * The name of the behavior
  37897. */
  37898. readonly name: string;
  37899. /**
  37900. * Initializes the behavior
  37901. */
  37902. init(): void;
  37903. private _getCurrentDistance;
  37904. /**
  37905. * Attaches the scale behavior the passed in mesh
  37906. * @param ownerNode The mesh that will be scaled around once attached
  37907. */
  37908. attach(ownerNode: Mesh): void;
  37909. /**
  37910. * Detaches the behavior from the mesh
  37911. */
  37912. detach(): void;
  37913. }
  37914. }
  37915. declare module "babylonjs/Behaviors/Meshes/sixDofDragBehavior" {
  37916. import { Behavior } from "babylonjs/Behaviors/behavior";
  37917. import { Mesh } from "babylonjs/Meshes/mesh";
  37918. import { Observable } from "babylonjs/Misc/observable";
  37919. /**
  37920. * A behavior that when attached to a mesh will allow the mesh to be dragged around based on directions and origin of the pointer's ray
  37921. */
  37922. export class SixDofDragBehavior implements Behavior<Mesh> {
  37923. private static _virtualScene;
  37924. private _ownerNode;
  37925. private _sceneRenderObserver;
  37926. private _scene;
  37927. private _targetPosition;
  37928. private _virtualOriginMesh;
  37929. private _virtualDragMesh;
  37930. private _pointerObserver;
  37931. private _moving;
  37932. private _startingOrientation;
  37933. /**
  37934. * How much faster the object should move when the controller is moving towards it. This is useful to bring objects that are far away from the user to them faster. Set this to 0 to avoid any speed increase. (Default: 3)
  37935. */
  37936. private zDragFactor;
  37937. /**
  37938. * If the object should rotate to face the drag origin
  37939. */
  37940. rotateDraggedObject: boolean;
  37941. /**
  37942. * If the behavior is currently in a dragging state
  37943. */
  37944. dragging: boolean;
  37945. /**
  37946. * The distance towards the target drag position to move each frame. This can be useful to avoid jitter. Set this to 1 for no delay. (Default: 0.2)
  37947. */
  37948. dragDeltaRatio: number;
  37949. /**
  37950. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  37951. */
  37952. currentDraggingPointerID: number;
  37953. /**
  37954. * If camera controls should be detached during the drag
  37955. */
  37956. detachCameraControls: boolean;
  37957. /**
  37958. * Fires each time a drag starts
  37959. */
  37960. onDragStartObservable: Observable<{}>;
  37961. /**
  37962. * Fires each time a drag ends (eg. mouse release after drag)
  37963. */
  37964. onDragEndObservable: Observable<{}>;
  37965. /**
  37966. * Instantiates a behavior that when attached to a mesh will allow the mesh to be dragged around based on directions and origin of the pointer's ray
  37967. */
  37968. constructor();
  37969. /**
  37970. * The name of the behavior
  37971. */
  37972. readonly name: string;
  37973. /**
  37974. * Initializes the behavior
  37975. */
  37976. init(): void;
  37977. /**
  37978. * In the case of multiplea active cameras, the cameraToUseForPointers should be used if set instead of active camera
  37979. */
  37980. private readonly _pointerCamera;
  37981. /**
  37982. * Attaches the scale behavior the passed in mesh
  37983. * @param ownerNode The mesh that will be scaled around once attached
  37984. */
  37985. attach(ownerNode: Mesh): void;
  37986. /**
  37987. * Detaches the behavior from the mesh
  37988. */
  37989. detach(): void;
  37990. }
  37991. }
  37992. declare module "babylonjs/Behaviors/Meshes/index" {
  37993. export * from "babylonjs/Behaviors/Meshes/attachToBoxBehavior";
  37994. export * from "babylonjs/Behaviors/Meshes/fadeInOutBehavior";
  37995. export * from "babylonjs/Behaviors/Meshes/multiPointerScaleBehavior";
  37996. export * from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  37997. export * from "babylonjs/Behaviors/Meshes/sixDofDragBehavior";
  37998. }
  37999. declare module "babylonjs/Behaviors/index" {
  38000. export * from "babylonjs/Behaviors/behavior";
  38001. export * from "babylonjs/Behaviors/Cameras/index";
  38002. export * from "babylonjs/Behaviors/Meshes/index";
  38003. }
  38004. declare module "babylonjs/Bones/boneIKController" {
  38005. import { Bone } from "babylonjs/Bones/bone";
  38006. import { Vector3 } from "babylonjs/Maths/math.vector";
  38007. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38008. import { Nullable } from "babylonjs/types";
  38009. /**
  38010. * Class used to apply inverse kinematics to bones
  38011. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  38012. */
  38013. export class BoneIKController {
  38014. private static _tmpVecs;
  38015. private static _tmpQuat;
  38016. private static _tmpMats;
  38017. /**
  38018. * Gets or sets the target mesh
  38019. */
  38020. targetMesh: AbstractMesh;
  38021. /** Gets or sets the mesh used as pole */
  38022. poleTargetMesh: AbstractMesh;
  38023. /**
  38024. * Gets or sets the bone used as pole
  38025. */
  38026. poleTargetBone: Nullable<Bone>;
  38027. /**
  38028. * Gets or sets the target position
  38029. */
  38030. targetPosition: Vector3;
  38031. /**
  38032. * Gets or sets the pole target position
  38033. */
  38034. poleTargetPosition: Vector3;
  38035. /**
  38036. * Gets or sets the pole target local offset
  38037. */
  38038. poleTargetLocalOffset: Vector3;
  38039. /**
  38040. * Gets or sets the pole angle
  38041. */
  38042. poleAngle: number;
  38043. /**
  38044. * Gets or sets the mesh associated with the controller
  38045. */
  38046. mesh: AbstractMesh;
  38047. /**
  38048. * The amount to slerp (spherical linear interpolation) to the target. Set this to a value between 0 and 1 (a value of 1 disables slerp)
  38049. */
  38050. slerpAmount: number;
  38051. private _bone1Quat;
  38052. private _bone1Mat;
  38053. private _bone2Ang;
  38054. private _bone1;
  38055. private _bone2;
  38056. private _bone1Length;
  38057. private _bone2Length;
  38058. private _maxAngle;
  38059. private _maxReach;
  38060. private _rightHandedSystem;
  38061. private _bendAxis;
  38062. private _slerping;
  38063. private _adjustRoll;
  38064. /**
  38065. * Gets or sets maximum allowed angle
  38066. */
  38067. maxAngle: number;
  38068. /**
  38069. * Creates a new BoneIKController
  38070. * @param mesh defines the mesh to control
  38071. * @param bone defines the bone to control
  38072. * @param options defines options to set up the controller
  38073. */
  38074. constructor(mesh: AbstractMesh, bone: Bone, options?: {
  38075. targetMesh?: AbstractMesh;
  38076. poleTargetMesh?: AbstractMesh;
  38077. poleTargetBone?: Bone;
  38078. poleTargetLocalOffset?: Vector3;
  38079. poleAngle?: number;
  38080. bendAxis?: Vector3;
  38081. maxAngle?: number;
  38082. slerpAmount?: number;
  38083. });
  38084. private _setMaxAngle;
  38085. /**
  38086. * Force the controller to update the bones
  38087. */
  38088. update(): void;
  38089. }
  38090. }
  38091. declare module "babylonjs/Bones/boneLookController" {
  38092. import { Vector3 } from "babylonjs/Maths/math.vector";
  38093. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38094. import { Bone } from "babylonjs/Bones/bone";
  38095. import { Space } from "babylonjs/Maths/math.axis";
  38096. /**
  38097. * Class used to make a bone look toward a point in space
  38098. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  38099. */
  38100. export class BoneLookController {
  38101. private static _tmpVecs;
  38102. private static _tmpQuat;
  38103. private static _tmpMats;
  38104. /**
  38105. * The target Vector3 that the bone will look at
  38106. */
  38107. target: Vector3;
  38108. /**
  38109. * The mesh that the bone is attached to
  38110. */
  38111. mesh: AbstractMesh;
  38112. /**
  38113. * The bone that will be looking to the target
  38114. */
  38115. bone: Bone;
  38116. /**
  38117. * The up axis of the coordinate system that is used when the bone is rotated
  38118. */
  38119. upAxis: Vector3;
  38120. /**
  38121. * The space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD
  38122. */
  38123. upAxisSpace: Space;
  38124. /**
  38125. * Used to make an adjustment to the yaw of the bone
  38126. */
  38127. adjustYaw: number;
  38128. /**
  38129. * Used to make an adjustment to the pitch of the bone
  38130. */
  38131. adjustPitch: number;
  38132. /**
  38133. * Used to make an adjustment to the roll of the bone
  38134. */
  38135. adjustRoll: number;
  38136. /**
  38137. * The amount to slerp (spherical linear interpolation) to the target. Set this to a value between 0 and 1 (a value of 1 disables slerp)
  38138. */
  38139. slerpAmount: number;
  38140. private _minYaw;
  38141. private _maxYaw;
  38142. private _minPitch;
  38143. private _maxPitch;
  38144. private _minYawSin;
  38145. private _minYawCos;
  38146. private _maxYawSin;
  38147. private _maxYawCos;
  38148. private _midYawConstraint;
  38149. private _minPitchTan;
  38150. private _maxPitchTan;
  38151. private _boneQuat;
  38152. private _slerping;
  38153. private _transformYawPitch;
  38154. private _transformYawPitchInv;
  38155. private _firstFrameSkipped;
  38156. private _yawRange;
  38157. private _fowardAxis;
  38158. /**
  38159. * Gets or sets the minimum yaw angle that the bone can look to
  38160. */
  38161. minYaw: number;
  38162. /**
  38163. * Gets or sets the maximum yaw angle that the bone can look to
  38164. */
  38165. maxYaw: number;
  38166. /**
  38167. * Gets or sets the minimum pitch angle that the bone can look to
  38168. */
  38169. minPitch: number;
  38170. /**
  38171. * Gets or sets the maximum pitch angle that the bone can look to
  38172. */
  38173. maxPitch: number;
  38174. /**
  38175. * Create a BoneLookController
  38176. * @param mesh the mesh that the bone belongs to
  38177. * @param bone the bone that will be looking to the target
  38178. * @param target the target Vector3 to look at
  38179. * @param options optional settings:
  38180. * * maxYaw: the maximum angle the bone will yaw to
  38181. * * minYaw: the minimum angle the bone will yaw to
  38182. * * maxPitch: the maximum angle the bone will pitch to
  38183. * * minPitch: the minimum angle the bone will yaw to
  38184. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  38185. * * upAxis: the up axis of the coordinate system
  38186. * * upAxisSpace: the space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD.
  38187. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  38188. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  38189. * * adjustYaw: used to make an adjustment to the yaw of the bone
  38190. * * adjustPitch: used to make an adjustment to the pitch of the bone
  38191. * * adjustRoll: used to make an adjustment to the roll of the bone
  38192. **/
  38193. constructor(mesh: AbstractMesh, bone: Bone, target: Vector3, options?: {
  38194. maxYaw?: number;
  38195. minYaw?: number;
  38196. maxPitch?: number;
  38197. minPitch?: number;
  38198. slerpAmount?: number;
  38199. upAxis?: Vector3;
  38200. upAxisSpace?: Space;
  38201. yawAxis?: Vector3;
  38202. pitchAxis?: Vector3;
  38203. adjustYaw?: number;
  38204. adjustPitch?: number;
  38205. adjustRoll?: number;
  38206. });
  38207. /**
  38208. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  38209. */
  38210. update(): void;
  38211. private _getAngleDiff;
  38212. private _getAngleBetween;
  38213. private _isAngleBetween;
  38214. }
  38215. }
  38216. declare module "babylonjs/Bones/index" {
  38217. export * from "babylonjs/Bones/bone";
  38218. export * from "babylonjs/Bones/boneIKController";
  38219. export * from "babylonjs/Bones/boneLookController";
  38220. export * from "babylonjs/Bones/skeleton";
  38221. }
  38222. declare module "babylonjs/Cameras/Inputs/arcRotateCameraGamepadInput" {
  38223. import { Nullable } from "babylonjs/types";
  38224. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  38225. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38226. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  38227. /**
  38228. * Manage the gamepad inputs to control an arc rotate camera.
  38229. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38230. */
  38231. export class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
  38232. /**
  38233. * Defines the camera the input is attached to.
  38234. */
  38235. camera: ArcRotateCamera;
  38236. /**
  38237. * Defines the gamepad the input is gathering event from.
  38238. */
  38239. gamepad: Nullable<Gamepad>;
  38240. /**
  38241. * Defines the gamepad rotation sensiblity.
  38242. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  38243. */
  38244. gamepadRotationSensibility: number;
  38245. /**
  38246. * Defines the gamepad move sensiblity.
  38247. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  38248. */
  38249. gamepadMoveSensibility: number;
  38250. private _onGamepadConnectedObserver;
  38251. private _onGamepadDisconnectedObserver;
  38252. /**
  38253. * Attach the input controls to a specific dom element to get the input from.
  38254. * @param element Defines the element the controls should be listened from
  38255. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38256. */
  38257. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38258. /**
  38259. * Detach the current controls from the specified dom element.
  38260. * @param element Defines the element to stop listening the inputs from
  38261. */
  38262. detachControl(element: Nullable<HTMLElement>): void;
  38263. /**
  38264. * Update the current camera state depending on the inputs that have been used this frame.
  38265. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  38266. */
  38267. checkInputs(): void;
  38268. /**
  38269. * Gets the class name of the current intput.
  38270. * @returns the class name
  38271. */
  38272. getClassName(): string;
  38273. /**
  38274. * Get the friendly name associated with the input class.
  38275. * @returns the input friendly name
  38276. */
  38277. getSimpleName(): string;
  38278. }
  38279. }
  38280. declare module "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput" {
  38281. import { Nullable } from "babylonjs/types";
  38282. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  38283. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38284. module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  38285. interface ArcRotateCameraInputsManager {
  38286. /**
  38287. * Add orientation input support to the input manager.
  38288. * @returns the current input manager
  38289. */
  38290. addVRDeviceOrientation(): ArcRotateCameraInputsManager;
  38291. }
  38292. }
  38293. /**
  38294. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  38295. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38296. */
  38297. export class ArcRotateCameraVRDeviceOrientationInput implements ICameraInput<ArcRotateCamera> {
  38298. /**
  38299. * Defines the camera the input is attached to.
  38300. */
  38301. camera: ArcRotateCamera;
  38302. /**
  38303. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  38304. */
  38305. alphaCorrection: number;
  38306. /**
  38307. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  38308. */
  38309. gammaCorrection: number;
  38310. private _alpha;
  38311. private _gamma;
  38312. private _dirty;
  38313. private _deviceOrientationHandler;
  38314. /**
  38315. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  38316. */
  38317. constructor();
  38318. /**
  38319. * Attach the input controls to a specific dom element to get the input from.
  38320. * @param element Defines the element the controls should be listened from
  38321. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38322. */
  38323. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38324. /** @hidden */
  38325. _onOrientationEvent(evt: DeviceOrientationEvent): void;
  38326. /**
  38327. * Update the current camera state depending on the inputs that have been used this frame.
  38328. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  38329. */
  38330. checkInputs(): void;
  38331. /**
  38332. * Detach the current controls from the specified dom element.
  38333. * @param element Defines the element to stop listening the inputs from
  38334. */
  38335. detachControl(element: Nullable<HTMLElement>): void;
  38336. /**
  38337. * Gets the class name of the current intput.
  38338. * @returns the class name
  38339. */
  38340. getClassName(): string;
  38341. /**
  38342. * Get the friendly name associated with the input class.
  38343. * @returns the input friendly name
  38344. */
  38345. getSimpleName(): string;
  38346. }
  38347. }
  38348. declare module "babylonjs/Cameras/Inputs/flyCameraMouseInput" {
  38349. import { Nullable } from "babylonjs/types";
  38350. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38351. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  38352. /**
  38353. * Listen to mouse events to control the camera.
  38354. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38355. */
  38356. export class FlyCameraMouseInput implements ICameraInput<FlyCamera> {
  38357. /**
  38358. * Defines the camera the input is attached to.
  38359. */
  38360. camera: FlyCamera;
  38361. /**
  38362. * Defines if touch is enabled. (Default is true.)
  38363. */
  38364. touchEnabled: boolean;
  38365. /**
  38366. * Defines the buttons associated with the input to handle camera rotation.
  38367. */
  38368. buttons: number[];
  38369. /**
  38370. * Assign buttons for Yaw control.
  38371. */
  38372. buttonsYaw: number[];
  38373. /**
  38374. * Assign buttons for Pitch control.
  38375. */
  38376. buttonsPitch: number[];
  38377. /**
  38378. * Assign buttons for Roll control.
  38379. */
  38380. buttonsRoll: number[];
  38381. /**
  38382. * Detect if any button is being pressed while mouse is moved.
  38383. * -1 = Mouse locked.
  38384. * 0 = Left button.
  38385. * 1 = Middle Button.
  38386. * 2 = Right Button.
  38387. */
  38388. activeButton: number;
  38389. /**
  38390. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  38391. * Higher values reduce its sensitivity.
  38392. */
  38393. angularSensibility: number;
  38394. private _mousemoveCallback;
  38395. private _observer;
  38396. private _rollObserver;
  38397. private previousPosition;
  38398. private noPreventDefault;
  38399. private element;
  38400. /**
  38401. * Listen to mouse events to control the camera.
  38402. * @param touchEnabled Define if touch is enabled. (Default is true.)
  38403. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38404. */
  38405. constructor(touchEnabled?: boolean);
  38406. /**
  38407. * Attach the mouse control to the HTML DOM element.
  38408. * @param element Defines the element that listens to the input events.
  38409. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  38410. */
  38411. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38412. /**
  38413. * Detach the current controls from the specified dom element.
  38414. * @param element Defines the element to stop listening the inputs from
  38415. */
  38416. detachControl(element: Nullable<HTMLElement>): void;
  38417. /**
  38418. * Gets the class name of the current input.
  38419. * @returns the class name.
  38420. */
  38421. getClassName(): string;
  38422. /**
  38423. * Get the friendly name associated with the input class.
  38424. * @returns the input's friendly name.
  38425. */
  38426. getSimpleName(): string;
  38427. private _pointerInput;
  38428. private _onMouseMove;
  38429. /**
  38430. * Rotate camera by mouse offset.
  38431. */
  38432. private rotateCamera;
  38433. }
  38434. }
  38435. declare module "babylonjs/Cameras/flyCameraInputsManager" {
  38436. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  38437. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  38438. /**
  38439. * Default Inputs manager for the FlyCamera.
  38440. * It groups all the default supported inputs for ease of use.
  38441. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38442. */
  38443. export class FlyCameraInputsManager extends CameraInputsManager<FlyCamera> {
  38444. /**
  38445. * Instantiates a new FlyCameraInputsManager.
  38446. * @param camera Defines the camera the inputs belong to.
  38447. */
  38448. constructor(camera: FlyCamera);
  38449. /**
  38450. * Add keyboard input support to the input manager.
  38451. * @returns the new FlyCameraKeyboardMoveInput().
  38452. */
  38453. addKeyboard(): FlyCameraInputsManager;
  38454. /**
  38455. * Add mouse input support to the input manager.
  38456. * @param touchEnabled Enable touch screen support.
  38457. * @returns the new FlyCameraMouseInput().
  38458. */
  38459. addMouse(touchEnabled?: boolean): FlyCameraInputsManager;
  38460. }
  38461. }
  38462. declare module "babylonjs/Cameras/flyCamera" {
  38463. import { Scene } from "babylonjs/scene";
  38464. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  38465. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38466. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  38467. import { FlyCameraInputsManager } from "babylonjs/Cameras/flyCameraInputsManager";
  38468. /**
  38469. * This is a flying camera, designed for 3D movement and rotation in all directions,
  38470. * such as in a 3D Space Shooter or a Flight Simulator.
  38471. */
  38472. export class FlyCamera extends TargetCamera {
  38473. /**
  38474. * Define the collision ellipsoid of the camera.
  38475. * This is helpful for simulating a camera body, like a player's body.
  38476. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  38477. */
  38478. ellipsoid: Vector3;
  38479. /**
  38480. * Define an offset for the position of the ellipsoid around the camera.
  38481. * This can be helpful if the camera is attached away from the player's body center,
  38482. * such as at its head.
  38483. */
  38484. ellipsoidOffset: Vector3;
  38485. /**
  38486. * Enable or disable collisions of the camera with the rest of the scene objects.
  38487. */
  38488. checkCollisions: boolean;
  38489. /**
  38490. * Enable or disable gravity on the camera.
  38491. */
  38492. applyGravity: boolean;
  38493. /**
  38494. * Define the current direction the camera is moving to.
  38495. */
  38496. cameraDirection: Vector3;
  38497. /**
  38498. * Define the current local rotation of the camera as a quaternion to prevent Gimbal lock.
  38499. * This overrides and empties cameraRotation.
  38500. */
  38501. rotationQuaternion: Quaternion;
  38502. /**
  38503. * Track Roll to maintain the wanted Rolling when looking around.
  38504. */
  38505. _trackRoll: number;
  38506. /**
  38507. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  38508. */
  38509. rollCorrect: number;
  38510. /**
  38511. * Mimic a banked turn, Rolling the camera when Yawing.
  38512. * It's recommended to use rollCorrect = 10 for faster banking correction.
  38513. */
  38514. bankedTurn: boolean;
  38515. /**
  38516. * Limit in radians for how much Roll banking will add. (Default: 90°)
  38517. */
  38518. bankedTurnLimit: number;
  38519. /**
  38520. * Value of 0 disables the banked Roll.
  38521. * Value of 1 is equal to the Yaw angle in radians.
  38522. */
  38523. bankedTurnMultiplier: number;
  38524. /**
  38525. * The inputs manager loads all the input sources, such as keyboard and mouse.
  38526. */
  38527. inputs: FlyCameraInputsManager;
  38528. /**
  38529. * Gets the input sensibility for mouse input.
  38530. * Higher values reduce sensitivity.
  38531. */
  38532. /**
  38533. * Sets the input sensibility for a mouse input.
  38534. * Higher values reduce sensitivity.
  38535. */
  38536. angularSensibility: number;
  38537. /**
  38538. * Get the keys for camera movement forward.
  38539. */
  38540. /**
  38541. * Set the keys for camera movement forward.
  38542. */
  38543. keysForward: number[];
  38544. /**
  38545. * Get the keys for camera movement backward.
  38546. */
  38547. keysBackward: number[];
  38548. /**
  38549. * Get the keys for camera movement up.
  38550. */
  38551. /**
  38552. * Set the keys for camera movement up.
  38553. */
  38554. keysUp: number[];
  38555. /**
  38556. * Get the keys for camera movement down.
  38557. */
  38558. /**
  38559. * Set the keys for camera movement down.
  38560. */
  38561. keysDown: number[];
  38562. /**
  38563. * Get the keys for camera movement left.
  38564. */
  38565. /**
  38566. * Set the keys for camera movement left.
  38567. */
  38568. keysLeft: number[];
  38569. /**
  38570. * Set the keys for camera movement right.
  38571. */
  38572. /**
  38573. * Set the keys for camera movement right.
  38574. */
  38575. keysRight: number[];
  38576. /**
  38577. * Event raised when the camera collides with a mesh in the scene.
  38578. */
  38579. onCollide: (collidedMesh: AbstractMesh) => void;
  38580. private _collider;
  38581. private _needMoveForGravity;
  38582. private _oldPosition;
  38583. private _diffPosition;
  38584. private _newPosition;
  38585. /** @hidden */
  38586. _localDirection: Vector3;
  38587. /** @hidden */
  38588. _transformedDirection: Vector3;
  38589. /**
  38590. * Instantiates a FlyCamera.
  38591. * This is a flying camera, designed for 3D movement and rotation in all directions,
  38592. * such as in a 3D Space Shooter or a Flight Simulator.
  38593. * @param name Define the name of the camera in the scene.
  38594. * @param position Define the starting position of the camera in the scene.
  38595. * @param scene Define the scene the camera belongs to.
  38596. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  38597. */
  38598. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  38599. /**
  38600. * Attach a control to the HTML DOM element.
  38601. * @param element Defines the element that listens to the input events.
  38602. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  38603. */
  38604. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38605. /**
  38606. * Detach a control from the HTML DOM element.
  38607. * The camera will stop reacting to that input.
  38608. * @param element Defines the element that listens to the input events.
  38609. */
  38610. detachControl(element: HTMLElement): void;
  38611. private _collisionMask;
  38612. /**
  38613. * Get the mask that the camera ignores in collision events.
  38614. */
  38615. /**
  38616. * Set the mask that the camera ignores in collision events.
  38617. */
  38618. collisionMask: number;
  38619. /** @hidden */
  38620. _collideWithWorld(displacement: Vector3): void;
  38621. /** @hidden */
  38622. private _onCollisionPositionChange;
  38623. /** @hidden */
  38624. _checkInputs(): void;
  38625. /** @hidden */
  38626. _decideIfNeedsToMove(): boolean;
  38627. /** @hidden */
  38628. _updatePosition(): void;
  38629. /**
  38630. * Restore the Roll to its target value at the rate specified.
  38631. * @param rate - Higher means slower restoring.
  38632. * @hidden
  38633. */
  38634. restoreRoll(rate: number): void;
  38635. /**
  38636. * Destroy the camera and release the current resources held by it.
  38637. */
  38638. dispose(): void;
  38639. /**
  38640. * Get the current object class name.
  38641. * @returns the class name.
  38642. */
  38643. getClassName(): string;
  38644. }
  38645. }
  38646. declare module "babylonjs/Cameras/Inputs/flyCameraKeyboardInput" {
  38647. import { Nullable } from "babylonjs/types";
  38648. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38649. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  38650. /**
  38651. * Listen to keyboard events to control the camera.
  38652. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38653. */
  38654. export class FlyCameraKeyboardInput implements ICameraInput<FlyCamera> {
  38655. /**
  38656. * Defines the camera the input is attached to.
  38657. */
  38658. camera: FlyCamera;
  38659. /**
  38660. * The list of keyboard keys used to control the forward move of the camera.
  38661. */
  38662. keysForward: number[];
  38663. /**
  38664. * The list of keyboard keys used to control the backward move of the camera.
  38665. */
  38666. keysBackward: number[];
  38667. /**
  38668. * The list of keyboard keys used to control the forward move of the camera.
  38669. */
  38670. keysUp: number[];
  38671. /**
  38672. * The list of keyboard keys used to control the backward move of the camera.
  38673. */
  38674. keysDown: number[];
  38675. /**
  38676. * The list of keyboard keys used to control the right strafe move of the camera.
  38677. */
  38678. keysRight: number[];
  38679. /**
  38680. * The list of keyboard keys used to control the left strafe move of the camera.
  38681. */
  38682. keysLeft: number[];
  38683. private _keys;
  38684. private _onCanvasBlurObserver;
  38685. private _onKeyboardObserver;
  38686. private _engine;
  38687. private _scene;
  38688. /**
  38689. * Attach the input controls to a specific dom element to get the input from.
  38690. * @param element Defines the element the controls should be listened from
  38691. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38692. */
  38693. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38694. /**
  38695. * Detach the current controls from the specified dom element.
  38696. * @param element Defines the element to stop listening the inputs from
  38697. */
  38698. detachControl(element: Nullable<HTMLElement>): void;
  38699. /**
  38700. * Gets the class name of the current intput.
  38701. * @returns the class name
  38702. */
  38703. getClassName(): string;
  38704. /** @hidden */
  38705. _onLostFocus(e: FocusEvent): void;
  38706. /**
  38707. * Get the friendly name associated with the input class.
  38708. * @returns the input friendly name
  38709. */
  38710. getSimpleName(): string;
  38711. /**
  38712. * Update the current camera state depending on the inputs that have been used this frame.
  38713. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  38714. */
  38715. checkInputs(): void;
  38716. }
  38717. }
  38718. declare module "babylonjs/Cameras/Inputs/followCameraMouseWheelInput" {
  38719. import { Nullable } from "babylonjs/types";
  38720. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  38721. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38722. /**
  38723. * Manage the mouse wheel inputs to control a follow camera.
  38724. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38725. */
  38726. export class FollowCameraMouseWheelInput implements ICameraInput<FollowCamera> {
  38727. /**
  38728. * Defines the camera the input is attached to.
  38729. */
  38730. camera: FollowCamera;
  38731. /**
  38732. * Moue wheel controls zoom. (Mouse wheel modifies camera.radius value.)
  38733. */
  38734. axisControlRadius: boolean;
  38735. /**
  38736. * Moue wheel controls height. (Mouse wheel modifies camera.heightOffset value.)
  38737. */
  38738. axisControlHeight: boolean;
  38739. /**
  38740. * Moue wheel controls angle. (Mouse wheel modifies camera.rotationOffset value.)
  38741. */
  38742. axisControlRotation: boolean;
  38743. /**
  38744. * Gets or Set the mouse wheel precision or how fast is the camera moves in
  38745. * relation to mouseWheel events.
  38746. */
  38747. wheelPrecision: number;
  38748. /**
  38749. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  38750. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  38751. */
  38752. wheelDeltaPercentage: number;
  38753. private _wheel;
  38754. private _observer;
  38755. /**
  38756. * Attach the input controls to a specific dom element to get the input from.
  38757. * @param element Defines the element the controls should be listened from
  38758. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38759. */
  38760. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38761. /**
  38762. * Detach the current controls from the specified dom element.
  38763. * @param element Defines the element to stop listening the inputs from
  38764. */
  38765. detachControl(element: Nullable<HTMLElement>): void;
  38766. /**
  38767. * Gets the class name of the current intput.
  38768. * @returns the class name
  38769. */
  38770. getClassName(): string;
  38771. /**
  38772. * Get the friendly name associated with the input class.
  38773. * @returns the input friendly name
  38774. */
  38775. getSimpleName(): string;
  38776. }
  38777. }
  38778. declare module "babylonjs/Cameras/Inputs/followCameraPointersInput" {
  38779. import { Nullable } from "babylonjs/types";
  38780. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  38781. import { BaseCameraPointersInput } from "babylonjs/Cameras/Inputs/BaseCameraPointersInput";
  38782. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  38783. /**
  38784. * Manage the pointers inputs to control an follow camera.
  38785. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38786. */
  38787. export class FollowCameraPointersInput extends BaseCameraPointersInput {
  38788. /**
  38789. * Defines the camera the input is attached to.
  38790. */
  38791. camera: FollowCamera;
  38792. /**
  38793. * Gets the class name of the current input.
  38794. * @returns the class name
  38795. */
  38796. getClassName(): string;
  38797. /**
  38798. * Defines the pointer angular sensibility along the X axis or how fast is
  38799. * the camera rotating.
  38800. * A negative number will reverse the axis direction.
  38801. */
  38802. angularSensibilityX: number;
  38803. /**
  38804. * Defines the pointer angular sensibility along the Y axis or how fast is
  38805. * the camera rotating.
  38806. * A negative number will reverse the axis direction.
  38807. */
  38808. angularSensibilityY: number;
  38809. /**
  38810. * Defines the pointer pinch precision or how fast is the camera zooming.
  38811. * A negative number will reverse the axis direction.
  38812. */
  38813. pinchPrecision: number;
  38814. /**
  38815. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  38816. * from 0.
  38817. * It defines the percentage of current camera.radius to use as delta when
  38818. * pinch zoom is used.
  38819. */
  38820. pinchDeltaPercentage: number;
  38821. /**
  38822. * Pointer X axis controls zoom. (X axis modifies camera.radius value.)
  38823. */
  38824. axisXControlRadius: boolean;
  38825. /**
  38826. * Pointer X axis controls height. (X axis modifies camera.heightOffset value.)
  38827. */
  38828. axisXControlHeight: boolean;
  38829. /**
  38830. * Pointer X axis controls angle. (X axis modifies camera.rotationOffset value.)
  38831. */
  38832. axisXControlRotation: boolean;
  38833. /**
  38834. * Pointer Y axis controls zoom. (Y axis modifies camera.radius value.)
  38835. */
  38836. axisYControlRadius: boolean;
  38837. /**
  38838. * Pointer Y axis controls height. (Y axis modifies camera.heightOffset value.)
  38839. */
  38840. axisYControlHeight: boolean;
  38841. /**
  38842. * Pointer Y axis controls angle. (Y axis modifies camera.rotationOffset value.)
  38843. */
  38844. axisYControlRotation: boolean;
  38845. /**
  38846. * Pinch controls zoom. (Pinch modifies camera.radius value.)
  38847. */
  38848. axisPinchControlRadius: boolean;
  38849. /**
  38850. * Pinch controls height. (Pinch modifies camera.heightOffset value.)
  38851. */
  38852. axisPinchControlHeight: boolean;
  38853. /**
  38854. * Pinch controls angle. (Pinch modifies camera.rotationOffset value.)
  38855. */
  38856. axisPinchControlRotation: boolean;
  38857. /**
  38858. * Log error messages if basic misconfiguration has occurred.
  38859. */
  38860. warningEnable: boolean;
  38861. protected onTouch(pointA: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  38862. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  38863. private _warningCounter;
  38864. private _warning;
  38865. }
  38866. }
  38867. declare module "babylonjs/Cameras/followCameraInputsManager" {
  38868. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  38869. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  38870. /**
  38871. * Default Inputs manager for the FollowCamera.
  38872. * It groups all the default supported inputs for ease of use.
  38873. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38874. */
  38875. export class FollowCameraInputsManager extends CameraInputsManager<FollowCamera> {
  38876. /**
  38877. * Instantiates a new FollowCameraInputsManager.
  38878. * @param camera Defines the camera the inputs belong to
  38879. */
  38880. constructor(camera: FollowCamera);
  38881. /**
  38882. * Add keyboard input support to the input manager.
  38883. * @returns the current input manager
  38884. */
  38885. addKeyboard(): FollowCameraInputsManager;
  38886. /**
  38887. * Add mouse wheel input support to the input manager.
  38888. * @returns the current input manager
  38889. */
  38890. addMouseWheel(): FollowCameraInputsManager;
  38891. /**
  38892. * Add pointers input support to the input manager.
  38893. * @returns the current input manager
  38894. */
  38895. addPointers(): FollowCameraInputsManager;
  38896. /**
  38897. * Add orientation input support to the input manager.
  38898. * @returns the current input manager
  38899. */
  38900. addVRDeviceOrientation(): FollowCameraInputsManager;
  38901. }
  38902. }
  38903. declare module "babylonjs/Cameras/followCamera" {
  38904. import { Nullable } from "babylonjs/types";
  38905. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  38906. import { Scene } from "babylonjs/scene";
  38907. import { Vector3 } from "babylonjs/Maths/math.vector";
  38908. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38909. import { FollowCameraInputsManager } from "babylonjs/Cameras/followCameraInputsManager";
  38910. /**
  38911. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  38912. * an arc rotate version arcFollowCamera are available.
  38913. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  38914. */
  38915. export class FollowCamera extends TargetCamera {
  38916. /**
  38917. * Distance the follow camera should follow an object at
  38918. */
  38919. radius: number;
  38920. /**
  38921. * Minimum allowed distance of the camera to the axis of rotation
  38922. * (The camera can not get closer).
  38923. * This can help limiting how the Camera is able to move in the scene.
  38924. */
  38925. lowerRadiusLimit: Nullable<number>;
  38926. /**
  38927. * Maximum allowed distance of the camera to the axis of rotation
  38928. * (The camera can not get further).
  38929. * This can help limiting how the Camera is able to move in the scene.
  38930. */
  38931. upperRadiusLimit: Nullable<number>;
  38932. /**
  38933. * Define a rotation offset between the camera and the object it follows
  38934. */
  38935. rotationOffset: number;
  38936. /**
  38937. * Minimum allowed angle to camera position relative to target object.
  38938. * This can help limiting how the Camera is able to move in the scene.
  38939. */
  38940. lowerRotationOffsetLimit: Nullable<number>;
  38941. /**
  38942. * Maximum allowed angle to camera position relative to target object.
  38943. * This can help limiting how the Camera is able to move in the scene.
  38944. */
  38945. upperRotationOffsetLimit: Nullable<number>;
  38946. /**
  38947. * Define a height offset between the camera and the object it follows.
  38948. * It can help following an object from the top (like a car chaing a plane)
  38949. */
  38950. heightOffset: number;
  38951. /**
  38952. * Minimum allowed height of camera position relative to target object.
  38953. * This can help limiting how the Camera is able to move in the scene.
  38954. */
  38955. lowerHeightOffsetLimit: Nullable<number>;
  38956. /**
  38957. * Maximum allowed height of camera position relative to target object.
  38958. * This can help limiting how the Camera is able to move in the scene.
  38959. */
  38960. upperHeightOffsetLimit: Nullable<number>;
  38961. /**
  38962. * Define how fast the camera can accelerate to follow it s target.
  38963. */
  38964. cameraAcceleration: number;
  38965. /**
  38966. * Define the speed limit of the camera following an object.
  38967. */
  38968. maxCameraSpeed: number;
  38969. /**
  38970. * Define the target of the camera.
  38971. */
  38972. lockedTarget: Nullable<AbstractMesh>;
  38973. /**
  38974. * Defines the input associated with the camera.
  38975. */
  38976. inputs: FollowCameraInputsManager;
  38977. /**
  38978. * Instantiates the follow camera.
  38979. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  38980. * @param name Define the name of the camera in the scene
  38981. * @param position Define the position of the camera
  38982. * @param scene Define the scene the camera belong to
  38983. * @param lockedTarget Define the target of the camera
  38984. */
  38985. constructor(name: string, position: Vector3, scene: Scene, lockedTarget?: Nullable<AbstractMesh>);
  38986. private _follow;
  38987. /**
  38988. * Attached controls to the current camera.
  38989. * @param element Defines the element the controls should be listened from
  38990. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38991. */
  38992. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38993. /**
  38994. * Detach the current controls from the camera.
  38995. * The camera will stop reacting to inputs.
  38996. * @param element Defines the element to stop listening the inputs from
  38997. */
  38998. detachControl(element: HTMLElement): void;
  38999. /** @hidden */
  39000. _checkInputs(): void;
  39001. private _checkLimits;
  39002. /**
  39003. * Gets the camera class name.
  39004. * @returns the class name
  39005. */
  39006. getClassName(): string;
  39007. }
  39008. /**
  39009. * Arc Rotate version of the follow camera.
  39010. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  39011. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  39012. */
  39013. export class ArcFollowCamera extends TargetCamera {
  39014. /** The longitudinal angle of the camera */
  39015. alpha: number;
  39016. /** The latitudinal angle of the camera */
  39017. beta: number;
  39018. /** The radius of the camera from its target */
  39019. radius: number;
  39020. /** Define the camera target (the messh it should follow) */
  39021. target: Nullable<AbstractMesh>;
  39022. private _cartesianCoordinates;
  39023. /**
  39024. * Instantiates a new ArcFollowCamera
  39025. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  39026. * @param name Define the name of the camera
  39027. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  39028. * @param beta Define the rotation angle of the camera around the elevation axis
  39029. * @param radius Define the radius of the camera from its target point
  39030. * @param target Define the target of the camera
  39031. * @param scene Define the scene the camera belongs to
  39032. */
  39033. constructor(name: string,
  39034. /** The longitudinal angle of the camera */
  39035. alpha: number,
  39036. /** The latitudinal angle of the camera */
  39037. beta: number,
  39038. /** The radius of the camera from its target */
  39039. radius: number,
  39040. /** Define the camera target (the messh it should follow) */
  39041. target: Nullable<AbstractMesh>, scene: Scene);
  39042. private _follow;
  39043. /** @hidden */
  39044. _checkInputs(): void;
  39045. /**
  39046. * Returns the class name of the object.
  39047. * It is mostly used internally for serialization purposes.
  39048. */
  39049. getClassName(): string;
  39050. }
  39051. }
  39052. declare module "babylonjs/Cameras/Inputs/followCameraKeyboardMoveInput" {
  39053. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39054. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  39055. import { Nullable } from "babylonjs/types";
  39056. /**
  39057. * Manage the keyboard inputs to control the movement of a follow camera.
  39058. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39059. */
  39060. export class FollowCameraKeyboardMoveInput implements ICameraInput<FollowCamera> {
  39061. /**
  39062. * Defines the camera the input is attached to.
  39063. */
  39064. camera: FollowCamera;
  39065. /**
  39066. * Defines the list of key codes associated with the up action (increase heightOffset)
  39067. */
  39068. keysHeightOffsetIncr: number[];
  39069. /**
  39070. * Defines the list of key codes associated with the down action (decrease heightOffset)
  39071. */
  39072. keysHeightOffsetDecr: number[];
  39073. /**
  39074. * Defines whether the Alt modifier key is required to move up/down (alter heightOffset)
  39075. */
  39076. keysHeightOffsetModifierAlt: boolean;
  39077. /**
  39078. * Defines whether the Ctrl modifier key is required to move up/down (alter heightOffset)
  39079. */
  39080. keysHeightOffsetModifierCtrl: boolean;
  39081. /**
  39082. * Defines whether the Shift modifier key is required to move up/down (alter heightOffset)
  39083. */
  39084. keysHeightOffsetModifierShift: boolean;
  39085. /**
  39086. * Defines the list of key codes associated with the left action (increase rotationOffset)
  39087. */
  39088. keysRotationOffsetIncr: number[];
  39089. /**
  39090. * Defines the list of key codes associated with the right action (decrease rotationOffset)
  39091. */
  39092. keysRotationOffsetDecr: number[];
  39093. /**
  39094. * Defines whether the Alt modifier key is required to move left/right (alter rotationOffset)
  39095. */
  39096. keysRotationOffsetModifierAlt: boolean;
  39097. /**
  39098. * Defines whether the Ctrl modifier key is required to move left/right (alter rotationOffset)
  39099. */
  39100. keysRotationOffsetModifierCtrl: boolean;
  39101. /**
  39102. * Defines whether the Shift modifier key is required to move left/right (alter rotationOffset)
  39103. */
  39104. keysRotationOffsetModifierShift: boolean;
  39105. /**
  39106. * Defines the list of key codes associated with the zoom-in action (decrease radius)
  39107. */
  39108. keysRadiusIncr: number[];
  39109. /**
  39110. * Defines the list of key codes associated with the zoom-out action (increase radius)
  39111. */
  39112. keysRadiusDecr: number[];
  39113. /**
  39114. * Defines whether the Alt modifier key is required to zoom in/out (alter radius value)
  39115. */
  39116. keysRadiusModifierAlt: boolean;
  39117. /**
  39118. * Defines whether the Ctrl modifier key is required to zoom in/out (alter radius value)
  39119. */
  39120. keysRadiusModifierCtrl: boolean;
  39121. /**
  39122. * Defines whether the Shift modifier key is required to zoom in/out (alter radius value)
  39123. */
  39124. keysRadiusModifierShift: boolean;
  39125. /**
  39126. * Defines the rate of change of heightOffset.
  39127. */
  39128. heightSensibility: number;
  39129. /**
  39130. * Defines the rate of change of rotationOffset.
  39131. */
  39132. rotationSensibility: number;
  39133. /**
  39134. * Defines the rate of change of radius.
  39135. */
  39136. radiusSensibility: number;
  39137. private _keys;
  39138. private _ctrlPressed;
  39139. private _altPressed;
  39140. private _shiftPressed;
  39141. private _onCanvasBlurObserver;
  39142. private _onKeyboardObserver;
  39143. private _engine;
  39144. private _scene;
  39145. /**
  39146. * Attach the input controls to a specific dom element to get the input from.
  39147. * @param element Defines the element the controls should be listened from
  39148. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39149. */
  39150. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39151. /**
  39152. * Detach the current controls from the specified dom element.
  39153. * @param element Defines the element to stop listening the inputs from
  39154. */
  39155. detachControl(element: Nullable<HTMLElement>): void;
  39156. /**
  39157. * Update the current camera state depending on the inputs that have been used this frame.
  39158. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39159. */
  39160. checkInputs(): void;
  39161. /**
  39162. * Gets the class name of the current input.
  39163. * @returns the class name
  39164. */
  39165. getClassName(): string;
  39166. /**
  39167. * Get the friendly name associated with the input class.
  39168. * @returns the input friendly name
  39169. */
  39170. getSimpleName(): string;
  39171. /**
  39172. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  39173. * allow modification of the heightOffset value.
  39174. */
  39175. private _modifierHeightOffset;
  39176. /**
  39177. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  39178. * allow modification of the rotationOffset value.
  39179. */
  39180. private _modifierRotationOffset;
  39181. /**
  39182. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  39183. * allow modification of the radius value.
  39184. */
  39185. private _modifierRadius;
  39186. }
  39187. }
  39188. declare module "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput" {
  39189. import { Nullable } from "babylonjs/types";
  39190. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39191. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39192. import { Observable } from "babylonjs/Misc/observable";
  39193. module "babylonjs/Cameras/freeCameraInputsManager" {
  39194. interface FreeCameraInputsManager {
  39195. /**
  39196. * @hidden
  39197. */
  39198. _deviceOrientationInput: Nullable<FreeCameraDeviceOrientationInput>;
  39199. /**
  39200. * Add orientation input support to the input manager.
  39201. * @returns the current input manager
  39202. */
  39203. addDeviceOrientation(): FreeCameraInputsManager;
  39204. }
  39205. }
  39206. /**
  39207. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  39208. * Screen rotation is taken into account.
  39209. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39210. */
  39211. export class FreeCameraDeviceOrientationInput implements ICameraInput<FreeCamera> {
  39212. private _camera;
  39213. private _screenOrientationAngle;
  39214. private _constantTranform;
  39215. private _screenQuaternion;
  39216. private _alpha;
  39217. private _beta;
  39218. private _gamma;
  39219. /**
  39220. * Can be used to detect if a device orientation sensor is availible on a device
  39221. * @param timeout amount of time in milliseconds to wait for a response from the sensor (default: infinite)
  39222. * @returns a promise that will resolve on orientation change
  39223. */
  39224. static WaitForOrientationChangeAsync(timeout?: number): Promise<unknown>;
  39225. /**
  39226. * @hidden
  39227. */
  39228. _onDeviceOrientationChangedObservable: Observable<void>;
  39229. /**
  39230. * Instantiates a new input
  39231. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39232. */
  39233. constructor();
  39234. /**
  39235. * Define the camera controlled by the input.
  39236. */
  39237. camera: FreeCamera;
  39238. /**
  39239. * Attach the input controls to a specific dom element to get the input from.
  39240. * @param element Defines the element the controls should be listened from
  39241. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39242. */
  39243. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39244. private _orientationChanged;
  39245. private _deviceOrientation;
  39246. /**
  39247. * Detach the current controls from the specified dom element.
  39248. * @param element Defines the element to stop listening the inputs from
  39249. */
  39250. detachControl(element: Nullable<HTMLElement>): void;
  39251. /**
  39252. * Update the current camera state depending on the inputs that have been used this frame.
  39253. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39254. */
  39255. checkInputs(): void;
  39256. /**
  39257. * Gets the class name of the current intput.
  39258. * @returns the class name
  39259. */
  39260. getClassName(): string;
  39261. /**
  39262. * Get the friendly name associated with the input class.
  39263. * @returns the input friendly name
  39264. */
  39265. getSimpleName(): string;
  39266. }
  39267. }
  39268. declare module "babylonjs/Cameras/Inputs/freeCameraGamepadInput" {
  39269. import { Nullable } from "babylonjs/types";
  39270. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39271. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39272. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  39273. /**
  39274. * Manage the gamepad inputs to control a free camera.
  39275. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39276. */
  39277. export class FreeCameraGamepadInput implements ICameraInput<FreeCamera> {
  39278. /**
  39279. * Define the camera the input is attached to.
  39280. */
  39281. camera: FreeCamera;
  39282. /**
  39283. * Define the Gamepad controlling the input
  39284. */
  39285. gamepad: Nullable<Gamepad>;
  39286. /**
  39287. * Defines the gamepad rotation sensiblity.
  39288. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  39289. */
  39290. gamepadAngularSensibility: number;
  39291. /**
  39292. * Defines the gamepad move sensiblity.
  39293. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  39294. */
  39295. gamepadMoveSensibility: number;
  39296. private _onGamepadConnectedObserver;
  39297. private _onGamepadDisconnectedObserver;
  39298. private _cameraTransform;
  39299. private _deltaTransform;
  39300. private _vector3;
  39301. private _vector2;
  39302. /**
  39303. * Attach the input controls to a specific dom element to get the input from.
  39304. * @param element Defines the element the controls should be listened from
  39305. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39306. */
  39307. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39308. /**
  39309. * Detach the current controls from the specified dom element.
  39310. * @param element Defines the element to stop listening the inputs from
  39311. */
  39312. detachControl(element: Nullable<HTMLElement>): void;
  39313. /**
  39314. * Update the current camera state depending on the inputs that have been used this frame.
  39315. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39316. */
  39317. checkInputs(): void;
  39318. /**
  39319. * Gets the class name of the current intput.
  39320. * @returns the class name
  39321. */
  39322. getClassName(): string;
  39323. /**
  39324. * Get the friendly name associated with the input class.
  39325. * @returns the input friendly name
  39326. */
  39327. getSimpleName(): string;
  39328. }
  39329. }
  39330. declare module "babylonjs/Misc/virtualJoystick" {
  39331. import { Nullable } from "babylonjs/types";
  39332. import { Vector3 } from "babylonjs/Maths/math.vector";
  39333. /**
  39334. * Defines the potential axis of a Joystick
  39335. */
  39336. export enum JoystickAxis {
  39337. /** X axis */
  39338. X = 0,
  39339. /** Y axis */
  39340. Y = 1,
  39341. /** Z axis */
  39342. Z = 2
  39343. }
  39344. /**
  39345. * Class used to define virtual joystick (used in touch mode)
  39346. */
  39347. export class VirtualJoystick {
  39348. /**
  39349. * Gets or sets a boolean indicating that left and right values must be inverted
  39350. */
  39351. reverseLeftRight: boolean;
  39352. /**
  39353. * Gets or sets a boolean indicating that up and down values must be inverted
  39354. */
  39355. reverseUpDown: boolean;
  39356. /**
  39357. * Gets the offset value for the position (ie. the change of the position value)
  39358. */
  39359. deltaPosition: Vector3;
  39360. /**
  39361. * Gets a boolean indicating if the virtual joystick was pressed
  39362. */
  39363. pressed: boolean;
  39364. /**
  39365. * Canvas the virtual joystick will render onto, default z-index of this is 5
  39366. */
  39367. static Canvas: Nullable<HTMLCanvasElement>;
  39368. private static _globalJoystickIndex;
  39369. private static vjCanvasContext;
  39370. private static vjCanvasWidth;
  39371. private static vjCanvasHeight;
  39372. private static halfWidth;
  39373. private _action;
  39374. private _axisTargetedByLeftAndRight;
  39375. private _axisTargetedByUpAndDown;
  39376. private _joystickSensibility;
  39377. private _inversedSensibility;
  39378. private _joystickPointerID;
  39379. private _joystickColor;
  39380. private _joystickPointerPos;
  39381. private _joystickPreviousPointerPos;
  39382. private _joystickPointerStartPos;
  39383. private _deltaJoystickVector;
  39384. private _leftJoystick;
  39385. private _touches;
  39386. private _onPointerDownHandlerRef;
  39387. private _onPointerMoveHandlerRef;
  39388. private _onPointerUpHandlerRef;
  39389. private _onResize;
  39390. /**
  39391. * Creates a new virtual joystick
  39392. * @param leftJoystick defines that the joystick is for left hand (false by default)
  39393. */
  39394. constructor(leftJoystick?: boolean);
  39395. /**
  39396. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  39397. * @param newJoystickSensibility defines the new sensibility
  39398. */
  39399. setJoystickSensibility(newJoystickSensibility: number): void;
  39400. private _onPointerDown;
  39401. private _onPointerMove;
  39402. private _onPointerUp;
  39403. /**
  39404. * Change the color of the virtual joystick
  39405. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  39406. */
  39407. setJoystickColor(newColor: string): void;
  39408. /**
  39409. * Defines a callback to call when the joystick is touched
  39410. * @param action defines the callback
  39411. */
  39412. setActionOnTouch(action: () => any): void;
  39413. /**
  39414. * Defines which axis you'd like to control for left & right
  39415. * @param axis defines the axis to use
  39416. */
  39417. setAxisForLeftRight(axis: JoystickAxis): void;
  39418. /**
  39419. * Defines which axis you'd like to control for up & down
  39420. * @param axis defines the axis to use
  39421. */
  39422. setAxisForUpDown(axis: JoystickAxis): void;
  39423. private _drawVirtualJoystick;
  39424. /**
  39425. * Release internal HTML canvas
  39426. */
  39427. releaseCanvas(): void;
  39428. }
  39429. }
  39430. declare module "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput" {
  39431. import { VirtualJoystick } from "babylonjs/Misc/virtualJoystick";
  39432. import { Nullable } from "babylonjs/types";
  39433. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39434. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39435. module "babylonjs/Cameras/freeCameraInputsManager" {
  39436. interface FreeCameraInputsManager {
  39437. /**
  39438. * Add virtual joystick input support to the input manager.
  39439. * @returns the current input manager
  39440. */
  39441. addVirtualJoystick(): FreeCameraInputsManager;
  39442. }
  39443. }
  39444. /**
  39445. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  39446. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39447. */
  39448. export class FreeCameraVirtualJoystickInput implements ICameraInput<FreeCamera> {
  39449. /**
  39450. * Defines the camera the input is attached to.
  39451. */
  39452. camera: FreeCamera;
  39453. private _leftjoystick;
  39454. private _rightjoystick;
  39455. /**
  39456. * Gets the left stick of the virtual joystick.
  39457. * @returns The virtual Joystick
  39458. */
  39459. getLeftJoystick(): VirtualJoystick;
  39460. /**
  39461. * Gets the right stick of the virtual joystick.
  39462. * @returns The virtual Joystick
  39463. */
  39464. getRightJoystick(): VirtualJoystick;
  39465. /**
  39466. * Update the current camera state depending on the inputs that have been used this frame.
  39467. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39468. */
  39469. checkInputs(): void;
  39470. /**
  39471. * Attach the input controls to a specific dom element to get the input from.
  39472. * @param element Defines the element the controls should be listened from
  39473. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39474. */
  39475. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39476. /**
  39477. * Detach the current controls from the specified dom element.
  39478. * @param element Defines the element to stop listening the inputs from
  39479. */
  39480. detachControl(element: Nullable<HTMLElement>): void;
  39481. /**
  39482. * Gets the class name of the current intput.
  39483. * @returns the class name
  39484. */
  39485. getClassName(): string;
  39486. /**
  39487. * Get the friendly name associated with the input class.
  39488. * @returns the input friendly name
  39489. */
  39490. getSimpleName(): string;
  39491. }
  39492. }
  39493. declare module "babylonjs/Cameras/Inputs/index" {
  39494. export * from "babylonjs/Cameras/Inputs/arcRotateCameraGamepadInput";
  39495. export * from "babylonjs/Cameras/Inputs/arcRotateCameraKeyboardMoveInput";
  39496. export * from "babylonjs/Cameras/Inputs/arcRotateCameraMouseWheelInput";
  39497. export * from "babylonjs/Cameras/Inputs/arcRotateCameraPointersInput";
  39498. export * from "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput";
  39499. export * from "babylonjs/Cameras/Inputs/flyCameraKeyboardInput";
  39500. export * from "babylonjs/Cameras/Inputs/flyCameraMouseInput";
  39501. export * from "babylonjs/Cameras/Inputs/followCameraKeyboardMoveInput";
  39502. export * from "babylonjs/Cameras/Inputs/followCameraMouseWheelInput";
  39503. export * from "babylonjs/Cameras/Inputs/followCameraPointersInput";
  39504. export * from "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput";
  39505. export * from "babylonjs/Cameras/Inputs/freeCameraGamepadInput";
  39506. export * from "babylonjs/Cameras/Inputs/freeCameraKeyboardMoveInput";
  39507. export * from "babylonjs/Cameras/Inputs/freeCameraMouseInput";
  39508. export * from "babylonjs/Cameras/Inputs/freeCameraTouchInput";
  39509. export * from "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput";
  39510. }
  39511. declare module "babylonjs/Cameras/touchCamera" {
  39512. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39513. import { Scene } from "babylonjs/scene";
  39514. import { Vector3 } from "babylonjs/Maths/math.vector";
  39515. /**
  39516. * This represents a FPS type of camera controlled by touch.
  39517. * This is like a universal camera minus the Gamepad controls.
  39518. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  39519. */
  39520. export class TouchCamera extends FreeCamera {
  39521. /**
  39522. * Defines the touch sensibility for rotation.
  39523. * The higher the faster.
  39524. */
  39525. touchAngularSensibility: number;
  39526. /**
  39527. * Defines the touch sensibility for move.
  39528. * The higher the faster.
  39529. */
  39530. touchMoveSensibility: number;
  39531. /**
  39532. * Instantiates a new touch camera.
  39533. * This represents a FPS type of camera controlled by touch.
  39534. * This is like a universal camera minus the Gamepad controls.
  39535. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  39536. * @param name Define the name of the camera in the scene
  39537. * @param position Define the start position of the camera in the scene
  39538. * @param scene Define the scene the camera belongs to
  39539. */
  39540. constructor(name: string, position: Vector3, scene: Scene);
  39541. /**
  39542. * Gets the current object class name.
  39543. * @return the class name
  39544. */
  39545. getClassName(): string;
  39546. /** @hidden */
  39547. _setupInputs(): void;
  39548. }
  39549. }
  39550. declare module "babylonjs/Cameras/deviceOrientationCamera" {
  39551. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39552. import { Scene } from "babylonjs/scene";
  39553. import { Vector3 } from "babylonjs/Maths/math.vector";
  39554. import "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput";
  39555. import { Axis } from "babylonjs/Maths/math.axis";
  39556. /**
  39557. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  39558. * being tilted forward or back and left or right.
  39559. */
  39560. export class DeviceOrientationCamera extends FreeCamera {
  39561. private _initialQuaternion;
  39562. private _quaternionCache;
  39563. private _tmpDragQuaternion;
  39564. private _disablePointerInputWhenUsingDeviceOrientation;
  39565. /**
  39566. * Creates a new device orientation camera
  39567. * @param name The name of the camera
  39568. * @param position The start position camera
  39569. * @param scene The scene the camera belongs to
  39570. */
  39571. constructor(name: string, position: Vector3, scene: Scene);
  39572. /**
  39573. * Gets or sets a boolean indicating that pointer input must be disabled on first orientation sensor update (Default: true)
  39574. */
  39575. disablePointerInputWhenUsingDeviceOrientation: boolean;
  39576. private _dragFactor;
  39577. /**
  39578. * Enabled turning on the y axis when the orientation sensor is active
  39579. * @param dragFactor the factor that controls the turn speed (default: 1/300)
  39580. */
  39581. enableHorizontalDragging(dragFactor?: number): void;
  39582. /**
  39583. * Gets the current instance class name ("DeviceOrientationCamera").
  39584. * This helps avoiding instanceof at run time.
  39585. * @returns the class name
  39586. */
  39587. getClassName(): string;
  39588. /**
  39589. * @hidden
  39590. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  39591. */
  39592. _checkInputs(): void;
  39593. /**
  39594. * Reset the camera to its default orientation on the specified axis only.
  39595. * @param axis The axis to reset
  39596. */
  39597. resetToCurrentRotation(axis?: Axis): void;
  39598. }
  39599. }
  39600. declare module "babylonjs/Gamepads/xboxGamepad" {
  39601. import { Observable } from "babylonjs/Misc/observable";
  39602. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  39603. /**
  39604. * Defines supported buttons for XBox360 compatible gamepads
  39605. */
  39606. export enum Xbox360Button {
  39607. /** A */
  39608. A = 0,
  39609. /** B */
  39610. B = 1,
  39611. /** X */
  39612. X = 2,
  39613. /** Y */
  39614. Y = 3,
  39615. /** Start */
  39616. Start = 4,
  39617. /** Back */
  39618. Back = 5,
  39619. /** Left button */
  39620. LB = 6,
  39621. /** Right button */
  39622. RB = 7,
  39623. /** Left stick */
  39624. LeftStick = 8,
  39625. /** Right stick */
  39626. RightStick = 9
  39627. }
  39628. /** Defines values for XBox360 DPad */
  39629. export enum Xbox360Dpad {
  39630. /** Up */
  39631. Up = 0,
  39632. /** Down */
  39633. Down = 1,
  39634. /** Left */
  39635. Left = 2,
  39636. /** Right */
  39637. Right = 3
  39638. }
  39639. /**
  39640. * Defines a XBox360 gamepad
  39641. */
  39642. export class Xbox360Pad extends Gamepad {
  39643. private _leftTrigger;
  39644. private _rightTrigger;
  39645. private _onlefttriggerchanged;
  39646. private _onrighttriggerchanged;
  39647. private _onbuttondown;
  39648. private _onbuttonup;
  39649. private _ondpaddown;
  39650. private _ondpadup;
  39651. /** Observable raised when a button is pressed */
  39652. onButtonDownObservable: Observable<Xbox360Button>;
  39653. /** Observable raised when a button is released */
  39654. onButtonUpObservable: Observable<Xbox360Button>;
  39655. /** Observable raised when a pad is pressed */
  39656. onPadDownObservable: Observable<Xbox360Dpad>;
  39657. /** Observable raised when a pad is released */
  39658. onPadUpObservable: Observable<Xbox360Dpad>;
  39659. private _buttonA;
  39660. private _buttonB;
  39661. private _buttonX;
  39662. private _buttonY;
  39663. private _buttonBack;
  39664. private _buttonStart;
  39665. private _buttonLB;
  39666. private _buttonRB;
  39667. private _buttonLeftStick;
  39668. private _buttonRightStick;
  39669. private _dPadUp;
  39670. private _dPadDown;
  39671. private _dPadLeft;
  39672. private _dPadRight;
  39673. private _isXboxOnePad;
  39674. /**
  39675. * Creates a new XBox360 gamepad object
  39676. * @param id defines the id of this gamepad
  39677. * @param index defines its index
  39678. * @param gamepad defines the internal HTML gamepad object
  39679. * @param xboxOne defines if it is a XBox One gamepad
  39680. */
  39681. constructor(id: string, index: number, gamepad: any, xboxOne?: boolean);
  39682. /**
  39683. * Defines the callback to call when left trigger is pressed
  39684. * @param callback defines the callback to use
  39685. */
  39686. onlefttriggerchanged(callback: (value: number) => void): void;
  39687. /**
  39688. * Defines the callback to call when right trigger is pressed
  39689. * @param callback defines the callback to use
  39690. */
  39691. onrighttriggerchanged(callback: (value: number) => void): void;
  39692. /**
  39693. * Gets the left trigger value
  39694. */
  39695. /**
  39696. * Sets the left trigger value
  39697. */
  39698. leftTrigger: number;
  39699. /**
  39700. * Gets the right trigger value
  39701. */
  39702. /**
  39703. * Sets the right trigger value
  39704. */
  39705. rightTrigger: number;
  39706. /**
  39707. * Defines the callback to call when a button is pressed
  39708. * @param callback defines the callback to use
  39709. */
  39710. onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void;
  39711. /**
  39712. * Defines the callback to call when a button is released
  39713. * @param callback defines the callback to use
  39714. */
  39715. onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void;
  39716. /**
  39717. * Defines the callback to call when a pad is pressed
  39718. * @param callback defines the callback to use
  39719. */
  39720. ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void;
  39721. /**
  39722. * Defines the callback to call when a pad is released
  39723. * @param callback defines the callback to use
  39724. */
  39725. ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void;
  39726. private _setButtonValue;
  39727. private _setDPadValue;
  39728. /**
  39729. * Gets the value of the `A` button
  39730. */
  39731. /**
  39732. * Sets the value of the `A` button
  39733. */
  39734. buttonA: number;
  39735. /**
  39736. * Gets the value of the `B` button
  39737. */
  39738. /**
  39739. * Sets the value of the `B` button
  39740. */
  39741. buttonB: number;
  39742. /**
  39743. * Gets the value of the `X` button
  39744. */
  39745. /**
  39746. * Sets the value of the `X` button
  39747. */
  39748. buttonX: number;
  39749. /**
  39750. * Gets the value of the `Y` button
  39751. */
  39752. /**
  39753. * Sets the value of the `Y` button
  39754. */
  39755. buttonY: number;
  39756. /**
  39757. * Gets the value of the `Start` button
  39758. */
  39759. /**
  39760. * Sets the value of the `Start` button
  39761. */
  39762. buttonStart: number;
  39763. /**
  39764. * Gets the value of the `Back` button
  39765. */
  39766. /**
  39767. * Sets the value of the `Back` button
  39768. */
  39769. buttonBack: number;
  39770. /**
  39771. * Gets the value of the `Left` button
  39772. */
  39773. /**
  39774. * Sets the value of the `Left` button
  39775. */
  39776. buttonLB: number;
  39777. /**
  39778. * Gets the value of the `Right` button
  39779. */
  39780. /**
  39781. * Sets the value of the `Right` button
  39782. */
  39783. buttonRB: number;
  39784. /**
  39785. * Gets the value of the Left joystick
  39786. */
  39787. /**
  39788. * Sets the value of the Left joystick
  39789. */
  39790. buttonLeftStick: number;
  39791. /**
  39792. * Gets the value of the Right joystick
  39793. */
  39794. /**
  39795. * Sets the value of the Right joystick
  39796. */
  39797. buttonRightStick: number;
  39798. /**
  39799. * Gets the value of D-pad up
  39800. */
  39801. /**
  39802. * Sets the value of D-pad up
  39803. */
  39804. dPadUp: number;
  39805. /**
  39806. * Gets the value of D-pad down
  39807. */
  39808. /**
  39809. * Sets the value of D-pad down
  39810. */
  39811. dPadDown: number;
  39812. /**
  39813. * Gets the value of D-pad left
  39814. */
  39815. /**
  39816. * Sets the value of D-pad left
  39817. */
  39818. dPadLeft: number;
  39819. /**
  39820. * Gets the value of D-pad right
  39821. */
  39822. /**
  39823. * Sets the value of D-pad right
  39824. */
  39825. dPadRight: number;
  39826. /**
  39827. * Force the gamepad to synchronize with device values
  39828. */
  39829. update(): void;
  39830. /**
  39831. * Disposes the gamepad
  39832. */
  39833. dispose(): void;
  39834. }
  39835. }
  39836. declare module "babylonjs/Gamepads/dualShockGamepad" {
  39837. import { Observable } from "babylonjs/Misc/observable";
  39838. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  39839. /**
  39840. * Defines supported buttons for DualShock compatible gamepads
  39841. */
  39842. export enum DualShockButton {
  39843. /** Cross */
  39844. Cross = 0,
  39845. /** Circle */
  39846. Circle = 1,
  39847. /** Square */
  39848. Square = 2,
  39849. /** Triangle */
  39850. Triangle = 3,
  39851. /** Options */
  39852. Options = 4,
  39853. /** Share */
  39854. Share = 5,
  39855. /** L1 */
  39856. L1 = 6,
  39857. /** R1 */
  39858. R1 = 7,
  39859. /** Left stick */
  39860. LeftStick = 8,
  39861. /** Right stick */
  39862. RightStick = 9
  39863. }
  39864. /** Defines values for DualShock DPad */
  39865. export enum DualShockDpad {
  39866. /** Up */
  39867. Up = 0,
  39868. /** Down */
  39869. Down = 1,
  39870. /** Left */
  39871. Left = 2,
  39872. /** Right */
  39873. Right = 3
  39874. }
  39875. /**
  39876. * Defines a DualShock gamepad
  39877. */
  39878. export class DualShockPad extends Gamepad {
  39879. private _leftTrigger;
  39880. private _rightTrigger;
  39881. private _onlefttriggerchanged;
  39882. private _onrighttriggerchanged;
  39883. private _onbuttondown;
  39884. private _onbuttonup;
  39885. private _ondpaddown;
  39886. private _ondpadup;
  39887. /** Observable raised when a button is pressed */
  39888. onButtonDownObservable: Observable<DualShockButton>;
  39889. /** Observable raised when a button is released */
  39890. onButtonUpObservable: Observable<DualShockButton>;
  39891. /** Observable raised when a pad is pressed */
  39892. onPadDownObservable: Observable<DualShockDpad>;
  39893. /** Observable raised when a pad is released */
  39894. onPadUpObservable: Observable<DualShockDpad>;
  39895. private _buttonCross;
  39896. private _buttonCircle;
  39897. private _buttonSquare;
  39898. private _buttonTriangle;
  39899. private _buttonShare;
  39900. private _buttonOptions;
  39901. private _buttonL1;
  39902. private _buttonR1;
  39903. private _buttonLeftStick;
  39904. private _buttonRightStick;
  39905. private _dPadUp;
  39906. private _dPadDown;
  39907. private _dPadLeft;
  39908. private _dPadRight;
  39909. /**
  39910. * Creates a new DualShock gamepad object
  39911. * @param id defines the id of this gamepad
  39912. * @param index defines its index
  39913. * @param gamepad defines the internal HTML gamepad object
  39914. */
  39915. constructor(id: string, index: number, gamepad: any);
  39916. /**
  39917. * Defines the callback to call when left trigger is pressed
  39918. * @param callback defines the callback to use
  39919. */
  39920. onlefttriggerchanged(callback: (value: number) => void): void;
  39921. /**
  39922. * Defines the callback to call when right trigger is pressed
  39923. * @param callback defines the callback to use
  39924. */
  39925. onrighttriggerchanged(callback: (value: number) => void): void;
  39926. /**
  39927. * Gets the left trigger value
  39928. */
  39929. /**
  39930. * Sets the left trigger value
  39931. */
  39932. leftTrigger: number;
  39933. /**
  39934. * Gets the right trigger value
  39935. */
  39936. /**
  39937. * Sets the right trigger value
  39938. */
  39939. rightTrigger: number;
  39940. /**
  39941. * Defines the callback to call when a button is pressed
  39942. * @param callback defines the callback to use
  39943. */
  39944. onbuttondown(callback: (buttonPressed: DualShockButton) => void): void;
  39945. /**
  39946. * Defines the callback to call when a button is released
  39947. * @param callback defines the callback to use
  39948. */
  39949. onbuttonup(callback: (buttonReleased: DualShockButton) => void): void;
  39950. /**
  39951. * Defines the callback to call when a pad is pressed
  39952. * @param callback defines the callback to use
  39953. */
  39954. ondpaddown(callback: (dPadPressed: DualShockDpad) => void): void;
  39955. /**
  39956. * Defines the callback to call when a pad is released
  39957. * @param callback defines the callback to use
  39958. */
  39959. ondpadup(callback: (dPadReleased: DualShockDpad) => void): void;
  39960. private _setButtonValue;
  39961. private _setDPadValue;
  39962. /**
  39963. * Gets the value of the `Cross` button
  39964. */
  39965. /**
  39966. * Sets the value of the `Cross` button
  39967. */
  39968. buttonCross: number;
  39969. /**
  39970. * Gets the value of the `Circle` button
  39971. */
  39972. /**
  39973. * Sets the value of the `Circle` button
  39974. */
  39975. buttonCircle: number;
  39976. /**
  39977. * Gets the value of the `Square` button
  39978. */
  39979. /**
  39980. * Sets the value of the `Square` button
  39981. */
  39982. buttonSquare: number;
  39983. /**
  39984. * Gets the value of the `Triangle` button
  39985. */
  39986. /**
  39987. * Sets the value of the `Triangle` button
  39988. */
  39989. buttonTriangle: number;
  39990. /**
  39991. * Gets the value of the `Options` button
  39992. */
  39993. /**
  39994. * Sets the value of the `Options` button
  39995. */
  39996. buttonOptions: number;
  39997. /**
  39998. * Gets the value of the `Share` button
  39999. */
  40000. /**
  40001. * Sets the value of the `Share` button
  40002. */
  40003. buttonShare: number;
  40004. /**
  40005. * Gets the value of the `L1` button
  40006. */
  40007. /**
  40008. * Sets the value of the `L1` button
  40009. */
  40010. buttonL1: number;
  40011. /**
  40012. * Gets the value of the `R1` button
  40013. */
  40014. /**
  40015. * Sets the value of the `R1` button
  40016. */
  40017. buttonR1: number;
  40018. /**
  40019. * Gets the value of the Left joystick
  40020. */
  40021. /**
  40022. * Sets the value of the Left joystick
  40023. */
  40024. buttonLeftStick: number;
  40025. /**
  40026. * Gets the value of the Right joystick
  40027. */
  40028. /**
  40029. * Sets the value of the Right joystick
  40030. */
  40031. buttonRightStick: number;
  40032. /**
  40033. * Gets the value of D-pad up
  40034. */
  40035. /**
  40036. * Sets the value of D-pad up
  40037. */
  40038. dPadUp: number;
  40039. /**
  40040. * Gets the value of D-pad down
  40041. */
  40042. /**
  40043. * Sets the value of D-pad down
  40044. */
  40045. dPadDown: number;
  40046. /**
  40047. * Gets the value of D-pad left
  40048. */
  40049. /**
  40050. * Sets the value of D-pad left
  40051. */
  40052. dPadLeft: number;
  40053. /**
  40054. * Gets the value of D-pad right
  40055. */
  40056. /**
  40057. * Sets the value of D-pad right
  40058. */
  40059. dPadRight: number;
  40060. /**
  40061. * Force the gamepad to synchronize with device values
  40062. */
  40063. update(): void;
  40064. /**
  40065. * Disposes the gamepad
  40066. */
  40067. dispose(): void;
  40068. }
  40069. }
  40070. declare module "babylonjs/Gamepads/gamepadManager" {
  40071. import { Observable } from "babylonjs/Misc/observable";
  40072. import { Nullable } from "babylonjs/types";
  40073. import { Scene } from "babylonjs/scene";
  40074. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  40075. /**
  40076. * Manager for handling gamepads
  40077. */
  40078. export class GamepadManager {
  40079. private _scene?;
  40080. private _babylonGamepads;
  40081. private _oneGamepadConnected;
  40082. /** @hidden */
  40083. _isMonitoring: boolean;
  40084. private _gamepadEventSupported;
  40085. private _gamepadSupport;
  40086. /**
  40087. * observable to be triggered when the gamepad controller has been connected
  40088. */
  40089. onGamepadConnectedObservable: Observable<Gamepad>;
  40090. /**
  40091. * observable to be triggered when the gamepad controller has been disconnected
  40092. */
  40093. onGamepadDisconnectedObservable: Observable<Gamepad>;
  40094. private _onGamepadConnectedEvent;
  40095. private _onGamepadDisconnectedEvent;
  40096. /**
  40097. * Initializes the gamepad manager
  40098. * @param _scene BabylonJS scene
  40099. */
  40100. constructor(_scene?: Scene | undefined);
  40101. /**
  40102. * The gamepads in the game pad manager
  40103. */
  40104. readonly gamepads: Gamepad[];
  40105. /**
  40106. * Get the gamepad controllers based on type
  40107. * @param type The type of gamepad controller
  40108. * @returns Nullable gamepad
  40109. */
  40110. getGamepadByType(type?: number): Nullable<Gamepad>;
  40111. /**
  40112. * Disposes the gamepad manager
  40113. */
  40114. dispose(): void;
  40115. private _addNewGamepad;
  40116. private _startMonitoringGamepads;
  40117. private _stopMonitoringGamepads;
  40118. /** @hidden */
  40119. _checkGamepadsStatus(): void;
  40120. private _updateGamepadObjects;
  40121. }
  40122. }
  40123. declare module "babylonjs/Gamepads/gamepadSceneComponent" {
  40124. import { Nullable } from "babylonjs/types";
  40125. import { Scene } from "babylonjs/scene";
  40126. import { ISceneComponent } from "babylonjs/sceneComponent";
  40127. import { GamepadManager } from "babylonjs/Gamepads/gamepadManager";
  40128. module "babylonjs/scene" {
  40129. interface Scene {
  40130. /** @hidden */
  40131. _gamepadManager: Nullable<GamepadManager>;
  40132. /**
  40133. * Gets the gamepad manager associated with the scene
  40134. * @see http://doc.babylonjs.com/how_to/how_to_use_gamepads
  40135. */
  40136. gamepadManager: GamepadManager;
  40137. }
  40138. }
  40139. module "babylonjs/Cameras/freeCameraInputsManager" {
  40140. /**
  40141. * Interface representing a free camera inputs manager
  40142. */
  40143. interface FreeCameraInputsManager {
  40144. /**
  40145. * Adds gamepad input support to the FreeCameraInputsManager.
  40146. * @returns the FreeCameraInputsManager
  40147. */
  40148. addGamepad(): FreeCameraInputsManager;
  40149. }
  40150. }
  40151. module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  40152. /**
  40153. * Interface representing an arc rotate camera inputs manager
  40154. */
  40155. interface ArcRotateCameraInputsManager {
  40156. /**
  40157. * Adds gamepad input support to the ArcRotateCamera InputManager.
  40158. * @returns the camera inputs manager
  40159. */
  40160. addGamepad(): ArcRotateCameraInputsManager;
  40161. }
  40162. }
  40163. /**
  40164. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  40165. */
  40166. export class GamepadSystemSceneComponent implements ISceneComponent {
  40167. /**
  40168. * The component name helpfull to identify the component in the list of scene components.
  40169. */
  40170. readonly name: string;
  40171. /**
  40172. * The scene the component belongs to.
  40173. */
  40174. scene: Scene;
  40175. /**
  40176. * Creates a new instance of the component for the given scene
  40177. * @param scene Defines the scene to register the component in
  40178. */
  40179. constructor(scene: Scene);
  40180. /**
  40181. * Registers the component in a given scene
  40182. */
  40183. register(): void;
  40184. /**
  40185. * Rebuilds the elements related to this component in case of
  40186. * context lost for instance.
  40187. */
  40188. rebuild(): void;
  40189. /**
  40190. * Disposes the component and the associated ressources
  40191. */
  40192. dispose(): void;
  40193. private _beforeCameraUpdate;
  40194. }
  40195. }
  40196. declare module "babylonjs/Cameras/universalCamera" {
  40197. import { TouchCamera } from "babylonjs/Cameras/touchCamera";
  40198. import { Scene } from "babylonjs/scene";
  40199. import { Vector3 } from "babylonjs/Maths/math.vector";
  40200. import "babylonjs/Gamepads/gamepadSceneComponent";
  40201. /**
  40202. * The Universal Camera is the one to choose for first person shooter type games, and works with all the keyboard, mouse, touch and gamepads. This replaces the earlier Free Camera,
  40203. * which still works and will still be found in many Playgrounds.
  40204. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40205. */
  40206. export class UniversalCamera extends TouchCamera {
  40207. /**
  40208. * Defines the gamepad rotation sensiblity.
  40209. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  40210. */
  40211. gamepadAngularSensibility: number;
  40212. /**
  40213. * Defines the gamepad move sensiblity.
  40214. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  40215. */
  40216. gamepadMoveSensibility: number;
  40217. /**
  40218. * The Universal Camera is the one to choose for first person shooter type games, and works with all the keyboard, mouse, touch and gamepads. This replaces the earlier Free Camera,
  40219. * which still works and will still be found in many Playgrounds.
  40220. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40221. * @param name Define the name of the camera in the scene
  40222. * @param position Define the start position of the camera in the scene
  40223. * @param scene Define the scene the camera belongs to
  40224. */
  40225. constructor(name: string, position: Vector3, scene: Scene);
  40226. /**
  40227. * Gets the current object class name.
  40228. * @return the class name
  40229. */
  40230. getClassName(): string;
  40231. }
  40232. }
  40233. declare module "babylonjs/Cameras/gamepadCamera" {
  40234. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  40235. import { Scene } from "babylonjs/scene";
  40236. import { Vector3 } from "babylonjs/Maths/math.vector";
  40237. /**
  40238. * This represents a FPS type of camera. This is only here for back compat purpose.
  40239. * Please use the UniversalCamera instead as both are identical.
  40240. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40241. */
  40242. export class GamepadCamera extends UniversalCamera {
  40243. /**
  40244. * Instantiates a new Gamepad Camera
  40245. * This represents a FPS type of camera. This is only here for back compat purpose.
  40246. * Please use the UniversalCamera instead as both are identical.
  40247. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40248. * @param name Define the name of the camera in the scene
  40249. * @param position Define the start position of the camera in the scene
  40250. * @param scene Define the scene the camera belongs to
  40251. */
  40252. constructor(name: string, position: Vector3, scene: Scene);
  40253. /**
  40254. * Gets the current object class name.
  40255. * @return the class name
  40256. */
  40257. getClassName(): string;
  40258. }
  40259. }
  40260. declare module "babylonjs/Shaders/pass.fragment" {
  40261. /** @hidden */
  40262. export var passPixelShader: {
  40263. name: string;
  40264. shader: string;
  40265. };
  40266. }
  40267. declare module "babylonjs/Shaders/passCube.fragment" {
  40268. /** @hidden */
  40269. export var passCubePixelShader: {
  40270. name: string;
  40271. shader: string;
  40272. };
  40273. }
  40274. declare module "babylonjs/PostProcesses/passPostProcess" {
  40275. import { Nullable } from "babylonjs/types";
  40276. import { Camera } from "babylonjs/Cameras/camera";
  40277. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  40278. import { Engine } from "babylonjs/Engines/engine";
  40279. import "babylonjs/Shaders/pass.fragment";
  40280. import "babylonjs/Shaders/passCube.fragment";
  40281. /**
  40282. * PassPostProcess which produces an output the same as it's input
  40283. */
  40284. export class PassPostProcess extends PostProcess {
  40285. /**
  40286. * Creates the PassPostProcess
  40287. * @param name The name of the effect.
  40288. * @param options The required width/height ratio to downsize to before computing the render pass.
  40289. * @param camera The camera to apply the render pass to.
  40290. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  40291. * @param engine The engine which the post process will be applied. (default: current engine)
  40292. * @param reusable If the post process can be reused on the same frame. (default: false)
  40293. * @param textureType The type of texture to be used when performing the post processing.
  40294. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  40295. */
  40296. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  40297. }
  40298. /**
  40299. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  40300. */
  40301. export class PassCubePostProcess extends PostProcess {
  40302. private _face;
  40303. /**
  40304. * Gets or sets the cube face to display.
  40305. * * 0 is +X
  40306. * * 1 is -X
  40307. * * 2 is +Y
  40308. * * 3 is -Y
  40309. * * 4 is +Z
  40310. * * 5 is -Z
  40311. */
  40312. face: number;
  40313. /**
  40314. * Creates the PassCubePostProcess
  40315. * @param name The name of the effect.
  40316. * @param options The required width/height ratio to downsize to before computing the render pass.
  40317. * @param camera The camera to apply the render pass to.
  40318. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  40319. * @param engine The engine which the post process will be applied. (default: current engine)
  40320. * @param reusable If the post process can be reused on the same frame. (default: false)
  40321. * @param textureType The type of texture to be used when performing the post processing.
  40322. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  40323. */
  40324. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  40325. }
  40326. }
  40327. declare module "babylonjs/Shaders/anaglyph.fragment" {
  40328. /** @hidden */
  40329. export var anaglyphPixelShader: {
  40330. name: string;
  40331. shader: string;
  40332. };
  40333. }
  40334. declare module "babylonjs/PostProcesses/anaglyphPostProcess" {
  40335. import { Engine } from "babylonjs/Engines/engine";
  40336. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  40337. import { Camera } from "babylonjs/Cameras/camera";
  40338. import "babylonjs/Shaders/anaglyph.fragment";
  40339. /**
  40340. * Postprocess used to generate anaglyphic rendering
  40341. */
  40342. export class AnaglyphPostProcess extends PostProcess {
  40343. private _passedProcess;
  40344. /**
  40345. * Creates a new AnaglyphPostProcess
  40346. * @param name defines postprocess name
  40347. * @param options defines creation options or target ratio scale
  40348. * @param rigCameras defines cameras using this postprocess
  40349. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  40350. * @param engine defines hosting engine
  40351. * @param reusable defines if the postprocess will be reused multiple times per frame
  40352. */
  40353. constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
  40354. }
  40355. }
  40356. declare module "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode" { }
  40357. declare module "babylonjs/Cameras/Stereoscopic/anaglyphArcRotateCamera" {
  40358. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  40359. import { Scene } from "babylonjs/scene";
  40360. import { Vector3 } from "babylonjs/Maths/math.vector";
  40361. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  40362. /**
  40363. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  40364. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  40365. */
  40366. export class AnaglyphArcRotateCamera extends ArcRotateCamera {
  40367. /**
  40368. * Creates a new AnaglyphArcRotateCamera
  40369. * @param name defines camera name
  40370. * @param alpha defines alpha angle (in radians)
  40371. * @param beta defines beta angle (in radians)
  40372. * @param radius defines radius
  40373. * @param target defines camera target
  40374. * @param interaxialDistance defines distance between each color axis
  40375. * @param scene defines the hosting scene
  40376. */
  40377. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, scene: Scene);
  40378. /**
  40379. * Gets camera class name
  40380. * @returns AnaglyphArcRotateCamera
  40381. */
  40382. getClassName(): string;
  40383. }
  40384. }
  40385. declare module "babylonjs/Cameras/Stereoscopic/anaglyphFreeCamera" {
  40386. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40387. import { Scene } from "babylonjs/scene";
  40388. import { Vector3 } from "babylonjs/Maths/math.vector";
  40389. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  40390. /**
  40391. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  40392. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  40393. */
  40394. export class AnaglyphFreeCamera extends FreeCamera {
  40395. /**
  40396. * Creates a new AnaglyphFreeCamera
  40397. * @param name defines camera name
  40398. * @param position defines initial position
  40399. * @param interaxialDistance defines distance between each color axis
  40400. * @param scene defines the hosting scene
  40401. */
  40402. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  40403. /**
  40404. * Gets camera class name
  40405. * @returns AnaglyphFreeCamera
  40406. */
  40407. getClassName(): string;
  40408. }
  40409. }
  40410. declare module "babylonjs/Cameras/Stereoscopic/anaglyphGamepadCamera" {
  40411. import { GamepadCamera } from "babylonjs/Cameras/gamepadCamera";
  40412. import { Scene } from "babylonjs/scene";
  40413. import { Vector3 } from "babylonjs/Maths/math.vector";
  40414. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  40415. /**
  40416. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  40417. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  40418. */
  40419. export class AnaglyphGamepadCamera extends GamepadCamera {
  40420. /**
  40421. * Creates a new AnaglyphGamepadCamera
  40422. * @param name defines camera name
  40423. * @param position defines initial position
  40424. * @param interaxialDistance defines distance between each color axis
  40425. * @param scene defines the hosting scene
  40426. */
  40427. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  40428. /**
  40429. * Gets camera class name
  40430. * @returns AnaglyphGamepadCamera
  40431. */
  40432. getClassName(): string;
  40433. }
  40434. }
  40435. declare module "babylonjs/Cameras/Stereoscopic/anaglyphUniversalCamera" {
  40436. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  40437. import { Scene } from "babylonjs/scene";
  40438. import { Vector3 } from "babylonjs/Maths/math.vector";
  40439. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  40440. /**
  40441. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  40442. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  40443. */
  40444. export class AnaglyphUniversalCamera extends UniversalCamera {
  40445. /**
  40446. * Creates a new AnaglyphUniversalCamera
  40447. * @param name defines camera name
  40448. * @param position defines initial position
  40449. * @param interaxialDistance defines distance between each color axis
  40450. * @param scene defines the hosting scene
  40451. */
  40452. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  40453. /**
  40454. * Gets camera class name
  40455. * @returns AnaglyphUniversalCamera
  40456. */
  40457. getClassName(): string;
  40458. }
  40459. }
  40460. declare module "babylonjs/Shaders/stereoscopicInterlace.fragment" {
  40461. /** @hidden */
  40462. export var stereoscopicInterlacePixelShader: {
  40463. name: string;
  40464. shader: string;
  40465. };
  40466. }
  40467. declare module "babylonjs/PostProcesses/stereoscopicInterlacePostProcess" {
  40468. import { Camera } from "babylonjs/Cameras/camera";
  40469. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  40470. import { Engine } from "babylonjs/Engines/engine";
  40471. import "babylonjs/Shaders/stereoscopicInterlace.fragment";
  40472. /**
  40473. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  40474. */
  40475. export class StereoscopicInterlacePostProcess extends PostProcess {
  40476. private _stepSize;
  40477. private _passedProcess;
  40478. /**
  40479. * Initializes a StereoscopicInterlacePostProcess
  40480. * @param name The name of the effect.
  40481. * @param rigCameras The rig cameras to be appled to the post process
  40482. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  40483. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  40484. * @param engine The engine which the post process will be applied. (default: current engine)
  40485. * @param reusable If the post process can be reused on the same frame. (default: false)
  40486. */
  40487. constructor(name: string, rigCameras: Camera[], isStereoscopicHoriz: boolean, samplingMode?: number, engine?: Engine, reusable?: boolean);
  40488. }
  40489. }
  40490. declare module "babylonjs/Cameras/RigModes/stereoscopicRigMode" { }
  40491. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicArcRotateCamera" {
  40492. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  40493. import { Scene } from "babylonjs/scene";
  40494. import { Vector3 } from "babylonjs/Maths/math.vector";
  40495. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40496. /**
  40497. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  40498. * @see http://doc.babylonjs.com/features/cameras
  40499. */
  40500. export class StereoscopicArcRotateCamera extends ArcRotateCamera {
  40501. /**
  40502. * Creates a new StereoscopicArcRotateCamera
  40503. * @param name defines camera name
  40504. * @param alpha defines alpha angle (in radians)
  40505. * @param beta defines beta angle (in radians)
  40506. * @param radius defines radius
  40507. * @param target defines camera target
  40508. * @param interaxialDistance defines distance between each color axis
  40509. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40510. * @param scene defines the hosting scene
  40511. */
  40512. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40513. /**
  40514. * Gets camera class name
  40515. * @returns StereoscopicArcRotateCamera
  40516. */
  40517. getClassName(): string;
  40518. }
  40519. }
  40520. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicFreeCamera" {
  40521. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40522. import { Scene } from "babylonjs/scene";
  40523. import { Vector3 } from "babylonjs/Maths/math.vector";
  40524. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40525. /**
  40526. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  40527. * @see http://doc.babylonjs.com/features/cameras
  40528. */
  40529. export class StereoscopicFreeCamera extends FreeCamera {
  40530. /**
  40531. * Creates a new StereoscopicFreeCamera
  40532. * @param name defines camera name
  40533. * @param position defines initial position
  40534. * @param interaxialDistance defines distance between each color axis
  40535. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40536. * @param scene defines the hosting scene
  40537. */
  40538. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40539. /**
  40540. * Gets camera class name
  40541. * @returns StereoscopicFreeCamera
  40542. */
  40543. getClassName(): string;
  40544. }
  40545. }
  40546. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicGamepadCamera" {
  40547. import { GamepadCamera } from "babylonjs/Cameras/gamepadCamera";
  40548. import { Scene } from "babylonjs/scene";
  40549. import { Vector3 } from "babylonjs/Maths/math.vector";
  40550. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40551. /**
  40552. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  40553. * @see http://doc.babylonjs.com/features/cameras
  40554. */
  40555. export class StereoscopicGamepadCamera extends GamepadCamera {
  40556. /**
  40557. * Creates a new StereoscopicGamepadCamera
  40558. * @param name defines camera name
  40559. * @param position defines initial position
  40560. * @param interaxialDistance defines distance between each color axis
  40561. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40562. * @param scene defines the hosting scene
  40563. */
  40564. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40565. /**
  40566. * Gets camera class name
  40567. * @returns StereoscopicGamepadCamera
  40568. */
  40569. getClassName(): string;
  40570. }
  40571. }
  40572. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicUniversalCamera" {
  40573. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  40574. import { Scene } from "babylonjs/scene";
  40575. import { Vector3 } from "babylonjs/Maths/math.vector";
  40576. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40577. /**
  40578. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  40579. * @see http://doc.babylonjs.com/features/cameras
  40580. */
  40581. export class StereoscopicUniversalCamera extends UniversalCamera {
  40582. /**
  40583. * Creates a new StereoscopicUniversalCamera
  40584. * @param name defines camera name
  40585. * @param position defines initial position
  40586. * @param interaxialDistance defines distance between each color axis
  40587. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40588. * @param scene defines the hosting scene
  40589. */
  40590. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40591. /**
  40592. * Gets camera class name
  40593. * @returns StereoscopicUniversalCamera
  40594. */
  40595. getClassName(): string;
  40596. }
  40597. }
  40598. declare module "babylonjs/Cameras/Stereoscopic/index" {
  40599. export * from "babylonjs/Cameras/Stereoscopic/anaglyphArcRotateCamera";
  40600. export * from "babylonjs/Cameras/Stereoscopic/anaglyphFreeCamera";
  40601. export * from "babylonjs/Cameras/Stereoscopic/anaglyphGamepadCamera";
  40602. export * from "babylonjs/Cameras/Stereoscopic/anaglyphUniversalCamera";
  40603. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicArcRotateCamera";
  40604. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicFreeCamera";
  40605. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicGamepadCamera";
  40606. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicUniversalCamera";
  40607. }
  40608. declare module "babylonjs/Cameras/virtualJoysticksCamera" {
  40609. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40610. import { Scene } from "babylonjs/scene";
  40611. import { Vector3 } from "babylonjs/Maths/math.vector";
  40612. import "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput";
  40613. /**
  40614. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  40615. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  40616. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  40617. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  40618. */
  40619. export class VirtualJoysticksCamera extends FreeCamera {
  40620. /**
  40621. * Intantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.
  40622. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  40623. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  40624. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  40625. * @param name Define the name of the camera in the scene
  40626. * @param position Define the start position of the camera in the scene
  40627. * @param scene Define the scene the camera belongs to
  40628. */
  40629. constructor(name: string, position: Vector3, scene: Scene);
  40630. /**
  40631. * Gets the current object class name.
  40632. * @return the class name
  40633. */
  40634. getClassName(): string;
  40635. }
  40636. }
  40637. declare module "babylonjs/Cameras/VR/vrCameraMetrics" {
  40638. import { Matrix } from "babylonjs/Maths/math.vector";
  40639. /**
  40640. * This represents all the required metrics to create a VR camera.
  40641. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  40642. */
  40643. export class VRCameraMetrics {
  40644. /**
  40645. * Define the horizontal resolution off the screen.
  40646. */
  40647. hResolution: number;
  40648. /**
  40649. * Define the vertical resolution off the screen.
  40650. */
  40651. vResolution: number;
  40652. /**
  40653. * Define the horizontal screen size.
  40654. */
  40655. hScreenSize: number;
  40656. /**
  40657. * Define the vertical screen size.
  40658. */
  40659. vScreenSize: number;
  40660. /**
  40661. * Define the vertical screen center position.
  40662. */
  40663. vScreenCenter: number;
  40664. /**
  40665. * Define the distance of the eyes to the screen.
  40666. */
  40667. eyeToScreenDistance: number;
  40668. /**
  40669. * Define the distance between both lenses
  40670. */
  40671. lensSeparationDistance: number;
  40672. /**
  40673. * Define the distance between both viewer's eyes.
  40674. */
  40675. interpupillaryDistance: number;
  40676. /**
  40677. * Define the distortion factor of the VR postprocess.
  40678. * Please, touch with care.
  40679. */
  40680. distortionK: number[];
  40681. /**
  40682. * Define the chromatic aberration correction factors for the VR post process.
  40683. */
  40684. chromaAbCorrection: number[];
  40685. /**
  40686. * Define the scale factor of the post process.
  40687. * The smaller the better but the slower.
  40688. */
  40689. postProcessScaleFactor: number;
  40690. /**
  40691. * Define an offset for the lens center.
  40692. */
  40693. lensCenterOffset: number;
  40694. /**
  40695. * Define if the current vr camera should compensate the distortion of the lense or not.
  40696. */
  40697. compensateDistortion: boolean;
  40698. /**
  40699. * Defines if multiview should be enabled when rendering (Default: false)
  40700. */
  40701. multiviewEnabled: boolean;
  40702. /**
  40703. * Gets the rendering aspect ratio based on the provided resolutions.
  40704. */
  40705. readonly aspectRatio: number;
  40706. /**
  40707. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  40708. */
  40709. readonly aspectRatioFov: number;
  40710. /**
  40711. * @hidden
  40712. */
  40713. readonly leftHMatrix: Matrix;
  40714. /**
  40715. * @hidden
  40716. */
  40717. readonly rightHMatrix: Matrix;
  40718. /**
  40719. * @hidden
  40720. */
  40721. readonly leftPreViewMatrix: Matrix;
  40722. /**
  40723. * @hidden
  40724. */
  40725. readonly rightPreViewMatrix: Matrix;
  40726. /**
  40727. * Get the default VRMetrics based on the most generic setup.
  40728. * @returns the default vr metrics
  40729. */
  40730. static GetDefault(): VRCameraMetrics;
  40731. }
  40732. }
  40733. declare module "babylonjs/Shaders/vrDistortionCorrection.fragment" {
  40734. /** @hidden */
  40735. export var vrDistortionCorrectionPixelShader: {
  40736. name: string;
  40737. shader: string;
  40738. };
  40739. }
  40740. declare module "babylonjs/PostProcesses/vrDistortionCorrectionPostProcess" {
  40741. import { Camera } from "babylonjs/Cameras/camera";
  40742. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  40743. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  40744. import "babylonjs/Shaders/vrDistortionCorrection.fragment";
  40745. /**
  40746. * VRDistortionCorrectionPostProcess used for mobile VR
  40747. */
  40748. export class VRDistortionCorrectionPostProcess extends PostProcess {
  40749. private _isRightEye;
  40750. private _distortionFactors;
  40751. private _postProcessScaleFactor;
  40752. private _lensCenterOffset;
  40753. private _scaleIn;
  40754. private _scaleFactor;
  40755. private _lensCenter;
  40756. /**
  40757. * Initializes the VRDistortionCorrectionPostProcess
  40758. * @param name The name of the effect.
  40759. * @param camera The camera to apply the render pass to.
  40760. * @param isRightEye If this is for the right eye distortion
  40761. * @param vrMetrics All the required metrics for the VR camera
  40762. */
  40763. constructor(name: string, camera: Camera, isRightEye: boolean, vrMetrics: VRCameraMetrics);
  40764. }
  40765. }
  40766. declare module "babylonjs/Cameras/RigModes/vrRigMode" { }
  40767. declare module "babylonjs/Cameras/VR/vrDeviceOrientationArcRotateCamera" {
  40768. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  40769. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  40770. import { Scene } from "babylonjs/scene";
  40771. import { Vector3 } from "babylonjs/Maths/math.vector";
  40772. import "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput";
  40773. import "babylonjs/Cameras/RigModes/vrRigMode";
  40774. /**
  40775. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  40776. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  40777. */
  40778. export class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
  40779. /**
  40780. * Creates a new VRDeviceOrientationArcRotateCamera
  40781. * @param name defines camera name
  40782. * @param alpha defines the camera rotation along the logitudinal axis
  40783. * @param beta defines the camera rotation along the latitudinal axis
  40784. * @param radius defines the camera distance from its target
  40785. * @param target defines the camera target
  40786. * @param scene defines the scene the camera belongs to
  40787. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  40788. * @param vrCameraMetrics defines the vr metrics associated to the camera
  40789. */
  40790. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  40791. /**
  40792. * Gets camera class name
  40793. * @returns VRDeviceOrientationArcRotateCamera
  40794. */
  40795. getClassName(): string;
  40796. }
  40797. }
  40798. declare module "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera" {
  40799. import { DeviceOrientationCamera } from "babylonjs/Cameras/deviceOrientationCamera";
  40800. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  40801. import { Scene } from "babylonjs/scene";
  40802. import { Vector3 } from "babylonjs/Maths/math.vector";
  40803. import "babylonjs/Cameras/RigModes/vrRigMode";
  40804. /**
  40805. * Camera used to simulate VR rendering (based on FreeCamera)
  40806. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  40807. */
  40808. export class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
  40809. /**
  40810. * Creates a new VRDeviceOrientationFreeCamera
  40811. * @param name defines camera name
  40812. * @param position defines the start position of the camera
  40813. * @param scene defines the scene the camera belongs to
  40814. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  40815. * @param vrCameraMetrics defines the vr metrics associated to the camera
  40816. */
  40817. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  40818. /**
  40819. * Gets camera class name
  40820. * @returns VRDeviceOrientationFreeCamera
  40821. */
  40822. getClassName(): string;
  40823. }
  40824. }
  40825. declare module "babylonjs/Cameras/VR/vrDeviceOrientationGamepadCamera" {
  40826. import { VRDeviceOrientationFreeCamera } from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  40827. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  40828. import { Scene } from "babylonjs/scene";
  40829. import { Vector3 } from "babylonjs/Maths/math.vector";
  40830. import "babylonjs/Gamepads/gamepadSceneComponent";
  40831. /**
  40832. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  40833. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  40834. */
  40835. export class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
  40836. /**
  40837. * Creates a new VRDeviceOrientationGamepadCamera
  40838. * @param name defines camera name
  40839. * @param position defines the start position of the camera
  40840. * @param scene defines the scene the camera belongs to
  40841. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  40842. * @param vrCameraMetrics defines the vr metrics associated to the camera
  40843. */
  40844. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  40845. /**
  40846. * Gets camera class name
  40847. * @returns VRDeviceOrientationGamepadCamera
  40848. */
  40849. getClassName(): string;
  40850. }
  40851. }
  40852. declare module "babylonjs/Materials/pushMaterial" {
  40853. import { Nullable } from "babylonjs/types";
  40854. import { Scene } from "babylonjs/scene";
  40855. import { Matrix } from "babylonjs/Maths/math.vector";
  40856. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  40857. import { Mesh } from "babylonjs/Meshes/mesh";
  40858. import { Material } from "babylonjs/Materials/material";
  40859. import { Effect } from "babylonjs/Materials/effect";
  40860. /**
  40861. * Base class of materials working in push mode in babylon JS
  40862. * @hidden
  40863. */
  40864. export class PushMaterial extends Material {
  40865. protected _activeEffect: Effect;
  40866. protected _normalMatrix: Matrix;
  40867. /**
  40868. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  40869. * This means that the material can keep using a previous shader while a new one is being compiled.
  40870. * This is mostly used when shader parallel compilation is supported (true by default)
  40871. */
  40872. allowShaderHotSwapping: boolean;
  40873. constructor(name: string, scene: Scene);
  40874. getEffect(): Effect;
  40875. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  40876. /**
  40877. * Binds the given world matrix to the active effect
  40878. *
  40879. * @param world the matrix to bind
  40880. */
  40881. bindOnlyWorldMatrix(world: Matrix): void;
  40882. /**
  40883. * Binds the given normal matrix to the active effect
  40884. *
  40885. * @param normalMatrix the matrix to bind
  40886. */
  40887. bindOnlyNormalMatrix(normalMatrix: Matrix): void;
  40888. bind(world: Matrix, mesh?: Mesh): void;
  40889. protected _afterBind(mesh: Mesh, effect?: Nullable<Effect>): void;
  40890. protected _mustRebind(scene: Scene, effect: Effect, visibility?: number): boolean;
  40891. }
  40892. }
  40893. declare module "babylonjs/Materials/materialFlags" {
  40894. /**
  40895. * This groups all the flags used to control the materials channel.
  40896. */
  40897. export class MaterialFlags {
  40898. private static _DiffuseTextureEnabled;
  40899. /**
  40900. * Are diffuse textures enabled in the application.
  40901. */
  40902. static DiffuseTextureEnabled: boolean;
  40903. private static _AmbientTextureEnabled;
  40904. /**
  40905. * Are ambient textures enabled in the application.
  40906. */
  40907. static AmbientTextureEnabled: boolean;
  40908. private static _OpacityTextureEnabled;
  40909. /**
  40910. * Are opacity textures enabled in the application.
  40911. */
  40912. static OpacityTextureEnabled: boolean;
  40913. private static _ReflectionTextureEnabled;
  40914. /**
  40915. * Are reflection textures enabled in the application.
  40916. */
  40917. static ReflectionTextureEnabled: boolean;
  40918. private static _EmissiveTextureEnabled;
  40919. /**
  40920. * Are emissive textures enabled in the application.
  40921. */
  40922. static EmissiveTextureEnabled: boolean;
  40923. private static _SpecularTextureEnabled;
  40924. /**
  40925. * Are specular textures enabled in the application.
  40926. */
  40927. static SpecularTextureEnabled: boolean;
  40928. private static _BumpTextureEnabled;
  40929. /**
  40930. * Are bump textures enabled in the application.
  40931. */
  40932. static BumpTextureEnabled: boolean;
  40933. private static _LightmapTextureEnabled;
  40934. /**
  40935. * Are lightmap textures enabled in the application.
  40936. */
  40937. static LightmapTextureEnabled: boolean;
  40938. private static _RefractionTextureEnabled;
  40939. /**
  40940. * Are refraction textures enabled in the application.
  40941. */
  40942. static RefractionTextureEnabled: boolean;
  40943. private static _ColorGradingTextureEnabled;
  40944. /**
  40945. * Are color grading textures enabled in the application.
  40946. */
  40947. static ColorGradingTextureEnabled: boolean;
  40948. private static _FresnelEnabled;
  40949. /**
  40950. * Are fresnels enabled in the application.
  40951. */
  40952. static FresnelEnabled: boolean;
  40953. private static _ClearCoatTextureEnabled;
  40954. /**
  40955. * Are clear coat textures enabled in the application.
  40956. */
  40957. static ClearCoatTextureEnabled: boolean;
  40958. private static _ClearCoatBumpTextureEnabled;
  40959. /**
  40960. * Are clear coat bump textures enabled in the application.
  40961. */
  40962. static ClearCoatBumpTextureEnabled: boolean;
  40963. private static _ClearCoatTintTextureEnabled;
  40964. /**
  40965. * Are clear coat tint textures enabled in the application.
  40966. */
  40967. static ClearCoatTintTextureEnabled: boolean;
  40968. private static _SheenTextureEnabled;
  40969. /**
  40970. * Are sheen textures enabled in the application.
  40971. */
  40972. static SheenTextureEnabled: boolean;
  40973. private static _AnisotropicTextureEnabled;
  40974. /**
  40975. * Are anisotropic textures enabled in the application.
  40976. */
  40977. static AnisotropicTextureEnabled: boolean;
  40978. private static _ThicknessTextureEnabled;
  40979. /**
  40980. * Are thickness textures enabled in the application.
  40981. */
  40982. static ThicknessTextureEnabled: boolean;
  40983. }
  40984. }
  40985. declare module "babylonjs/Shaders/ShadersInclude/defaultFragmentDeclaration" {
  40986. /** @hidden */
  40987. export var defaultFragmentDeclaration: {
  40988. name: string;
  40989. shader: string;
  40990. };
  40991. }
  40992. declare module "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration" {
  40993. /** @hidden */
  40994. export var defaultUboDeclaration: {
  40995. name: string;
  40996. shader: string;
  40997. };
  40998. }
  40999. declare module "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration" {
  41000. /** @hidden */
  41001. export var lightFragmentDeclaration: {
  41002. name: string;
  41003. shader: string;
  41004. };
  41005. }
  41006. declare module "babylonjs/Shaders/ShadersInclude/lightUboDeclaration" {
  41007. /** @hidden */
  41008. export var lightUboDeclaration: {
  41009. name: string;
  41010. shader: string;
  41011. };
  41012. }
  41013. declare module "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions" {
  41014. /** @hidden */
  41015. export var lightsFragmentFunctions: {
  41016. name: string;
  41017. shader: string;
  41018. };
  41019. }
  41020. declare module "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions" {
  41021. /** @hidden */
  41022. export var shadowsFragmentFunctions: {
  41023. name: string;
  41024. shader: string;
  41025. };
  41026. }
  41027. declare module "babylonjs/Shaders/ShadersInclude/fresnelFunction" {
  41028. /** @hidden */
  41029. export var fresnelFunction: {
  41030. name: string;
  41031. shader: string;
  41032. };
  41033. }
  41034. declare module "babylonjs/Shaders/ShadersInclude/reflectionFunction" {
  41035. /** @hidden */
  41036. export var reflectionFunction: {
  41037. name: string;
  41038. shader: string;
  41039. };
  41040. }
  41041. declare module "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions" {
  41042. /** @hidden */
  41043. export var bumpFragmentFunctions: {
  41044. name: string;
  41045. shader: string;
  41046. };
  41047. }
  41048. declare module "babylonjs/Shaders/ShadersInclude/logDepthDeclaration" {
  41049. /** @hidden */
  41050. export var logDepthDeclaration: {
  41051. name: string;
  41052. shader: string;
  41053. };
  41054. }
  41055. declare module "babylonjs/Shaders/ShadersInclude/bumpFragment" {
  41056. /** @hidden */
  41057. export var bumpFragment: {
  41058. name: string;
  41059. shader: string;
  41060. };
  41061. }
  41062. declare module "babylonjs/Shaders/ShadersInclude/depthPrePass" {
  41063. /** @hidden */
  41064. export var depthPrePass: {
  41065. name: string;
  41066. shader: string;
  41067. };
  41068. }
  41069. declare module "babylonjs/Shaders/ShadersInclude/lightFragment" {
  41070. /** @hidden */
  41071. export var lightFragment: {
  41072. name: string;
  41073. shader: string;
  41074. };
  41075. }
  41076. declare module "babylonjs/Shaders/ShadersInclude/logDepthFragment" {
  41077. /** @hidden */
  41078. export var logDepthFragment: {
  41079. name: string;
  41080. shader: string;
  41081. };
  41082. }
  41083. declare module "babylonjs/Shaders/default.fragment" {
  41084. import "babylonjs/Shaders/ShadersInclude/defaultFragmentDeclaration";
  41085. import "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration";
  41086. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  41087. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  41088. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  41089. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  41090. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  41091. import "babylonjs/Shaders/ShadersInclude/fresnelFunction";
  41092. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  41093. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  41094. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  41095. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  41096. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  41097. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  41098. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  41099. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  41100. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  41101. import "babylonjs/Shaders/ShadersInclude/depthPrePass";
  41102. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  41103. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  41104. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  41105. /** @hidden */
  41106. export var defaultPixelShader: {
  41107. name: string;
  41108. shader: string;
  41109. };
  41110. }
  41111. declare module "babylonjs/Shaders/ShadersInclude/defaultVertexDeclaration" {
  41112. /** @hidden */
  41113. export var defaultVertexDeclaration: {
  41114. name: string;
  41115. shader: string;
  41116. };
  41117. }
  41118. declare module "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration" {
  41119. /** @hidden */
  41120. export var bumpVertexDeclaration: {
  41121. name: string;
  41122. shader: string;
  41123. };
  41124. }
  41125. declare module "babylonjs/Shaders/ShadersInclude/bumpVertex" {
  41126. /** @hidden */
  41127. export var bumpVertex: {
  41128. name: string;
  41129. shader: string;
  41130. };
  41131. }
  41132. declare module "babylonjs/Shaders/ShadersInclude/fogVertex" {
  41133. /** @hidden */
  41134. export var fogVertex: {
  41135. name: string;
  41136. shader: string;
  41137. };
  41138. }
  41139. declare module "babylonjs/Shaders/ShadersInclude/shadowsVertex" {
  41140. /** @hidden */
  41141. export var shadowsVertex: {
  41142. name: string;
  41143. shader: string;
  41144. };
  41145. }
  41146. declare module "babylonjs/Shaders/ShadersInclude/pointCloudVertex" {
  41147. /** @hidden */
  41148. export var pointCloudVertex: {
  41149. name: string;
  41150. shader: string;
  41151. };
  41152. }
  41153. declare module "babylonjs/Shaders/ShadersInclude/logDepthVertex" {
  41154. /** @hidden */
  41155. export var logDepthVertex: {
  41156. name: string;
  41157. shader: string;
  41158. };
  41159. }
  41160. declare module "babylonjs/Shaders/default.vertex" {
  41161. import "babylonjs/Shaders/ShadersInclude/defaultVertexDeclaration";
  41162. import "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration";
  41163. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  41164. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  41165. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  41166. import "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration";
  41167. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  41168. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  41169. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  41170. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  41171. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  41172. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  41173. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  41174. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  41175. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  41176. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  41177. import "babylonjs/Shaders/ShadersInclude/bumpVertex";
  41178. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  41179. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  41180. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  41181. import "babylonjs/Shaders/ShadersInclude/pointCloudVertex";
  41182. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  41183. /** @hidden */
  41184. export var defaultVertexShader: {
  41185. name: string;
  41186. shader: string;
  41187. };
  41188. }
  41189. declare module "babylonjs/Materials/standardMaterial" {
  41190. import { SmartArray } from "babylonjs/Misc/smartArray";
  41191. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  41192. import { Nullable } from "babylonjs/types";
  41193. import { Scene } from "babylonjs/scene";
  41194. import { Matrix } from "babylonjs/Maths/math.vector";
  41195. import { Color3 } from "babylonjs/Maths/math.color";
  41196. import { SubMesh } from "babylonjs/Meshes/subMesh";
  41197. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  41198. import { Mesh } from "babylonjs/Meshes/mesh";
  41199. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  41200. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  41201. import { FresnelParameters } from "babylonjs/Materials/fresnelParameters";
  41202. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  41203. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  41204. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  41205. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  41206. import "babylonjs/Shaders/default.fragment";
  41207. import "babylonjs/Shaders/default.vertex";
  41208. /** @hidden */
  41209. export class StandardMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  41210. MAINUV1: boolean;
  41211. MAINUV2: boolean;
  41212. DIFFUSE: boolean;
  41213. DIFFUSEDIRECTUV: number;
  41214. AMBIENT: boolean;
  41215. AMBIENTDIRECTUV: number;
  41216. OPACITY: boolean;
  41217. OPACITYDIRECTUV: number;
  41218. OPACITYRGB: boolean;
  41219. REFLECTION: boolean;
  41220. EMISSIVE: boolean;
  41221. EMISSIVEDIRECTUV: number;
  41222. SPECULAR: boolean;
  41223. SPECULARDIRECTUV: number;
  41224. BUMP: boolean;
  41225. BUMPDIRECTUV: number;
  41226. PARALLAX: boolean;
  41227. PARALLAXOCCLUSION: boolean;
  41228. SPECULAROVERALPHA: boolean;
  41229. CLIPPLANE: boolean;
  41230. CLIPPLANE2: boolean;
  41231. CLIPPLANE3: boolean;
  41232. CLIPPLANE4: boolean;
  41233. ALPHATEST: boolean;
  41234. DEPTHPREPASS: boolean;
  41235. ALPHAFROMDIFFUSE: boolean;
  41236. POINTSIZE: boolean;
  41237. FOG: boolean;
  41238. SPECULARTERM: boolean;
  41239. DIFFUSEFRESNEL: boolean;
  41240. OPACITYFRESNEL: boolean;
  41241. REFLECTIONFRESNEL: boolean;
  41242. REFRACTIONFRESNEL: boolean;
  41243. EMISSIVEFRESNEL: boolean;
  41244. FRESNEL: boolean;
  41245. NORMAL: boolean;
  41246. UV1: boolean;
  41247. UV2: boolean;
  41248. VERTEXCOLOR: boolean;
  41249. VERTEXALPHA: boolean;
  41250. NUM_BONE_INFLUENCERS: number;
  41251. BonesPerMesh: number;
  41252. BONETEXTURE: boolean;
  41253. INSTANCES: boolean;
  41254. GLOSSINESS: boolean;
  41255. ROUGHNESS: boolean;
  41256. EMISSIVEASILLUMINATION: boolean;
  41257. LINKEMISSIVEWITHDIFFUSE: boolean;
  41258. REFLECTIONFRESNELFROMSPECULAR: boolean;
  41259. LIGHTMAP: boolean;
  41260. LIGHTMAPDIRECTUV: number;
  41261. OBJECTSPACE_NORMALMAP: boolean;
  41262. USELIGHTMAPASSHADOWMAP: boolean;
  41263. REFLECTIONMAP_3D: boolean;
  41264. REFLECTIONMAP_SPHERICAL: boolean;
  41265. REFLECTIONMAP_PLANAR: boolean;
  41266. REFLECTIONMAP_CUBIC: boolean;
  41267. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  41268. REFLECTIONMAP_PROJECTION: boolean;
  41269. REFLECTIONMAP_SKYBOX: boolean;
  41270. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  41271. REFLECTIONMAP_EXPLICIT: boolean;
  41272. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  41273. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  41274. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  41275. INVERTCUBICMAP: boolean;
  41276. LOGARITHMICDEPTH: boolean;
  41277. REFRACTION: boolean;
  41278. REFRACTIONMAP_3D: boolean;
  41279. REFLECTIONOVERALPHA: boolean;
  41280. TWOSIDEDLIGHTING: boolean;
  41281. SHADOWFLOAT: boolean;
  41282. MORPHTARGETS: boolean;
  41283. MORPHTARGETS_NORMAL: boolean;
  41284. MORPHTARGETS_TANGENT: boolean;
  41285. MORPHTARGETS_UV: boolean;
  41286. NUM_MORPH_INFLUENCERS: number;
  41287. NONUNIFORMSCALING: boolean;
  41288. PREMULTIPLYALPHA: boolean;
  41289. IMAGEPROCESSING: boolean;
  41290. VIGNETTE: boolean;
  41291. VIGNETTEBLENDMODEMULTIPLY: boolean;
  41292. VIGNETTEBLENDMODEOPAQUE: boolean;
  41293. TONEMAPPING: boolean;
  41294. TONEMAPPING_ACES: boolean;
  41295. CONTRAST: boolean;
  41296. COLORCURVES: boolean;
  41297. COLORGRADING: boolean;
  41298. COLORGRADING3D: boolean;
  41299. SAMPLER3DGREENDEPTH: boolean;
  41300. SAMPLER3DBGRMAP: boolean;
  41301. IMAGEPROCESSINGPOSTPROCESS: boolean;
  41302. MULTIVIEW: boolean;
  41303. /**
  41304. * If the reflection texture on this material is in linear color space
  41305. * @hidden
  41306. */
  41307. IS_REFLECTION_LINEAR: boolean;
  41308. /**
  41309. * If the refraction texture on this material is in linear color space
  41310. * @hidden
  41311. */
  41312. IS_REFRACTION_LINEAR: boolean;
  41313. EXPOSURE: boolean;
  41314. constructor();
  41315. setReflectionMode(modeToEnable: string): void;
  41316. }
  41317. /**
  41318. * This is the default material used in Babylon. It is the best trade off between quality
  41319. * and performances.
  41320. * @see http://doc.babylonjs.com/babylon101/materials
  41321. */
  41322. export class StandardMaterial extends PushMaterial {
  41323. private _diffuseTexture;
  41324. /**
  41325. * The basic texture of the material as viewed under a light.
  41326. */
  41327. diffuseTexture: Nullable<BaseTexture>;
  41328. private _ambientTexture;
  41329. /**
  41330. * AKA Occlusion Texture in other nomenclature, it helps adding baked shadows into your material.
  41331. */
  41332. ambientTexture: Nullable<BaseTexture>;
  41333. private _opacityTexture;
  41334. /**
  41335. * Define the transparency of the material from a texture.
  41336. * The final alpha value can be read either from the red channel (if texture.getAlphaFromRGB is false)
  41337. * or from the luminance or the current texel (if texture.getAlphaFromRGB is true)
  41338. */
  41339. opacityTexture: Nullable<BaseTexture>;
  41340. private _reflectionTexture;
  41341. /**
  41342. * Define the texture used to display the reflection.
  41343. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  41344. */
  41345. reflectionTexture: Nullable<BaseTexture>;
  41346. private _emissiveTexture;
  41347. /**
  41348. * Define texture of the material as if self lit.
  41349. * This will be mixed in the final result even in the absence of light.
  41350. */
  41351. emissiveTexture: Nullable<BaseTexture>;
  41352. private _specularTexture;
  41353. /**
  41354. * Define how the color and intensity of the highlight given by the light in the material.
  41355. */
  41356. specularTexture: Nullable<BaseTexture>;
  41357. private _bumpTexture;
  41358. /**
  41359. * Bump mapping is a technique to simulate bump and dents on a rendered surface.
  41360. * These are made by creating a normal map from an image. The means to do this can be found on the web, a search for 'normal map generator' will bring up free and paid for methods of doing this.
  41361. * @see http://doc.babylonjs.com/how_to/more_materials#bump-map
  41362. */
  41363. bumpTexture: Nullable<BaseTexture>;
  41364. private _lightmapTexture;
  41365. /**
  41366. * Complex lighting can be computationally expensive to compute at runtime.
  41367. * To save on computation, lightmaps may be used to store calculated lighting in a texture which will be applied to a given mesh.
  41368. * @see http://doc.babylonjs.com/babylon101/lights#lightmaps
  41369. */
  41370. lightmapTexture: Nullable<BaseTexture>;
  41371. private _refractionTexture;
  41372. /**
  41373. * Define the texture used to display the refraction.
  41374. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  41375. */
  41376. refractionTexture: Nullable<BaseTexture>;
  41377. /**
  41378. * The color of the material lit by the environmental background lighting.
  41379. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  41380. */
  41381. ambientColor: Color3;
  41382. /**
  41383. * The basic color of the material as viewed under a light.
  41384. */
  41385. diffuseColor: Color3;
  41386. /**
  41387. * Define how the color and intensity of the highlight given by the light in the material.
  41388. */
  41389. specularColor: Color3;
  41390. /**
  41391. * Define the color of the material as if self lit.
  41392. * This will be mixed in the final result even in the absence of light.
  41393. */
  41394. emissiveColor: Color3;
  41395. /**
  41396. * Defines how sharp are the highlights in the material.
  41397. * The bigger the value the sharper giving a more glossy feeling to the result.
  41398. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  41399. */
  41400. specularPower: number;
  41401. private _useAlphaFromDiffuseTexture;
  41402. /**
  41403. * Does the transparency come from the diffuse texture alpha channel.
  41404. */
  41405. useAlphaFromDiffuseTexture: boolean;
  41406. private _useEmissiveAsIllumination;
  41407. /**
  41408. * If true, the emissive value is added into the end result, otherwise it is multiplied in.
  41409. */
  41410. useEmissiveAsIllumination: boolean;
  41411. private _linkEmissiveWithDiffuse;
  41412. /**
  41413. * If true, some kind of energy conservation will prevent the end result to be more than 1 by reducing
  41414. * the emissive level when the final color is close to one.
  41415. */
  41416. linkEmissiveWithDiffuse: boolean;
  41417. private _useSpecularOverAlpha;
  41418. /**
  41419. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  41420. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  41421. */
  41422. useSpecularOverAlpha: boolean;
  41423. private _useReflectionOverAlpha;
  41424. /**
  41425. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  41426. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  41427. */
  41428. useReflectionOverAlpha: boolean;
  41429. private _disableLighting;
  41430. /**
  41431. * Does lights from the scene impacts this material.
  41432. * It can be a nice trick for performance to disable lighting on a fully emissive material.
  41433. */
  41434. disableLighting: boolean;
  41435. private _useObjectSpaceNormalMap;
  41436. /**
  41437. * Allows using an object space normal map (instead of tangent space).
  41438. */
  41439. useObjectSpaceNormalMap: boolean;
  41440. private _useParallax;
  41441. /**
  41442. * Is parallax enabled or not.
  41443. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  41444. */
  41445. useParallax: boolean;
  41446. private _useParallaxOcclusion;
  41447. /**
  41448. * Is parallax occlusion enabled or not.
  41449. * If true, the outcome is way more realistic than traditional Parallax but you can expect a performance hit that worthes consideration.
  41450. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  41451. */
  41452. useParallaxOcclusion: boolean;
  41453. /**
  41454. * Apply a scaling factor that determine which "depth" the height map should reprensent. A value between 0.05 and 0.1 is reasonnable in Parallax, you can reach 0.2 using Parallax Occlusion.
  41455. */
  41456. parallaxScaleBias: number;
  41457. private _roughness;
  41458. /**
  41459. * Helps to define how blurry the reflections should appears in the material.
  41460. */
  41461. roughness: number;
  41462. /**
  41463. * In case of refraction, define the value of the index of refraction.
  41464. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  41465. */
  41466. indexOfRefraction: number;
  41467. /**
  41468. * Invert the refraction texture alongside the y axis.
  41469. * It can be useful with procedural textures or probe for instance.
  41470. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  41471. */
  41472. invertRefractionY: boolean;
  41473. /**
  41474. * Defines the alpha limits in alpha test mode.
  41475. */
  41476. alphaCutOff: number;
  41477. private _useLightmapAsShadowmap;
  41478. /**
  41479. * In case of light mapping, define whether the map contains light or shadow informations.
  41480. */
  41481. useLightmapAsShadowmap: boolean;
  41482. private _diffuseFresnelParameters;
  41483. /**
  41484. * Define the diffuse fresnel parameters of the material.
  41485. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41486. */
  41487. diffuseFresnelParameters: FresnelParameters;
  41488. private _opacityFresnelParameters;
  41489. /**
  41490. * Define the opacity fresnel parameters of the material.
  41491. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41492. */
  41493. opacityFresnelParameters: FresnelParameters;
  41494. private _reflectionFresnelParameters;
  41495. /**
  41496. * Define the reflection fresnel parameters of the material.
  41497. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41498. */
  41499. reflectionFresnelParameters: FresnelParameters;
  41500. private _refractionFresnelParameters;
  41501. /**
  41502. * Define the refraction fresnel parameters of the material.
  41503. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41504. */
  41505. refractionFresnelParameters: FresnelParameters;
  41506. private _emissiveFresnelParameters;
  41507. /**
  41508. * Define the emissive fresnel parameters of the material.
  41509. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41510. */
  41511. emissiveFresnelParameters: FresnelParameters;
  41512. private _useReflectionFresnelFromSpecular;
  41513. /**
  41514. * If true automatically deducts the fresnels values from the material specularity.
  41515. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41516. */
  41517. useReflectionFresnelFromSpecular: boolean;
  41518. private _useGlossinessFromSpecularMapAlpha;
  41519. /**
  41520. * Defines if the glossiness/roughness of the material should be read from the specular map alpha channel
  41521. */
  41522. useGlossinessFromSpecularMapAlpha: boolean;
  41523. private _maxSimultaneousLights;
  41524. /**
  41525. * Defines the maximum number of lights that can be used in the material
  41526. */
  41527. maxSimultaneousLights: number;
  41528. private _invertNormalMapX;
  41529. /**
  41530. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  41531. */
  41532. invertNormalMapX: boolean;
  41533. private _invertNormalMapY;
  41534. /**
  41535. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  41536. */
  41537. invertNormalMapY: boolean;
  41538. private _twoSidedLighting;
  41539. /**
  41540. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  41541. */
  41542. twoSidedLighting: boolean;
  41543. /**
  41544. * Default configuration related to image processing available in the standard Material.
  41545. */
  41546. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  41547. /**
  41548. * Gets the image processing configuration used either in this material.
  41549. */
  41550. /**
  41551. * Sets the Default image processing configuration used either in the this material.
  41552. *
  41553. * If sets to null, the scene one is in use.
  41554. */
  41555. imageProcessingConfiguration: ImageProcessingConfiguration;
  41556. /**
  41557. * Keep track of the image processing observer to allow dispose and replace.
  41558. */
  41559. private _imageProcessingObserver;
  41560. /**
  41561. * Attaches a new image processing configuration to the Standard Material.
  41562. * @param configuration
  41563. */
  41564. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  41565. /**
  41566. * Gets wether the color curves effect is enabled.
  41567. */
  41568. /**
  41569. * Sets wether the color curves effect is enabled.
  41570. */
  41571. cameraColorCurvesEnabled: boolean;
  41572. /**
  41573. * Gets wether the color grading effect is enabled.
  41574. */
  41575. /**
  41576. * Gets wether the color grading effect is enabled.
  41577. */
  41578. cameraColorGradingEnabled: boolean;
  41579. /**
  41580. * Gets wether tonemapping is enabled or not.
  41581. */
  41582. /**
  41583. * Sets wether tonemapping is enabled or not
  41584. */
  41585. cameraToneMappingEnabled: boolean;
  41586. /**
  41587. * The camera exposure used on this material.
  41588. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  41589. * This corresponds to a photographic exposure.
  41590. */
  41591. /**
  41592. * The camera exposure used on this material.
  41593. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  41594. * This corresponds to a photographic exposure.
  41595. */
  41596. cameraExposure: number;
  41597. /**
  41598. * Gets The camera contrast used on this material.
  41599. */
  41600. /**
  41601. * Sets The camera contrast used on this material.
  41602. */
  41603. cameraContrast: number;
  41604. /**
  41605. * Gets the Color Grading 2D Lookup Texture.
  41606. */
  41607. /**
  41608. * Sets the Color Grading 2D Lookup Texture.
  41609. */
  41610. cameraColorGradingTexture: Nullable<BaseTexture>;
  41611. /**
  41612. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  41613. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  41614. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  41615. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  41616. */
  41617. /**
  41618. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  41619. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  41620. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  41621. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  41622. */
  41623. cameraColorCurves: Nullable<ColorCurves>;
  41624. /**
  41625. * Custom callback helping to override the default shader used in the material.
  41626. */
  41627. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: StandardMaterialDefines) => string;
  41628. protected _renderTargets: SmartArray<RenderTargetTexture>;
  41629. protected _worldViewProjectionMatrix: Matrix;
  41630. protected _globalAmbientColor: Color3;
  41631. protected _useLogarithmicDepth: boolean;
  41632. protected _rebuildInParallel: boolean;
  41633. /**
  41634. * Instantiates a new standard material.
  41635. * This is the default material used in Babylon. It is the best trade off between quality
  41636. * and performances.
  41637. * @see http://doc.babylonjs.com/babylon101/materials
  41638. * @param name Define the name of the material in the scene
  41639. * @param scene Define the scene the material belong to
  41640. */
  41641. constructor(name: string, scene: Scene);
  41642. /**
  41643. * Gets a boolean indicating that current material needs to register RTT
  41644. */
  41645. readonly hasRenderTargetTextures: boolean;
  41646. /**
  41647. * Gets the current class name of the material e.g. "StandardMaterial"
  41648. * Mainly use in serialization.
  41649. * @returns the class name
  41650. */
  41651. getClassName(): string;
  41652. /**
  41653. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  41654. * You can try switching to logarithmic depth.
  41655. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  41656. */
  41657. useLogarithmicDepth: boolean;
  41658. /**
  41659. * Specifies if the material will require alpha blending
  41660. * @returns a boolean specifying if alpha blending is needed
  41661. */
  41662. needAlphaBlending(): boolean;
  41663. /**
  41664. * Specifies if this material should be rendered in alpha test mode
  41665. * @returns a boolean specifying if an alpha test is needed.
  41666. */
  41667. needAlphaTesting(): boolean;
  41668. protected _shouldUseAlphaFromDiffuseTexture(): boolean;
  41669. /**
  41670. * Get the texture used for alpha test purpose.
  41671. * @returns the diffuse texture in case of the standard material.
  41672. */
  41673. getAlphaTestTexture(): Nullable<BaseTexture>;
  41674. /**
  41675. * Get if the submesh is ready to be used and all its information available.
  41676. * Child classes can use it to update shaders
  41677. * @param mesh defines the mesh to check
  41678. * @param subMesh defines which submesh to check
  41679. * @param useInstances specifies that instances should be used
  41680. * @returns a boolean indicating that the submesh is ready or not
  41681. */
  41682. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  41683. /**
  41684. * Builds the material UBO layouts.
  41685. * Used internally during the effect preparation.
  41686. */
  41687. buildUniformLayout(): void;
  41688. /**
  41689. * Unbinds the material from the mesh
  41690. */
  41691. unbind(): void;
  41692. /**
  41693. * Binds the submesh to this material by preparing the effect and shader to draw
  41694. * @param world defines the world transformation matrix
  41695. * @param mesh defines the mesh containing the submesh
  41696. * @param subMesh defines the submesh to bind the material to
  41697. */
  41698. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  41699. /**
  41700. * Get the list of animatables in the material.
  41701. * @returns the list of animatables object used in the material
  41702. */
  41703. getAnimatables(): IAnimatable[];
  41704. /**
  41705. * Gets the active textures from the material
  41706. * @returns an array of textures
  41707. */
  41708. getActiveTextures(): BaseTexture[];
  41709. /**
  41710. * Specifies if the material uses a texture
  41711. * @param texture defines the texture to check against the material
  41712. * @returns a boolean specifying if the material uses the texture
  41713. */
  41714. hasTexture(texture: BaseTexture): boolean;
  41715. /**
  41716. * Disposes the material
  41717. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  41718. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  41719. */
  41720. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  41721. /**
  41722. * Makes a duplicate of the material, and gives it a new name
  41723. * @param name defines the new name for the duplicated material
  41724. * @returns the cloned material
  41725. */
  41726. clone(name: string): StandardMaterial;
  41727. /**
  41728. * Serializes this material in a JSON representation
  41729. * @returns the serialized material object
  41730. */
  41731. serialize(): any;
  41732. /**
  41733. * Creates a standard material from parsed material data
  41734. * @param source defines the JSON representation of the material
  41735. * @param scene defines the hosting scene
  41736. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  41737. * @returns a new standard material
  41738. */
  41739. static Parse(source: any, scene: Scene, rootUrl: string): StandardMaterial;
  41740. /**
  41741. * Are diffuse textures enabled in the application.
  41742. */
  41743. static DiffuseTextureEnabled: boolean;
  41744. /**
  41745. * Are ambient textures enabled in the application.
  41746. */
  41747. static AmbientTextureEnabled: boolean;
  41748. /**
  41749. * Are opacity textures enabled in the application.
  41750. */
  41751. static OpacityTextureEnabled: boolean;
  41752. /**
  41753. * Are reflection textures enabled in the application.
  41754. */
  41755. static ReflectionTextureEnabled: boolean;
  41756. /**
  41757. * Are emissive textures enabled in the application.
  41758. */
  41759. static EmissiveTextureEnabled: boolean;
  41760. /**
  41761. * Are specular textures enabled in the application.
  41762. */
  41763. static SpecularTextureEnabled: boolean;
  41764. /**
  41765. * Are bump textures enabled in the application.
  41766. */
  41767. static BumpTextureEnabled: boolean;
  41768. /**
  41769. * Are lightmap textures enabled in the application.
  41770. */
  41771. static LightmapTextureEnabled: boolean;
  41772. /**
  41773. * Are refraction textures enabled in the application.
  41774. */
  41775. static RefractionTextureEnabled: boolean;
  41776. /**
  41777. * Are color grading textures enabled in the application.
  41778. */
  41779. static ColorGradingTextureEnabled: boolean;
  41780. /**
  41781. * Are fresnels enabled in the application.
  41782. */
  41783. static FresnelEnabled: boolean;
  41784. }
  41785. }
  41786. declare module "babylonjs/Materials/Textures/dynamicTexture" {
  41787. import { Scene } from "babylonjs/scene";
  41788. import { Texture } from "babylonjs/Materials/Textures/texture";
  41789. /**
  41790. * A class extending Texture allowing drawing on a texture
  41791. * @see http://doc.babylonjs.com/how_to/dynamictexture
  41792. */
  41793. export class DynamicTexture extends Texture {
  41794. private _generateMipMaps;
  41795. private _canvas;
  41796. private _context;
  41797. private _engine;
  41798. /**
  41799. * Creates a DynamicTexture
  41800. * @param name defines the name of the texture
  41801. * @param options provides 3 alternatives for width and height of texture, a canvas, object with width and height properties, number for both width and height
  41802. * @param scene defines the scene where you want the texture
  41803. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  41804. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  41805. * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)
  41806. */
  41807. constructor(name: string, options: any, scene: Scene | null | undefined, generateMipMaps: boolean, samplingMode?: number, format?: number);
  41808. /**
  41809. * Get the current class name of the texture useful for serialization or dynamic coding.
  41810. * @returns "DynamicTexture"
  41811. */
  41812. getClassName(): string;
  41813. /**
  41814. * Gets the current state of canRescale
  41815. */
  41816. readonly canRescale: boolean;
  41817. private _recreate;
  41818. /**
  41819. * Scales the texture
  41820. * @param ratio the scale factor to apply to both width and height
  41821. */
  41822. scale(ratio: number): void;
  41823. /**
  41824. * Resizes the texture
  41825. * @param width the new width
  41826. * @param height the new height
  41827. */
  41828. scaleTo(width: number, height: number): void;
  41829. /**
  41830. * Gets the context of the canvas used by the texture
  41831. * @returns the canvas context of the dynamic texture
  41832. */
  41833. getContext(): CanvasRenderingContext2D;
  41834. /**
  41835. * Clears the texture
  41836. */
  41837. clear(): void;
  41838. /**
  41839. * Updates the texture
  41840. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  41841. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  41842. */
  41843. update(invertY?: boolean, premulAlpha?: boolean): void;
  41844. /**
  41845. * Draws text onto the texture
  41846. * @param text defines the text to be drawn
  41847. * @param x defines the placement of the text from the left
  41848. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  41849. * @param font defines the font to be used with font-style, font-size, font-name
  41850. * @param color defines the color used for the text
  41851. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  41852. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  41853. * @param update defines whether texture is immediately update (default is true)
  41854. */
  41855. drawText(text: string, x: number, y: number, font: string, color: string, clearColor: string, invertY?: boolean, update?: boolean): void;
  41856. /**
  41857. * Clones the texture
  41858. * @returns the clone of the texture.
  41859. */
  41860. clone(): DynamicTexture;
  41861. /**
  41862. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  41863. * @returns a serialized dynamic texture object
  41864. */
  41865. serialize(): any;
  41866. /** @hidden */
  41867. _rebuild(): void;
  41868. }
  41869. }
  41870. declare module "babylonjs/Shaders/imageProcessing.fragment" {
  41871. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  41872. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  41873. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  41874. /** @hidden */
  41875. export var imageProcessingPixelShader: {
  41876. name: string;
  41877. shader: string;
  41878. };
  41879. }
  41880. declare module "babylonjs/PostProcesses/imageProcessingPostProcess" {
  41881. import { Nullable } from "babylonjs/types";
  41882. import { Color4 } from "babylonjs/Maths/math.color";
  41883. import { Camera } from "babylonjs/Cameras/camera";
  41884. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  41885. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  41886. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  41887. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  41888. import { Engine } from "babylonjs/Engines/engine";
  41889. import "babylonjs/Shaders/imageProcessing.fragment";
  41890. import "babylonjs/Shaders/postprocess.vertex";
  41891. /**
  41892. * ImageProcessingPostProcess
  41893. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  41894. */
  41895. export class ImageProcessingPostProcess extends PostProcess {
  41896. /**
  41897. * Default configuration related to image processing available in the PBR Material.
  41898. */
  41899. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  41900. /**
  41901. * Gets the image processing configuration used either in this material.
  41902. */
  41903. /**
  41904. * Sets the Default image processing configuration used either in the this material.
  41905. *
  41906. * If sets to null, the scene one is in use.
  41907. */
  41908. imageProcessingConfiguration: ImageProcessingConfiguration;
  41909. /**
  41910. * Keep track of the image processing observer to allow dispose and replace.
  41911. */
  41912. private _imageProcessingObserver;
  41913. /**
  41914. * Attaches a new image processing configuration to the PBR Material.
  41915. * @param configuration
  41916. */
  41917. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>, doNotBuild?: boolean): void;
  41918. /**
  41919. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  41920. */
  41921. /**
  41922. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  41923. */
  41924. colorCurves: Nullable<ColorCurves>;
  41925. /**
  41926. * Gets wether the color curves effect is enabled.
  41927. */
  41928. /**
  41929. * Sets wether the color curves effect is enabled.
  41930. */
  41931. colorCurvesEnabled: boolean;
  41932. /**
  41933. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  41934. */
  41935. /**
  41936. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  41937. */
  41938. colorGradingTexture: Nullable<BaseTexture>;
  41939. /**
  41940. * Gets wether the color grading effect is enabled.
  41941. */
  41942. /**
  41943. * Gets wether the color grading effect is enabled.
  41944. */
  41945. colorGradingEnabled: boolean;
  41946. /**
  41947. * Gets exposure used in the effect.
  41948. */
  41949. /**
  41950. * Sets exposure used in the effect.
  41951. */
  41952. exposure: number;
  41953. /**
  41954. * Gets wether tonemapping is enabled or not.
  41955. */
  41956. /**
  41957. * Sets wether tonemapping is enabled or not
  41958. */
  41959. toneMappingEnabled: boolean;
  41960. /**
  41961. * Gets the type of tone mapping effect.
  41962. */
  41963. /**
  41964. * Sets the type of tone mapping effect.
  41965. */
  41966. toneMappingType: number;
  41967. /**
  41968. * Gets contrast used in the effect.
  41969. */
  41970. /**
  41971. * Sets contrast used in the effect.
  41972. */
  41973. contrast: number;
  41974. /**
  41975. * Gets Vignette stretch size.
  41976. */
  41977. /**
  41978. * Sets Vignette stretch size.
  41979. */
  41980. vignetteStretch: number;
  41981. /**
  41982. * Gets Vignette centre X Offset.
  41983. */
  41984. /**
  41985. * Sets Vignette centre X Offset.
  41986. */
  41987. vignetteCentreX: number;
  41988. /**
  41989. * Gets Vignette centre Y Offset.
  41990. */
  41991. /**
  41992. * Sets Vignette centre Y Offset.
  41993. */
  41994. vignetteCentreY: number;
  41995. /**
  41996. * Gets Vignette weight or intensity of the vignette effect.
  41997. */
  41998. /**
  41999. * Sets Vignette weight or intensity of the vignette effect.
  42000. */
  42001. vignetteWeight: number;
  42002. /**
  42003. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  42004. * if vignetteEnabled is set to true.
  42005. */
  42006. /**
  42007. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  42008. * if vignetteEnabled is set to true.
  42009. */
  42010. vignetteColor: Color4;
  42011. /**
  42012. * Gets Camera field of view used by the Vignette effect.
  42013. */
  42014. /**
  42015. * Sets Camera field of view used by the Vignette effect.
  42016. */
  42017. vignetteCameraFov: number;
  42018. /**
  42019. * Gets the vignette blend mode allowing different kind of effect.
  42020. */
  42021. /**
  42022. * Sets the vignette blend mode allowing different kind of effect.
  42023. */
  42024. vignetteBlendMode: number;
  42025. /**
  42026. * Gets wether the vignette effect is enabled.
  42027. */
  42028. /**
  42029. * Sets wether the vignette effect is enabled.
  42030. */
  42031. vignetteEnabled: boolean;
  42032. private _fromLinearSpace;
  42033. /**
  42034. * Gets wether the input of the processing is in Gamma or Linear Space.
  42035. */
  42036. /**
  42037. * Sets wether the input of the processing is in Gamma or Linear Space.
  42038. */
  42039. fromLinearSpace: boolean;
  42040. /**
  42041. * Defines cache preventing GC.
  42042. */
  42043. private _defines;
  42044. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, imageProcessingConfiguration?: ImageProcessingConfiguration);
  42045. /**
  42046. * "ImageProcessingPostProcess"
  42047. * @returns "ImageProcessingPostProcess"
  42048. */
  42049. getClassName(): string;
  42050. protected _updateParameters(): void;
  42051. dispose(camera?: Camera): void;
  42052. }
  42053. }
  42054. declare module "babylonjs/Meshes/Builders/groundBuilder" {
  42055. import { Scene } from "babylonjs/scene";
  42056. import { Color3 } from "babylonjs/Maths/math.color";
  42057. import { Mesh } from "babylonjs/Meshes/mesh";
  42058. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  42059. import { Nullable } from "babylonjs/types";
  42060. /**
  42061. * Class containing static functions to help procedurally build meshes
  42062. */
  42063. export class GroundBuilder {
  42064. /**
  42065. * Creates a ground mesh
  42066. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  42067. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  42068. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  42069. * @param name defines the name of the mesh
  42070. * @param options defines the options used to create the mesh
  42071. * @param scene defines the hosting scene
  42072. * @returns the ground mesh
  42073. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  42074. */
  42075. static CreateGround(name: string, options: {
  42076. width?: number;
  42077. height?: number;
  42078. subdivisions?: number;
  42079. subdivisionsX?: number;
  42080. subdivisionsY?: number;
  42081. updatable?: boolean;
  42082. }, scene: any): Mesh;
  42083. /**
  42084. * Creates a tiled ground mesh
  42085. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  42086. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  42087. * * The parameter `subdivisions` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 6, h: 6}`). `w` and `h` are the numbers of subdivisions on the ground width and height. Each subdivision is called a tile
  42088. * * The parameter `precision` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 2, h: 2}`). `w` and `h` are the numbers of subdivisions on the ground width and height of each tile
  42089. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42090. * @param name defines the name of the mesh
  42091. * @param options defines the options used to create the mesh
  42092. * @param scene defines the hosting scene
  42093. * @returns the tiled ground mesh
  42094. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  42095. */
  42096. static CreateTiledGround(name: string, options: {
  42097. xmin: number;
  42098. zmin: number;
  42099. xmax: number;
  42100. zmax: number;
  42101. subdivisions?: {
  42102. w: number;
  42103. h: number;
  42104. };
  42105. precision?: {
  42106. w: number;
  42107. h: number;
  42108. };
  42109. updatable?: boolean;
  42110. }, scene?: Nullable<Scene>): Mesh;
  42111. /**
  42112. * Creates a ground mesh from a height map
  42113. * * The parameter `url` sets the URL of the height map image resource.
  42114. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  42115. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  42116. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  42117. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  42118. * * The parameter `colorFilter` (optional Color3, default (0.3, 0.59, 0.11) ) is the filter to apply to the image pixel colors to compute the height.
  42119. * * The parameter `onReady` is a javascript callback function that will be called once the mesh is just built (the height map download can last some time).
  42120. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  42121. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42122. * @param name defines the name of the mesh
  42123. * @param url defines the url to the height map
  42124. * @param options defines the options used to create the mesh
  42125. * @param scene defines the hosting scene
  42126. * @returns the ground mesh
  42127. * @see https://doc.babylonjs.com/babylon101/height_map
  42128. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  42129. */
  42130. static CreateGroundFromHeightMap(name: string, url: string, options: {
  42131. width?: number;
  42132. height?: number;
  42133. subdivisions?: number;
  42134. minHeight?: number;
  42135. maxHeight?: number;
  42136. colorFilter?: Color3;
  42137. alphaFilter?: number;
  42138. updatable?: boolean;
  42139. onReady?: (mesh: GroundMesh) => void;
  42140. }, scene?: Nullable<Scene>): GroundMesh;
  42141. }
  42142. }
  42143. declare module "babylonjs/Meshes/Builders/torusBuilder" {
  42144. import { Vector4 } from "babylonjs/Maths/math.vector";
  42145. import { Mesh } from "babylonjs/Meshes/mesh";
  42146. /**
  42147. * Class containing static functions to help procedurally build meshes
  42148. */
  42149. export class TorusBuilder {
  42150. /**
  42151. * Creates a torus mesh
  42152. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  42153. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  42154. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  42155. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  42156. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  42157. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42158. * @param name defines the name of the mesh
  42159. * @param options defines the options used to create the mesh
  42160. * @param scene defines the hosting scene
  42161. * @returns the torus mesh
  42162. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  42163. */
  42164. static CreateTorus(name: string, options: {
  42165. diameter?: number;
  42166. thickness?: number;
  42167. tessellation?: number;
  42168. updatable?: boolean;
  42169. sideOrientation?: number;
  42170. frontUVs?: Vector4;
  42171. backUVs?: Vector4;
  42172. }, scene: any): Mesh;
  42173. }
  42174. }
  42175. declare module "babylonjs/Meshes/Builders/cylinderBuilder" {
  42176. import { Vector4 } from "babylonjs/Maths/math.vector";
  42177. import { Color4 } from "babylonjs/Maths/math.color";
  42178. import { Mesh } from "babylonjs/Meshes/mesh";
  42179. /**
  42180. * Class containing static functions to help procedurally build meshes
  42181. */
  42182. export class CylinderBuilder {
  42183. /**
  42184. * Creates a cylinder or a cone mesh
  42185. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  42186. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  42187. * * The parameters `diameterTop` and `diameterBottom` overwrite the parameter `diameter` and set respectively the top cap and bottom cap diameter (floats, default 1). The parameter "diameterBottom" can't be zero.
  42188. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  42189. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  42190. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  42191. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  42192. * * The parameter `cap` sets the way the cylinder is capped. Possible values : BABYLON.Mesh.NO_CAP, BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL (default).
  42193. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  42194. * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of n Color3 elements) and `faceUV` (an array of n Vector4 elements).
  42195. * * The value of n is the number of cylinder faces. If the cylinder has only 1 subdivisions, n equals : top face + cylinder surface + bottom face = 3
  42196. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  42197. * * Finally, if the cylinder has 5 independent subdivisions and is enclose, n equals : top face + 5 x (stripe surface + 2 closing faces) + bottom face = 2 + 5 * 3 = 17
  42198. * * Each array (color or UVs) is always ordered the same way : the first element is the bottom cap, the last element is the top cap. The other elements are each a ring surface.
  42199. * * If `enclose` is false, a ring surface is one element.
  42200. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  42201. * * Example how to set colors and textures on a sliced cylinder : https://www.html5gamedevs.com/topic/17945-creating-a-closed-slice-of-a-cylinder/#comment-106379
  42202. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  42203. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  42204. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42205. * @param name defines the name of the mesh
  42206. * @param options defines the options used to create the mesh
  42207. * @param scene defines the hosting scene
  42208. * @returns the cylinder mesh
  42209. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  42210. */
  42211. static CreateCylinder(name: string, options: {
  42212. height?: number;
  42213. diameterTop?: number;
  42214. diameterBottom?: number;
  42215. diameter?: number;
  42216. tessellation?: number;
  42217. subdivisions?: number;
  42218. arc?: number;
  42219. faceColors?: Color4[];
  42220. faceUV?: Vector4[];
  42221. updatable?: boolean;
  42222. hasRings?: boolean;
  42223. enclose?: boolean;
  42224. cap?: number;
  42225. sideOrientation?: number;
  42226. frontUVs?: Vector4;
  42227. backUVs?: Vector4;
  42228. }, scene: any): Mesh;
  42229. }
  42230. }
  42231. declare module "babylonjs/Cameras/VR/vrExperienceHelper" {
  42232. import { Observable } from "babylonjs/Misc/observable";
  42233. import { Nullable } from "babylonjs/types";
  42234. import { Camera } from "babylonjs/Cameras/camera";
  42235. import { DeviceOrientationCamera } from "babylonjs/Cameras/deviceOrientationCamera";
  42236. import { VRDeviceOrientationFreeCamera } from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  42237. import { WebVROptions, WebVRFreeCamera } from "babylonjs/Cameras/VR/webVRCamera";
  42238. import { Scene } from "babylonjs/scene";
  42239. import { Vector3 } from "babylonjs/Maths/math.vector";
  42240. import { Color3 } from "babylonjs/Maths/math.color";
  42241. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  42242. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42243. import { Mesh } from "babylonjs/Meshes/mesh";
  42244. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  42245. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  42246. import "babylonjs/Meshes/Builders/groundBuilder";
  42247. import "babylonjs/Meshes/Builders/torusBuilder";
  42248. import "babylonjs/Meshes/Builders/cylinderBuilder";
  42249. import "babylonjs/Gamepads/gamepadSceneComponent";
  42250. import "babylonjs/Animations/animatable";
  42251. /**
  42252. * Options to modify the vr teleportation behavior.
  42253. */
  42254. export interface VRTeleportationOptions {
  42255. /**
  42256. * The name of the mesh which should be used as the teleportation floor. (default: null)
  42257. */
  42258. floorMeshName?: string;
  42259. /**
  42260. * A list of meshes to be used as the teleportation floor. (default: empty)
  42261. */
  42262. floorMeshes?: Mesh[];
  42263. }
  42264. /**
  42265. * Options to modify the vr experience helper's behavior.
  42266. */
  42267. export interface VRExperienceHelperOptions extends WebVROptions {
  42268. /**
  42269. * Create a DeviceOrientationCamera to be used as your out of vr camera. (default: true)
  42270. */
  42271. createDeviceOrientationCamera?: boolean;
  42272. /**
  42273. * Create a VRDeviceOrientationFreeCamera to be used for VR when no external HMD is found. (default: true)
  42274. */
  42275. createFallbackVRDeviceOrientationFreeCamera?: boolean;
  42276. /**
  42277. * Uses the main button on the controller to toggle the laser casted. (default: true)
  42278. */
  42279. laserToggle?: boolean;
  42280. /**
  42281. * A list of meshes to be used as the teleportation floor. If specified, teleportation will be enabled (default: undefined)
  42282. */
  42283. floorMeshes?: Mesh[];
  42284. /**
  42285. * Distortion metrics for the fallback vrDeviceOrientationCamera (default: VRCameraMetrics.Default)
  42286. */
  42287. vrDeviceOrientationCameraMetrics?: VRCameraMetrics;
  42288. }
  42289. /**
  42290. * Event containing information after VR has been entered
  42291. */
  42292. export class OnAfterEnteringVRObservableEvent {
  42293. /**
  42294. * If entering vr was successful
  42295. */
  42296. success: boolean;
  42297. }
  42298. /**
  42299. * Helps to quickly add VR support to an existing scene.
  42300. * See http://doc.babylonjs.com/how_to/webvr_helper
  42301. */
  42302. export class VRExperienceHelper {
  42303. /** Options to modify the vr experience helper's behavior. */
  42304. webVROptions: VRExperienceHelperOptions;
  42305. private _scene;
  42306. private _position;
  42307. private _btnVR;
  42308. private _btnVRDisplayed;
  42309. private _webVRsupported;
  42310. private _webVRready;
  42311. private _webVRrequesting;
  42312. private _webVRpresenting;
  42313. private _hasEnteredVR;
  42314. private _fullscreenVRpresenting;
  42315. private _canvas;
  42316. private _webVRCamera;
  42317. private _vrDeviceOrientationCamera;
  42318. private _deviceOrientationCamera;
  42319. private _existingCamera;
  42320. private _onKeyDown;
  42321. private _onVrDisplayPresentChange;
  42322. private _onVRDisplayChanged;
  42323. private _onVRRequestPresentStart;
  42324. private _onVRRequestPresentComplete;
  42325. /**
  42326. * Gets or sets a boolean indicating that gaze can be enabled even if pointer lock is not engage (useful on iOS where fullscreen mode and pointer lock are not supported)
  42327. */
  42328. enableGazeEvenWhenNoPointerLock: boolean;
  42329. /**
  42330. * Gets or sets a boolean indicating that the VREXperienceHelper will exit VR if double tap is detected
  42331. */
  42332. exitVROnDoubleTap: boolean;
  42333. /**
  42334. * Observable raised right before entering VR.
  42335. */
  42336. onEnteringVRObservable: Observable<VRExperienceHelper>;
  42337. /**
  42338. * Observable raised when entering VR has completed.
  42339. */
  42340. onAfterEnteringVRObservable: Observable<OnAfterEnteringVRObservableEvent>;
  42341. /**
  42342. * Observable raised when exiting VR.
  42343. */
  42344. onExitingVRObservable: Observable<VRExperienceHelper>;
  42345. /**
  42346. * Observable raised when controller mesh is loaded.
  42347. */
  42348. onControllerMeshLoadedObservable: Observable<WebVRController>;
  42349. /** Return this.onEnteringVRObservable
  42350. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  42351. */
  42352. readonly onEnteringVR: Observable<VRExperienceHelper>;
  42353. /** Return this.onExitingVRObservable
  42354. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  42355. */
  42356. readonly onExitingVR: Observable<VRExperienceHelper>;
  42357. /** Return this.onControllerMeshLoadedObservable
  42358. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  42359. */
  42360. readonly onControllerMeshLoaded: Observable<WebVRController>;
  42361. private _rayLength;
  42362. private _useCustomVRButton;
  42363. private _teleportationRequested;
  42364. private _teleportActive;
  42365. private _floorMeshName;
  42366. private _floorMeshesCollection;
  42367. private _rotationAllowed;
  42368. private _teleportBackwardsVector;
  42369. private _teleportationTarget;
  42370. private _isDefaultTeleportationTarget;
  42371. private _postProcessMove;
  42372. private _teleportationFillColor;
  42373. private _teleportationBorderColor;
  42374. private _rotationAngle;
  42375. private _haloCenter;
  42376. private _cameraGazer;
  42377. private _padSensibilityUp;
  42378. private _padSensibilityDown;
  42379. private _leftController;
  42380. private _rightController;
  42381. /**
  42382. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  42383. */
  42384. onNewMeshSelected: Observable<AbstractMesh>;
  42385. /**
  42386. * Observable raised when a new mesh is selected based on meshSelectionPredicate.
  42387. * This observable will provide the mesh and the controller used to select the mesh
  42388. */
  42389. onMeshSelectedWithController: Observable<{
  42390. mesh: AbstractMesh;
  42391. controller: WebVRController;
  42392. }>;
  42393. /**
  42394. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  42395. */
  42396. onNewMeshPicked: Observable<PickingInfo>;
  42397. private _circleEase;
  42398. /**
  42399. * Observable raised before camera teleportation
  42400. */
  42401. onBeforeCameraTeleport: Observable<Vector3>;
  42402. /**
  42403. * Observable raised after camera teleportation
  42404. */
  42405. onAfterCameraTeleport: Observable<Vector3>;
  42406. /**
  42407. * Observable raised when current selected mesh gets unselected
  42408. */
  42409. onSelectedMeshUnselected: Observable<AbstractMesh>;
  42410. private _raySelectionPredicate;
  42411. /**
  42412. * To be optionaly changed by user to define custom ray selection
  42413. */
  42414. raySelectionPredicate: (mesh: AbstractMesh) => boolean;
  42415. /**
  42416. * To be optionaly changed by user to define custom selection logic (after ray selection)
  42417. */
  42418. meshSelectionPredicate: (mesh: AbstractMesh) => boolean;
  42419. /**
  42420. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  42421. */
  42422. teleportationEnabled: boolean;
  42423. private _defaultHeight;
  42424. private _teleportationInitialized;
  42425. private _interactionsEnabled;
  42426. private _interactionsRequested;
  42427. private _displayGaze;
  42428. private _displayLaserPointer;
  42429. /**
  42430. * The mesh used to display where the user is going to teleport.
  42431. */
  42432. /**
  42433. * Sets the mesh to be used to display where the user is going to teleport.
  42434. */
  42435. teleportationTarget: Mesh;
  42436. /**
  42437. * The mesh used to display where the user is selecting, this mesh will be cloned and set as the gazeTracker for the left and right controller
  42438. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  42439. * See http://doc.babylonjs.com/resources/baking_transformations
  42440. */
  42441. gazeTrackerMesh: Mesh;
  42442. /**
  42443. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  42444. */
  42445. updateGazeTrackerScale: boolean;
  42446. /**
  42447. * If the gaze trackers color should be updated when selecting meshes
  42448. */
  42449. updateGazeTrackerColor: boolean;
  42450. /**
  42451. * If the controller laser color should be updated when selecting meshes
  42452. */
  42453. updateControllerLaserColor: boolean;
  42454. /**
  42455. * The gaze tracking mesh corresponding to the left controller
  42456. */
  42457. readonly leftControllerGazeTrackerMesh: Nullable<Mesh>;
  42458. /**
  42459. * The gaze tracking mesh corresponding to the right controller
  42460. */
  42461. readonly rightControllerGazeTrackerMesh: Nullable<Mesh>;
  42462. /**
  42463. * If the ray of the gaze should be displayed.
  42464. */
  42465. /**
  42466. * Sets if the ray of the gaze should be displayed.
  42467. */
  42468. displayGaze: boolean;
  42469. /**
  42470. * If the ray of the LaserPointer should be displayed.
  42471. */
  42472. /**
  42473. * Sets if the ray of the LaserPointer should be displayed.
  42474. */
  42475. displayLaserPointer: boolean;
  42476. /**
  42477. * The deviceOrientationCamera used as the camera when not in VR.
  42478. */
  42479. readonly deviceOrientationCamera: Nullable<DeviceOrientationCamera>;
  42480. /**
  42481. * Based on the current WebVR support, returns the current VR camera used.
  42482. */
  42483. readonly currentVRCamera: Nullable<Camera>;
  42484. /**
  42485. * The webVRCamera which is used when in VR.
  42486. */
  42487. readonly webVRCamera: WebVRFreeCamera;
  42488. /**
  42489. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  42490. */
  42491. readonly vrDeviceOrientationCamera: Nullable<VRDeviceOrientationFreeCamera>;
  42492. /**
  42493. * The html button that is used to trigger entering into VR.
  42494. */
  42495. readonly vrButton: Nullable<HTMLButtonElement>;
  42496. private readonly _teleportationRequestInitiated;
  42497. /**
  42498. * Defines wether or not Pointer lock should be requested when switching to
  42499. * full screen.
  42500. */
  42501. requestPointerLockOnFullScreen: boolean;
  42502. /**
  42503. * Instantiates a VRExperienceHelper.
  42504. * Helps to quickly add VR support to an existing scene.
  42505. * @param scene The scene the VRExperienceHelper belongs to.
  42506. * @param webVROptions Options to modify the vr experience helper's behavior.
  42507. */
  42508. constructor(scene: Scene,
  42509. /** Options to modify the vr experience helper's behavior. */
  42510. webVROptions?: VRExperienceHelperOptions);
  42511. private _onDefaultMeshLoaded;
  42512. private _onResize;
  42513. private _onFullscreenChange;
  42514. /**
  42515. * Gets a value indicating if we are currently in VR mode.
  42516. */
  42517. readonly isInVRMode: boolean;
  42518. private onVrDisplayPresentChange;
  42519. private onVRDisplayChanged;
  42520. private moveButtonToBottomRight;
  42521. private displayVRButton;
  42522. private updateButtonVisibility;
  42523. private _cachedAngularSensibility;
  42524. /**
  42525. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  42526. * Otherwise, will use the fullscreen API.
  42527. */
  42528. enterVR(): void;
  42529. /**
  42530. * Attempt to exit VR, or fullscreen.
  42531. */
  42532. exitVR(): void;
  42533. /**
  42534. * The position of the vr experience helper.
  42535. */
  42536. /**
  42537. * Sets the position of the vr experience helper.
  42538. */
  42539. position: Vector3;
  42540. /**
  42541. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  42542. */
  42543. enableInteractions(): void;
  42544. private readonly _noControllerIsActive;
  42545. private beforeRender;
  42546. private _isTeleportationFloor;
  42547. /**
  42548. * Adds a floor mesh to be used for teleportation.
  42549. * @param floorMesh the mesh to be used for teleportation.
  42550. */
  42551. addFloorMesh(floorMesh: Mesh): void;
  42552. /**
  42553. * Removes a floor mesh from being used for teleportation.
  42554. * @param floorMesh the mesh to be removed.
  42555. */
  42556. removeFloorMesh(floorMesh: Mesh): void;
  42557. /**
  42558. * Enables interactions and teleportation using the VR controllers and gaze.
  42559. * @param vrTeleportationOptions options to modify teleportation behavior.
  42560. */
  42561. enableTeleportation(vrTeleportationOptions?: VRTeleportationOptions): void;
  42562. private _onNewGamepadConnected;
  42563. private _tryEnableInteractionOnController;
  42564. private _onNewGamepadDisconnected;
  42565. private _enableInteractionOnController;
  42566. private _checkTeleportWithRay;
  42567. private _checkRotate;
  42568. private _checkTeleportBackwards;
  42569. private _enableTeleportationOnController;
  42570. private _createTeleportationCircles;
  42571. private _displayTeleportationTarget;
  42572. private _hideTeleportationTarget;
  42573. private _rotateCamera;
  42574. private _moveTeleportationSelectorTo;
  42575. private _workingVector;
  42576. private _workingQuaternion;
  42577. private _workingMatrix;
  42578. /**
  42579. * Teleports the users feet to the desired location
  42580. * @param location The location where the user's feet should be placed
  42581. */
  42582. teleportCamera(location: Vector3): void;
  42583. private _convertNormalToDirectionOfRay;
  42584. private _castRayAndSelectObject;
  42585. private _notifySelectedMeshUnselected;
  42586. /**
  42587. * Sets the color of the laser ray from the vr controllers.
  42588. * @param color new color for the ray.
  42589. */
  42590. changeLaserColor(color: Color3): void;
  42591. /**
  42592. * Sets the color of the ray from the vr headsets gaze.
  42593. * @param color new color for the ray.
  42594. */
  42595. changeGazeColor(color: Color3): void;
  42596. /**
  42597. * Exits VR and disposes of the vr experience helper
  42598. */
  42599. dispose(): void;
  42600. /**
  42601. * Gets the name of the VRExperienceHelper class
  42602. * @returns "VRExperienceHelper"
  42603. */
  42604. getClassName(): string;
  42605. }
  42606. }
  42607. declare module "babylonjs/Cameras/VR/index" {
  42608. export * from "babylonjs/Cameras/VR/vrCameraMetrics";
  42609. export * from "babylonjs/Cameras/VR/vrDeviceOrientationArcRotateCamera";
  42610. export * from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  42611. export * from "babylonjs/Cameras/VR/vrDeviceOrientationGamepadCamera";
  42612. export * from "babylonjs/Cameras/VR/vrExperienceHelper";
  42613. export * from "babylonjs/Cameras/VR/webVRCamera";
  42614. }
  42615. declare module "babylonjs/Cameras/XR/webXRSessionManager" {
  42616. import { Observable } from "babylonjs/Misc/observable";
  42617. import { Nullable } from "babylonjs/types";
  42618. import { IDisposable, Scene } from "babylonjs/scene";
  42619. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  42620. /**
  42621. * Manages an XRSession to work with Babylon's engine
  42622. * @see https://doc.babylonjs.com/how_to/webxr
  42623. */
  42624. export class WebXRSessionManager implements IDisposable {
  42625. private scene;
  42626. /**
  42627. * Fires every time a new xrFrame arrives which can be used to update the camera
  42628. */
  42629. onXRFrameObservable: Observable<any>;
  42630. /**
  42631. * Fires when the xr session is ended either by the device or manually done
  42632. */
  42633. onXRSessionEnded: Observable<any>;
  42634. /**
  42635. * Underlying xr session
  42636. */
  42637. session: XRSession;
  42638. /**
  42639. * Type of reference space used when creating the session
  42640. */
  42641. referenceSpace: XRReferenceSpace;
  42642. /** @hidden */
  42643. _sessionRenderTargetTexture: Nullable<RenderTargetTexture>;
  42644. /**
  42645. * Current XR frame
  42646. */
  42647. currentFrame: Nullable<XRFrame>;
  42648. private _xrNavigator;
  42649. private baseLayer;
  42650. /**
  42651. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  42652. * @param scene The scene which the session should be created for
  42653. */
  42654. constructor(scene: Scene);
  42655. /**
  42656. * Initializes the manager
  42657. * After initialization enterXR can be called to start an XR session
  42658. * @returns Promise which resolves after it is initialized
  42659. */
  42660. initializeAsync(): Promise<void>;
  42661. /**
  42662. * Initializes an xr session
  42663. * @param xrSessionMode mode to initialize
  42664. * @returns a promise which will resolve once the session has been initialized
  42665. */
  42666. initializeSessionAsync(xrSessionMode: XRSessionMode): any;
  42667. /**
  42668. * Sets the reference space on the xr session
  42669. * @param referenceSpace space to set
  42670. * @returns a promise that will resolve once the reference space has been set
  42671. */
  42672. setReferenceSpaceAsync(referenceSpace: XRReferenceSpaceType): Promise<void>;
  42673. /**
  42674. * Updates the render state of the session
  42675. * @param state state to set
  42676. * @returns a promise that resolves once the render state has been updated
  42677. */
  42678. updateRenderStateAsync(state: XRRenderState): Promise<void>;
  42679. /**
  42680. * Starts rendering to the xr layer
  42681. * @returns a promise that will resolve once rendering has started
  42682. */
  42683. startRenderingToXRAsync(): Promise<void>;
  42684. /**
  42685. * Stops the xrSession and restores the renderloop
  42686. * @returns Promise which resolves after it exits XR
  42687. */
  42688. exitXRAsync(): Promise<unknown>;
  42689. /**
  42690. * Checks if a session would be supported for the creation options specified
  42691. * @param sessionMode session mode to check if supported eg. immersive-vr
  42692. * @returns true if supported
  42693. */
  42694. supportsSessionAsync(sessionMode: XRSessionMode): any;
  42695. /**
  42696. * @hidden
  42697. * Converts the render layer of xrSession to a render target
  42698. * @param session session to create render target for
  42699. * @param scene scene the new render target should be created for
  42700. */
  42701. static _CreateRenderTargetTextureFromSession(session: XRSession, scene: Scene, baseLayer: XRWebGLLayer): RenderTargetTexture;
  42702. /**
  42703. * Disposes of the session manager
  42704. */
  42705. dispose(): void;
  42706. }
  42707. }
  42708. declare module "babylonjs/Cameras/XR/webXRCamera" {
  42709. import { Scene } from "babylonjs/scene";
  42710. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  42711. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  42712. /**
  42713. * WebXR Camera which holds the views for the xrSession
  42714. * @see https://doc.babylonjs.com/how_to/webxr
  42715. */
  42716. export class WebXRCamera extends FreeCamera {
  42717. private static _TmpMatrix;
  42718. /**
  42719. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  42720. * @param name the name of the camera
  42721. * @param scene the scene to add the camera to
  42722. */
  42723. constructor(name: string, scene: Scene);
  42724. private _updateNumberOfRigCameras;
  42725. /** @hidden */
  42726. _updateForDualEyeDebugging(pupilDistance?: number): void;
  42727. /**
  42728. * Updates the cameras position from the current pose information of the XR session
  42729. * @param xrSessionManager the session containing pose information
  42730. * @returns true if the camera has been updated, false if the session did not contain pose or frame data
  42731. */
  42732. updateFromXRSessionManager(xrSessionManager: WebXRSessionManager): boolean;
  42733. }
  42734. }
  42735. declare module "babylonjs/Cameras/XR/webXRManagedOutputCanvas" {
  42736. import { Nullable } from "babylonjs/types";
  42737. import { IDisposable } from "babylonjs/scene";
  42738. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  42739. /**
  42740. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  42741. */
  42742. export class WebXRManagedOutputCanvas implements IDisposable {
  42743. private helper;
  42744. private _canvas;
  42745. /**
  42746. * xrpresent context of the canvas which can be used to display/mirror xr content
  42747. */
  42748. canvasContext: WebGLRenderingContext;
  42749. /**
  42750. * xr layer for the canvas
  42751. */
  42752. xrLayer: Nullable<XRWebGLLayer>;
  42753. /**
  42754. * Initializes the xr layer for the session
  42755. * @param xrSession xr session
  42756. * @returns a promise that will resolve once the XR Layer has been created
  42757. */
  42758. initializeXRLayerAsync(xrSession: any): any;
  42759. /**
  42760. * Initializes the canvas to be added/removed upon entering/exiting xr
  42761. * @param helper the xr experience helper used to trigger adding/removing of the canvas
  42762. * @param canvas The canvas to be added/removed (If not specified a full screen canvas will be created)
  42763. */
  42764. constructor(helper: WebXRExperienceHelper, canvas?: HTMLCanvasElement);
  42765. /**
  42766. * Disposes of the object
  42767. */
  42768. dispose(): void;
  42769. private _setManagedOutputCanvas;
  42770. private _addCanvas;
  42771. private _removeCanvas;
  42772. }
  42773. }
  42774. declare module "babylonjs/Cameras/XR/webXRExperienceHelper" {
  42775. import { Observable } from "babylonjs/Misc/observable";
  42776. import { IDisposable, Scene } from "babylonjs/scene";
  42777. import { Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  42778. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42779. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  42780. import { WebXRCamera } from "babylonjs/Cameras/XR/webXRCamera";
  42781. import { WebXRManagedOutputCanvas } from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  42782. /**
  42783. * States of the webXR experience
  42784. */
  42785. export enum WebXRState {
  42786. /**
  42787. * Transitioning to being in XR mode
  42788. */
  42789. ENTERING_XR = 0,
  42790. /**
  42791. * Transitioning to non XR mode
  42792. */
  42793. EXITING_XR = 1,
  42794. /**
  42795. * In XR mode and presenting
  42796. */
  42797. IN_XR = 2,
  42798. /**
  42799. * Not entered XR mode
  42800. */
  42801. NOT_IN_XR = 3
  42802. }
  42803. /**
  42804. * Base set of functionality needed to create an XR experince (WebXRSessionManager, Camera, StateManagement, etc.)
  42805. * @see https://doc.babylonjs.com/how_to/webxr
  42806. */
  42807. export class WebXRExperienceHelper implements IDisposable {
  42808. private scene;
  42809. /**
  42810. * Container which stores the xr camera and controllers as children. This can be used to move the camera/user as the camera's position is updated by the xr device
  42811. */
  42812. container: AbstractMesh;
  42813. /**
  42814. * Camera used to render xr content
  42815. */
  42816. camera: WebXRCamera;
  42817. /**
  42818. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  42819. */
  42820. state: WebXRState;
  42821. private _setState;
  42822. private static _TmpVector;
  42823. /**
  42824. * Fires when the state of the experience helper has changed
  42825. */
  42826. onStateChangedObservable: Observable<WebXRState>;
  42827. /** Session manager used to keep track of xr session */
  42828. sessionManager: WebXRSessionManager;
  42829. private _nonVRCamera;
  42830. private _originalSceneAutoClear;
  42831. private _supported;
  42832. /**
  42833. * Creates the experience helper
  42834. * @param scene the scene to attach the experience helper to
  42835. * @returns a promise for the experience helper
  42836. */
  42837. static CreateAsync(scene: Scene): Promise<WebXRExperienceHelper>;
  42838. /**
  42839. * Creates a WebXRExperienceHelper
  42840. * @param scene The scene the helper should be created in
  42841. */
  42842. private constructor();
  42843. /**
  42844. * Exits XR mode and returns the scene to its original state
  42845. * @returns promise that resolves after xr mode has exited
  42846. */
  42847. exitXRAsync(): Promise<unknown>;
  42848. /**
  42849. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  42850. * @param sessionCreationOptions options for the XR session
  42851. * @param referenceSpaceType frame of reference of the XR session
  42852. * @param outputCanvas the output canvas that will be used to enter XR mode
  42853. * @returns promise that resolves after xr mode has entered
  42854. */
  42855. enterXRAsync(sessionCreationOptions: XRSessionMode, referenceSpaceType: XRReferenceSpaceType, outputCanvas: WebXRManagedOutputCanvas): any;
  42856. /**
  42857. * Updates the global position of the camera by moving the camera's container
  42858. * This should be used instead of modifying the camera's position as it will be overwritten by an xrSessions's update frame
  42859. * @param position The desired global position of the camera
  42860. */
  42861. setPositionOfCameraUsingContainer(position: Vector3): void;
  42862. /**
  42863. * Rotates the xr camera by rotating the camera's container around the camera's position
  42864. * This should be used instead of modifying the camera's rotation as it will be overwritten by an xrSessions's update frame
  42865. * @param rotation the desired quaternion rotation to apply to the camera
  42866. */
  42867. rotateCameraByQuaternionUsingContainer(rotation: Quaternion): void;
  42868. /**
  42869. * Disposes of the experience helper
  42870. */
  42871. dispose(): void;
  42872. }
  42873. }
  42874. declare module "babylonjs/Cameras/XR/webXREnterExitUI" {
  42875. import { Nullable } from "babylonjs/types";
  42876. import { Observable } from "babylonjs/Misc/observable";
  42877. import { IDisposable, Scene } from "babylonjs/scene";
  42878. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  42879. import { WebXRManagedOutputCanvas } from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  42880. /**
  42881. * Button which can be used to enter a different mode of XR
  42882. */
  42883. export class WebXREnterExitUIButton {
  42884. /** button element */
  42885. element: HTMLElement;
  42886. /** XR initialization options for the button */
  42887. sessionMode: XRSessionMode;
  42888. /** Reference space type */
  42889. referenceSpaceType: XRReferenceSpaceType;
  42890. /**
  42891. * Creates a WebXREnterExitUIButton
  42892. * @param element button element
  42893. * @param sessionMode XR initialization session mode
  42894. * @param referenceSpaceType the type of reference space to be used
  42895. */
  42896. constructor(
  42897. /** button element */
  42898. element: HTMLElement,
  42899. /** XR initialization options for the button */
  42900. sessionMode: XRSessionMode,
  42901. /** Reference space type */
  42902. referenceSpaceType: XRReferenceSpaceType);
  42903. /**
  42904. * Overwritable function which can be used to update the button's visuals when the state changes
  42905. * @param activeButton the current active button in the UI
  42906. */
  42907. update(activeButton: Nullable<WebXREnterExitUIButton>): void;
  42908. }
  42909. /**
  42910. * Options to create the webXR UI
  42911. */
  42912. export class WebXREnterExitUIOptions {
  42913. /**
  42914. * Context to enter xr with
  42915. */
  42916. webXRManagedOutputCanvas?: Nullable<WebXRManagedOutputCanvas>;
  42917. /**
  42918. * User provided buttons to enable/disable WebXR. The system will provide default if not set
  42919. */
  42920. customButtons?: Array<WebXREnterExitUIButton>;
  42921. }
  42922. /**
  42923. * UI to allow the user to enter/exit XR mode
  42924. */
  42925. export class WebXREnterExitUI implements IDisposable {
  42926. private scene;
  42927. private _overlay;
  42928. private _buttons;
  42929. private _activeButton;
  42930. /**
  42931. * Fired every time the active button is changed.
  42932. *
  42933. * When xr is entered via a button that launches xr that button will be the callback parameter
  42934. *
  42935. * When exiting xr the callback parameter will be null)
  42936. */
  42937. activeButtonChangedObservable: Observable<Nullable<WebXREnterExitUIButton>>;
  42938. /**
  42939. * Creates UI to allow the user to enter/exit XR mode
  42940. * @param scene the scene to add the ui to
  42941. * @param helper the xr experience helper to enter/exit xr with
  42942. * @param options options to configure the UI
  42943. * @returns the created ui
  42944. */
  42945. static CreateAsync(scene: Scene, helper: WebXRExperienceHelper, options: WebXREnterExitUIOptions): Promise<WebXREnterExitUI>;
  42946. private constructor();
  42947. private _updateButtons;
  42948. /**
  42949. * Disposes of the object
  42950. */
  42951. dispose(): void;
  42952. }
  42953. }
  42954. declare module "babylonjs/Cameras/XR/webXRController" {
  42955. import { Nullable } from "babylonjs/types";
  42956. import { Observable } from "babylonjs/Misc/observable";
  42957. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42958. import { Ray } from "babylonjs/Culling/ray";
  42959. import { Scene } from "babylonjs/scene";
  42960. /**
  42961. * Represents an XR input
  42962. */
  42963. export class WebXRController {
  42964. private scene;
  42965. /** The underlying input source for the controller */
  42966. inputSource: XRInputSource;
  42967. private parentContainer;
  42968. /**
  42969. * Represents the part of the controller that is held. This may not exist if the controller is the head mounted display itself, if thats the case only the pointer from the head will be availible
  42970. */
  42971. grip?: AbstractMesh;
  42972. /**
  42973. * Pointer which can be used to select objects or attach a visible laser to
  42974. */
  42975. pointer: AbstractMesh;
  42976. /**
  42977. * Event that fires when the controller is removed/disposed
  42978. */
  42979. onDisposeObservable: Observable<{}>;
  42980. private _tmpMatrix;
  42981. private _tmpQuaternion;
  42982. private _tmpVector;
  42983. /**
  42984. * Creates the controller
  42985. * @see https://doc.babylonjs.com/how_to/webxr
  42986. * @param scene the scene which the controller should be associated to
  42987. * @param inputSource the underlying input source for the controller
  42988. * @param parentContainer parent that the controller meshes should be children of
  42989. */
  42990. constructor(scene: Scene,
  42991. /** The underlying input source for the controller */
  42992. inputSource: XRInputSource, parentContainer?: Nullable<AbstractMesh>);
  42993. /**
  42994. * Updates the controller pose based on the given XRFrame
  42995. * @param xrFrame xr frame to update the pose with
  42996. * @param referenceSpace reference space to use
  42997. */
  42998. updateFromXRFrame(xrFrame: XRFrame, referenceSpace: XRReferenceSpace): void;
  42999. /**
  43000. * Gets a world space ray coming from the controller
  43001. * @param result the resulting ray
  43002. */
  43003. getWorldPointerRayToRef(result: Ray): void;
  43004. /**
  43005. * Disposes of the object
  43006. */
  43007. dispose(): void;
  43008. }
  43009. }
  43010. declare module "babylonjs/Cameras/XR/webXRInput" {
  43011. import { Observable } from "babylonjs/Misc/observable";
  43012. import { IDisposable } from "babylonjs/scene";
  43013. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  43014. import { WebXRController } from "babylonjs/Cameras/XR/webXRController";
  43015. /**
  43016. * XR input used to track XR inputs such as controllers/rays
  43017. */
  43018. export class WebXRInput implements IDisposable {
  43019. /**
  43020. * Base experience the input listens to
  43021. */
  43022. baseExperience: WebXRExperienceHelper;
  43023. /**
  43024. * XR controllers being tracked
  43025. */
  43026. controllers: Array<WebXRController>;
  43027. private _frameObserver;
  43028. private _stateObserver;
  43029. /**
  43030. * Event when a controller has been connected/added
  43031. */
  43032. onControllerAddedObservable: Observable<WebXRController>;
  43033. /**
  43034. * Event when a controller has been removed/disconnected
  43035. */
  43036. onControllerRemovedObservable: Observable<WebXRController>;
  43037. /**
  43038. * Initializes the WebXRInput
  43039. * @param baseExperience experience helper which the input should be created for
  43040. */
  43041. constructor(
  43042. /**
  43043. * Base experience the input listens to
  43044. */
  43045. baseExperience: WebXRExperienceHelper);
  43046. private _onInputSourcesChange;
  43047. private _addAndRemoveControllers;
  43048. /**
  43049. * Disposes of the object
  43050. */
  43051. dispose(): void;
  43052. }
  43053. }
  43054. declare module "babylonjs/Cameras/XR/webXRControllerTeleportation" {
  43055. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43056. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  43057. /**
  43058. * Enables teleportation
  43059. */
  43060. export class WebXRControllerTeleportation {
  43061. private _teleportationFillColor;
  43062. private _teleportationBorderColor;
  43063. private _tmpRay;
  43064. private _tmpVector;
  43065. /**
  43066. * Creates a WebXRControllerTeleportation
  43067. * @param input input manager to add teleportation to
  43068. * @param floorMeshes floormeshes which can be teleported to
  43069. */
  43070. constructor(input: WebXRInput, floorMeshes?: Array<AbstractMesh>);
  43071. }
  43072. }
  43073. declare module "babylonjs/Cameras/XR/webXRControllerPointerSelection" {
  43074. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  43075. /**
  43076. * Handles pointer input automatically for the pointer of XR controllers
  43077. */
  43078. export class WebXRControllerPointerSelection {
  43079. private static _idCounter;
  43080. private _tmpRay;
  43081. /**
  43082. * Creates a WebXRControllerPointerSelection
  43083. * @param input input manager to setup pointer selection
  43084. */
  43085. constructor(input: WebXRInput);
  43086. private _convertNormalToDirectionOfRay;
  43087. private _updatePointerDistance;
  43088. }
  43089. }
  43090. declare module "babylonjs/Loading/sceneLoader" {
  43091. import { Observable } from "babylonjs/Misc/observable";
  43092. import { Nullable } from "babylonjs/types";
  43093. import { Scene } from "babylonjs/scene";
  43094. import { Engine } from "babylonjs/Engines/engine";
  43095. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43096. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  43097. import { AssetContainer } from "babylonjs/assetContainer";
  43098. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  43099. import { Skeleton } from "babylonjs/Bones/skeleton";
  43100. /**
  43101. * Class used to represent data loading progression
  43102. */
  43103. export class SceneLoaderProgressEvent {
  43104. /** defines if data length to load can be evaluated */
  43105. readonly lengthComputable: boolean;
  43106. /** defines the loaded data length */
  43107. readonly loaded: number;
  43108. /** defines the data length to load */
  43109. readonly total: number;
  43110. /**
  43111. * Create a new progress event
  43112. * @param lengthComputable defines if data length to load can be evaluated
  43113. * @param loaded defines the loaded data length
  43114. * @param total defines the data length to load
  43115. */
  43116. constructor(
  43117. /** defines if data length to load can be evaluated */
  43118. lengthComputable: boolean,
  43119. /** defines the loaded data length */
  43120. loaded: number,
  43121. /** defines the data length to load */
  43122. total: number);
  43123. /**
  43124. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  43125. * @param event defines the source event
  43126. * @returns a new SceneLoaderProgressEvent
  43127. */
  43128. static FromProgressEvent(event: ProgressEvent): SceneLoaderProgressEvent;
  43129. }
  43130. /**
  43131. * Interface used by SceneLoader plugins to define supported file extensions
  43132. */
  43133. export interface ISceneLoaderPluginExtensions {
  43134. /**
  43135. * Defines the list of supported extensions
  43136. */
  43137. [extension: string]: {
  43138. isBinary: boolean;
  43139. };
  43140. }
  43141. /**
  43142. * Interface used by SceneLoader plugin factory
  43143. */
  43144. export interface ISceneLoaderPluginFactory {
  43145. /**
  43146. * Defines the name of the factory
  43147. */
  43148. name: string;
  43149. /**
  43150. * Function called to create a new plugin
  43151. * @return the new plugin
  43152. */
  43153. createPlugin(): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
  43154. /**
  43155. * Boolean indicating if the plugin can direct load specific data
  43156. */
  43157. canDirectLoad?: (data: string) => boolean;
  43158. }
  43159. /**
  43160. * Interface used to define a SceneLoader plugin
  43161. */
  43162. export interface ISceneLoaderPlugin {
  43163. /**
  43164. * The friendly name of this plugin.
  43165. */
  43166. name: string;
  43167. /**
  43168. * The file extensions supported by this plugin.
  43169. */
  43170. extensions: string | ISceneLoaderPluginExtensions;
  43171. /**
  43172. * Import meshes into a scene.
  43173. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  43174. * @param scene The scene to import into
  43175. * @param data The data to import
  43176. * @param rootUrl The root url for scene and resources
  43177. * @param meshes The meshes array to import into
  43178. * @param particleSystems The particle systems array to import into
  43179. * @param skeletons The skeletons array to import into
  43180. * @param onError The callback when import fails
  43181. * @returns True if successful or false otherwise
  43182. */
  43183. importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], onError?: (message: string, exception?: any) => void): boolean;
  43184. /**
  43185. * Load into a scene.
  43186. * @param scene The scene to load into
  43187. * @param data The data to import
  43188. * @param rootUrl The root url for scene and resources
  43189. * @param onError The callback when import fails
  43190. * @returns true if successful or false otherwise
  43191. */
  43192. load(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): boolean;
  43193. /**
  43194. * The callback that returns true if the data can be directly loaded.
  43195. */
  43196. canDirectLoad?: (data: string) => boolean;
  43197. /**
  43198. * The callback that allows custom handling of the root url based on the response url.
  43199. */
  43200. rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
  43201. /**
  43202. * Load into an asset container.
  43203. * @param scene The scene to load into
  43204. * @param data The data to import
  43205. * @param rootUrl The root url for scene and resources
  43206. * @param onError The callback when import fails
  43207. * @returns The loaded asset container
  43208. */
  43209. loadAssetContainer(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): AssetContainer;
  43210. }
  43211. /**
  43212. * Interface used to define an async SceneLoader plugin
  43213. */
  43214. export interface ISceneLoaderPluginAsync {
  43215. /**
  43216. * The friendly name of this plugin.
  43217. */
  43218. name: string;
  43219. /**
  43220. * The file extensions supported by this plugin.
  43221. */
  43222. extensions: string | ISceneLoaderPluginExtensions;
  43223. /**
  43224. * Import meshes into a scene.
  43225. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  43226. * @param scene The scene to import into
  43227. * @param data The data to import
  43228. * @param rootUrl The root url for scene and resources
  43229. * @param onProgress The callback when the load progresses
  43230. * @param fileName Defines the name of the file to load
  43231. * @returns The loaded meshes, particle systems, skeletons, and animation groups
  43232. */
  43233. importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<{
  43234. meshes: AbstractMesh[];
  43235. particleSystems: IParticleSystem[];
  43236. skeletons: Skeleton[];
  43237. animationGroups: AnimationGroup[];
  43238. }>;
  43239. /**
  43240. * Load into a scene.
  43241. * @param scene The scene to load into
  43242. * @param data The data to import
  43243. * @param rootUrl The root url for scene and resources
  43244. * @param onProgress The callback when the load progresses
  43245. * @param fileName Defines the name of the file to load
  43246. * @returns Nothing
  43247. */
  43248. loadAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
  43249. /**
  43250. * The callback that returns true if the data can be directly loaded.
  43251. */
  43252. canDirectLoad?: (data: string) => boolean;
  43253. /**
  43254. * The callback that allows custom handling of the root url based on the response url.
  43255. */
  43256. rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
  43257. /**
  43258. * Load into an asset container.
  43259. * @param scene The scene to load into
  43260. * @param data The data to import
  43261. * @param rootUrl The root url for scene and resources
  43262. * @param onProgress The callback when the load progresses
  43263. * @param fileName Defines the name of the file to load
  43264. * @returns The loaded asset container
  43265. */
  43266. loadAssetContainerAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
  43267. }
  43268. /**
  43269. * Class used to load scene from various file formats using registered plugins
  43270. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  43271. */
  43272. export class SceneLoader {
  43273. /**
  43274. * No logging while loading
  43275. */
  43276. static readonly NO_LOGGING: number;
  43277. /**
  43278. * Minimal logging while loading
  43279. */
  43280. static readonly MINIMAL_LOGGING: number;
  43281. /**
  43282. * Summary logging while loading
  43283. */
  43284. static readonly SUMMARY_LOGGING: number;
  43285. /**
  43286. * Detailled logging while loading
  43287. */
  43288. static readonly DETAILED_LOGGING: number;
  43289. /**
  43290. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  43291. */
  43292. static ForceFullSceneLoadingForIncremental: boolean;
  43293. /**
  43294. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  43295. */
  43296. static ShowLoadingScreen: boolean;
  43297. /**
  43298. * Defines the current logging level (while loading the scene)
  43299. * @ignorenaming
  43300. */
  43301. static loggingLevel: number;
  43302. /**
  43303. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  43304. */
  43305. static CleanBoneMatrixWeights: boolean;
  43306. /**
  43307. * Event raised when a plugin is used to load a scene
  43308. */
  43309. static OnPluginActivatedObservable: Observable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  43310. private static _registeredPlugins;
  43311. private static _getDefaultPlugin;
  43312. private static _getPluginForExtension;
  43313. private static _getPluginForDirectLoad;
  43314. private static _getPluginForFilename;
  43315. private static _getDirectLoad;
  43316. private static _loadData;
  43317. private static _getFileInfo;
  43318. /**
  43319. * Gets a plugin that can load the given extension
  43320. * @param extension defines the extension to load
  43321. * @returns a plugin or null if none works
  43322. */
  43323. static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync | ISceneLoaderPluginFactory;
  43324. /**
  43325. * Gets a boolean indicating that the given extension can be loaded
  43326. * @param extension defines the extension to load
  43327. * @returns true if the extension is supported
  43328. */
  43329. static IsPluginForExtensionAvailable(extension: string): boolean;
  43330. /**
  43331. * Adds a new plugin to the list of registered plugins
  43332. * @param plugin defines the plugin to add
  43333. */
  43334. static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
  43335. /**
  43336. * Import meshes into a scene
  43337. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  43338. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  43339. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  43340. * @param scene the instance of BABYLON.Scene to append to
  43341. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  43342. * @param onProgress a callback with a progress event for each file being loaded
  43343. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  43344. * @param pluginExtension the extension used to determine the plugin
  43345. * @returns The loaded plugin
  43346. */
  43347. static ImportMesh(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onSuccess?: Nullable<(meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], animationGroups: AnimationGroup[]) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  43348. /**
  43349. * Import meshes into a scene
  43350. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  43351. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  43352. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  43353. * @param scene the instance of BABYLON.Scene to append to
  43354. * @param onProgress a callback with a progress event for each file being loaded
  43355. * @param pluginExtension the extension used to determine the plugin
  43356. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  43357. */
  43358. static ImportMeshAsync(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<{
  43359. meshes: AbstractMesh[];
  43360. particleSystems: IParticleSystem[];
  43361. skeletons: Skeleton[];
  43362. animationGroups: AnimationGroup[];
  43363. }>;
  43364. /**
  43365. * Load a scene
  43366. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  43367. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  43368. * @param engine is the instance of BABYLON.Engine to use to create the scene
  43369. * @param onSuccess a callback with the scene when import succeeds
  43370. * @param onProgress a callback with a progress event for each file being loaded
  43371. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  43372. * @param pluginExtension the extension used to determine the plugin
  43373. * @returns The loaded plugin
  43374. */
  43375. static Load(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onSuccess?: Nullable<(scene: Scene) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  43376. /**
  43377. * Load a scene
  43378. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  43379. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  43380. * @param engine is the instance of BABYLON.Engine to use to create the scene
  43381. * @param onProgress a callback with a progress event for each file being loaded
  43382. * @param pluginExtension the extension used to determine the plugin
  43383. * @returns The loaded scene
  43384. */
  43385. static LoadAsync(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  43386. /**
  43387. * Append a scene
  43388. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  43389. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  43390. * @param scene is the instance of BABYLON.Scene to append to
  43391. * @param onSuccess a callback with the scene when import succeeds
  43392. * @param onProgress a callback with a progress event for each file being loaded
  43393. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  43394. * @param pluginExtension the extension used to determine the plugin
  43395. * @returns The loaded plugin
  43396. */
  43397. static Append(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onSuccess?: Nullable<(scene: Scene) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  43398. /**
  43399. * Append a scene
  43400. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  43401. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  43402. * @param scene is the instance of BABYLON.Scene to append to
  43403. * @param onProgress a callback with a progress event for each file being loaded
  43404. * @param pluginExtension the extension used to determine the plugin
  43405. * @returns The given scene
  43406. */
  43407. static AppendAsync(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  43408. /**
  43409. * Load a scene into an asset container
  43410. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  43411. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  43412. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  43413. * @param onSuccess a callback with the scene when import succeeds
  43414. * @param onProgress a callback with a progress event for each file being loaded
  43415. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  43416. * @param pluginExtension the extension used to determine the plugin
  43417. * @returns The loaded plugin
  43418. */
  43419. static LoadAssetContainer(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onSuccess?: Nullable<(assets: AssetContainer) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  43420. /**
  43421. * Load a scene into an asset container
  43422. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  43423. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene (default: empty string)
  43424. * @param scene is the instance of Scene to append to
  43425. * @param onProgress a callback with a progress event for each file being loaded
  43426. * @param pluginExtension the extension used to determine the plugin
  43427. * @returns The loaded asset container
  43428. */
  43429. static LoadAssetContainerAsync(rootUrl: string, sceneFilename?: string, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<AssetContainer>;
  43430. }
  43431. }
  43432. declare module "babylonjs/Gamepads/Controllers/genericController" {
  43433. import { Scene } from "babylonjs/scene";
  43434. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43435. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43436. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  43437. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  43438. /**
  43439. * Generic Controller
  43440. */
  43441. export class GenericController extends WebVRController {
  43442. /**
  43443. * Base Url for the controller model.
  43444. */
  43445. static readonly MODEL_BASE_URL: string;
  43446. /**
  43447. * File name for the controller model.
  43448. */
  43449. static readonly MODEL_FILENAME: string;
  43450. /**
  43451. * Creates a new GenericController from a gamepad
  43452. * @param vrGamepad the gamepad that the controller should be created from
  43453. */
  43454. constructor(vrGamepad: any);
  43455. /**
  43456. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  43457. * @param scene scene in which to add meshes
  43458. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  43459. */
  43460. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  43461. /**
  43462. * Called once for each button that changed state since the last frame
  43463. * @param buttonIdx Which button index changed
  43464. * @param state New state of the button
  43465. * @param changes Which properties on the state changed since last frame
  43466. */
  43467. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  43468. }
  43469. }
  43470. declare module "babylonjs/Gamepads/Controllers/windowsMotionController" {
  43471. import { Observable } from "babylonjs/Misc/observable";
  43472. import { Scene } from "babylonjs/scene";
  43473. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43474. import { Ray } from "babylonjs/Culling/ray";
  43475. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43476. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  43477. import { StickValues, GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  43478. /**
  43479. * Defines the WindowsMotionController object that the state of the windows motion controller
  43480. */
  43481. export class WindowsMotionController extends WebVRController {
  43482. /**
  43483. * The base url used to load the left and right controller models
  43484. */
  43485. static MODEL_BASE_URL: string;
  43486. /**
  43487. * The name of the left controller model file
  43488. */
  43489. static MODEL_LEFT_FILENAME: string;
  43490. /**
  43491. * The name of the right controller model file
  43492. */
  43493. static MODEL_RIGHT_FILENAME: string;
  43494. /**
  43495. * The controller name prefix for this controller type
  43496. */
  43497. static readonly GAMEPAD_ID_PREFIX: string;
  43498. /**
  43499. * The controller id pattern for this controller type
  43500. */
  43501. private static readonly GAMEPAD_ID_PATTERN;
  43502. private _loadedMeshInfo;
  43503. private readonly _mapping;
  43504. /**
  43505. * Fired when the trackpad on this controller is clicked
  43506. */
  43507. onTrackpadChangedObservable: Observable<ExtendedGamepadButton>;
  43508. /**
  43509. * Fired when the trackpad on this controller is modified
  43510. */
  43511. onTrackpadValuesChangedObservable: Observable<StickValues>;
  43512. /**
  43513. * The current x and y values of this controller's trackpad
  43514. */
  43515. trackpad: StickValues;
  43516. /**
  43517. * Creates a new WindowsMotionController from a gamepad
  43518. * @param vrGamepad the gamepad that the controller should be created from
  43519. */
  43520. constructor(vrGamepad: any);
  43521. /**
  43522. * Fired when the trigger on this controller is modified
  43523. */
  43524. readonly onTriggerButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43525. /**
  43526. * Fired when the menu button on this controller is modified
  43527. */
  43528. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43529. /**
  43530. * Fired when the grip button on this controller is modified
  43531. */
  43532. readonly onGripButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43533. /**
  43534. * Fired when the thumbstick button on this controller is modified
  43535. */
  43536. readonly onThumbstickButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43537. /**
  43538. * Fired when the touchpad button on this controller is modified
  43539. */
  43540. readonly onTouchpadButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43541. /**
  43542. * Fired when the touchpad values on this controller are modified
  43543. */
  43544. readonly onTouchpadValuesChangedObservable: Observable<StickValues>;
  43545. private _updateTrackpad;
  43546. /**
  43547. * Called once per frame by the engine.
  43548. */
  43549. update(): void;
  43550. /**
  43551. * Called once for each button that changed state since the last frame
  43552. * @param buttonIdx Which button index changed
  43553. * @param state New state of the button
  43554. * @param changes Which properties on the state changed since last frame
  43555. */
  43556. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  43557. /**
  43558. * Moves the buttons on the controller mesh based on their current state
  43559. * @param buttonName the name of the button to move
  43560. * @param buttonValue the value of the button which determines the buttons new position
  43561. */
  43562. protected _lerpButtonTransform(buttonName: string, buttonValue: number): void;
  43563. /**
  43564. * Moves the axis on the controller mesh based on its current state
  43565. * @param axis the index of the axis
  43566. * @param axisValue the value of the axis which determines the meshes new position
  43567. * @hidden
  43568. */
  43569. protected _lerpAxisTransform(axis: number, axisValue: number): void;
  43570. /**
  43571. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  43572. * @param scene scene in which to add meshes
  43573. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  43574. */
  43575. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void, forceDefault?: boolean): void;
  43576. /**
  43577. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  43578. * can be transformed by button presses and axes values, based on this._mapping.
  43579. *
  43580. * @param scene scene in which the meshes exist
  43581. * @param meshes list of meshes that make up the controller model to process
  43582. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  43583. */
  43584. private processModel;
  43585. private createMeshInfo;
  43586. /**
  43587. * Gets the ray of the controller in the direction the controller is pointing
  43588. * @param length the length the resulting ray should be
  43589. * @returns a ray in the direction the controller is pointing
  43590. */
  43591. getForwardRay(length?: number): Ray;
  43592. /**
  43593. * Disposes of the controller
  43594. */
  43595. dispose(): void;
  43596. }
  43597. }
  43598. declare module "babylonjs/Gamepads/Controllers/oculusTouchController" {
  43599. import { Observable } from "babylonjs/Misc/observable";
  43600. import { Scene } from "babylonjs/scene";
  43601. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43602. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43603. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  43604. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  43605. /**
  43606. * Oculus Touch Controller
  43607. */
  43608. export class OculusTouchController extends WebVRController {
  43609. /**
  43610. * Base Url for the controller model.
  43611. */
  43612. static MODEL_BASE_URL: string;
  43613. /**
  43614. * File name for the left controller model.
  43615. */
  43616. static MODEL_LEFT_FILENAME: string;
  43617. /**
  43618. * File name for the right controller model.
  43619. */
  43620. static MODEL_RIGHT_FILENAME: string;
  43621. /**
  43622. * Base Url for the Quest controller model.
  43623. */
  43624. static QUEST_MODEL_BASE_URL: string;
  43625. /**
  43626. * @hidden
  43627. * If the controllers are running on a device that needs the updated Quest controller models
  43628. */
  43629. static _IsQuest: boolean;
  43630. /**
  43631. * Fired when the secondary trigger on this controller is modified
  43632. */
  43633. onSecondaryTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  43634. /**
  43635. * Fired when the thumb rest on this controller is modified
  43636. */
  43637. onThumbRestChangedObservable: Observable<ExtendedGamepadButton>;
  43638. /**
  43639. * Creates a new OculusTouchController from a gamepad
  43640. * @param vrGamepad the gamepad that the controller should be created from
  43641. */
  43642. constructor(vrGamepad: any);
  43643. /**
  43644. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  43645. * @param scene scene in which to add meshes
  43646. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  43647. */
  43648. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  43649. /**
  43650. * Fired when the A button on this controller is modified
  43651. */
  43652. readonly onAButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43653. /**
  43654. * Fired when the B button on this controller is modified
  43655. */
  43656. readonly onBButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43657. /**
  43658. * Fired when the X button on this controller is modified
  43659. */
  43660. readonly onXButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43661. /**
  43662. * Fired when the Y button on this controller is modified
  43663. */
  43664. readonly onYButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43665. /**
  43666. * Called once for each button that changed state since the last frame
  43667. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  43668. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  43669. * 2) secondary trigger (same)
  43670. * 3) A (right) X (left), touch, pressed = value
  43671. * 4) B / Y
  43672. * 5) thumb rest
  43673. * @param buttonIdx Which button index changed
  43674. * @param state New state of the button
  43675. * @param changes Which properties on the state changed since last frame
  43676. */
  43677. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  43678. }
  43679. }
  43680. declare module "babylonjs/Gamepads/Controllers/viveController" {
  43681. import { Scene } from "babylonjs/scene";
  43682. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43683. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43684. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  43685. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  43686. import { Observable } from "babylonjs/Misc/observable";
  43687. /**
  43688. * Vive Controller
  43689. */
  43690. export class ViveController extends WebVRController {
  43691. /**
  43692. * Base Url for the controller model.
  43693. */
  43694. static MODEL_BASE_URL: string;
  43695. /**
  43696. * File name for the controller model.
  43697. */
  43698. static MODEL_FILENAME: string;
  43699. /**
  43700. * Creates a new ViveController from a gamepad
  43701. * @param vrGamepad the gamepad that the controller should be created from
  43702. */
  43703. constructor(vrGamepad: any);
  43704. /**
  43705. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  43706. * @param scene scene in which to add meshes
  43707. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  43708. */
  43709. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  43710. /**
  43711. * Fired when the left button on this controller is modified
  43712. */
  43713. readonly onLeftButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43714. /**
  43715. * Fired when the right button on this controller is modified
  43716. */
  43717. readonly onRightButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43718. /**
  43719. * Fired when the menu button on this controller is modified
  43720. */
  43721. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43722. /**
  43723. * Called once for each button that changed state since the last frame
  43724. * Vive mapping:
  43725. * 0: touchpad
  43726. * 1: trigger
  43727. * 2: left AND right buttons
  43728. * 3: menu button
  43729. * @param buttonIdx Which button index changed
  43730. * @param state New state of the button
  43731. * @param changes Which properties on the state changed since last frame
  43732. */
  43733. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  43734. }
  43735. }
  43736. declare module "babylonjs/Cameras/XR/webXRControllerModelLoader" {
  43737. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  43738. /**
  43739. * Loads a controller model and adds it as a child of the WebXRControllers grip when the controller is created
  43740. */
  43741. export class WebXRControllerModelLoader {
  43742. /**
  43743. * Creates the WebXRControllerModelLoader
  43744. * @param input xr input that creates the controllers
  43745. */
  43746. constructor(input: WebXRInput);
  43747. }
  43748. }
  43749. declare module "babylonjs/Cameras/XR/index" {
  43750. export * from "babylonjs/Cameras/XR/webXRCamera";
  43751. export * from "babylonjs/Cameras/XR/webXREnterExitUI";
  43752. export * from "babylonjs/Cameras/XR/webXRExperienceHelper";
  43753. export * from "babylonjs/Cameras/XR/webXRInput";
  43754. export * from "babylonjs/Cameras/XR/webXRControllerTeleportation";
  43755. export * from "babylonjs/Cameras/XR/webXRControllerPointerSelection";
  43756. export * from "babylonjs/Cameras/XR/webXRControllerModelLoader";
  43757. export * from "babylonjs/Cameras/XR/webXRController";
  43758. export * from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  43759. export * from "babylonjs/Cameras/XR/webXRSessionManager";
  43760. }
  43761. declare module "babylonjs/Cameras/RigModes/index" {
  43762. export * from "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  43763. export * from "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  43764. export * from "babylonjs/Cameras/RigModes/vrRigMode";
  43765. export * from "babylonjs/Cameras/RigModes/webVRRigMode";
  43766. }
  43767. declare module "babylonjs/Cameras/index" {
  43768. export * from "babylonjs/Cameras/Inputs/index";
  43769. export * from "babylonjs/Cameras/cameraInputsManager";
  43770. export * from "babylonjs/Cameras/camera";
  43771. export * from "babylonjs/Cameras/targetCamera";
  43772. export * from "babylonjs/Cameras/freeCamera";
  43773. export * from "babylonjs/Cameras/freeCameraInputsManager";
  43774. export * from "babylonjs/Cameras/touchCamera";
  43775. export * from "babylonjs/Cameras/arcRotateCamera";
  43776. export * from "babylonjs/Cameras/arcRotateCameraInputsManager";
  43777. export * from "babylonjs/Cameras/deviceOrientationCamera";
  43778. export * from "babylonjs/Cameras/flyCamera";
  43779. export * from "babylonjs/Cameras/flyCameraInputsManager";
  43780. export * from "babylonjs/Cameras/followCamera";
  43781. export * from "babylonjs/Cameras/followCameraInputsManager";
  43782. export * from "babylonjs/Cameras/gamepadCamera";
  43783. export * from "babylonjs/Cameras/Stereoscopic/index";
  43784. export * from "babylonjs/Cameras/universalCamera";
  43785. export * from "babylonjs/Cameras/virtualJoysticksCamera";
  43786. export * from "babylonjs/Cameras/VR/index";
  43787. export * from "babylonjs/Cameras/XR/index";
  43788. export * from "babylonjs/Cameras/RigModes/index";
  43789. }
  43790. declare module "babylonjs/Collisions/index" {
  43791. export * from "babylonjs/Collisions/collider";
  43792. export * from "babylonjs/Collisions/collisionCoordinator";
  43793. export * from "babylonjs/Collisions/pickingInfo";
  43794. export * from "babylonjs/Collisions/intersectionInfo";
  43795. export * from "babylonjs/Collisions/meshCollisionData";
  43796. }
  43797. declare module "babylonjs/Culling/Octrees/octreeBlock" {
  43798. import { SmartArrayNoDuplicate } from "babylonjs/Misc/smartArray";
  43799. import { Vector3 } from "babylonjs/Maths/math.vector";
  43800. import { Ray } from "babylonjs/Culling/ray";
  43801. import { Plane } from "babylonjs/Maths/math.plane";
  43802. /**
  43803. * Contains an array of blocks representing the octree
  43804. */
  43805. export interface IOctreeContainer<T> {
  43806. /**
  43807. * Blocks within the octree
  43808. */
  43809. blocks: Array<OctreeBlock<T>>;
  43810. }
  43811. /**
  43812. * Class used to store a cell in an octree
  43813. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43814. */
  43815. export class OctreeBlock<T> {
  43816. /**
  43817. * Gets the content of the current block
  43818. */
  43819. entries: T[];
  43820. /**
  43821. * Gets the list of block children
  43822. */
  43823. blocks: Array<OctreeBlock<T>>;
  43824. private _depth;
  43825. private _maxDepth;
  43826. private _capacity;
  43827. private _minPoint;
  43828. private _maxPoint;
  43829. private _boundingVectors;
  43830. private _creationFunc;
  43831. /**
  43832. * Creates a new block
  43833. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  43834. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  43835. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  43836. * @param depth defines the current depth of this block in the octree
  43837. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  43838. * @param creationFunc defines a callback to call when an element is added to the block
  43839. */
  43840. constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
  43841. /**
  43842. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  43843. */
  43844. readonly capacity: number;
  43845. /**
  43846. * Gets the minimum vector (in world space) of the block's bounding box
  43847. */
  43848. readonly minPoint: Vector3;
  43849. /**
  43850. * Gets the maximum vector (in world space) of the block's bounding box
  43851. */
  43852. readonly maxPoint: Vector3;
  43853. /**
  43854. * Add a new element to this block
  43855. * @param entry defines the element to add
  43856. */
  43857. addEntry(entry: T): void;
  43858. /**
  43859. * Remove an element from this block
  43860. * @param entry defines the element to remove
  43861. */
  43862. removeEntry(entry: T): void;
  43863. /**
  43864. * Add an array of elements to this block
  43865. * @param entries defines the array of elements to add
  43866. */
  43867. addEntries(entries: T[]): void;
  43868. /**
  43869. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  43870. * @param frustumPlanes defines the frustum planes to test
  43871. * @param selection defines the array to store current content if selection is positive
  43872. * @param allowDuplicate defines if the selection array can contains duplicated entries
  43873. */
  43874. select(frustumPlanes: Plane[], selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  43875. /**
  43876. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  43877. * @param sphereCenter defines the bounding sphere center
  43878. * @param sphereRadius defines the bounding sphere radius
  43879. * @param selection defines the array to store current content if selection is positive
  43880. * @param allowDuplicate defines if the selection array can contains duplicated entries
  43881. */
  43882. intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  43883. /**
  43884. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  43885. * @param ray defines the ray to test with
  43886. * @param selection defines the array to store current content if selection is positive
  43887. */
  43888. intersectsRay(ray: Ray, selection: SmartArrayNoDuplicate<T>): void;
  43889. /**
  43890. * Subdivide the content into child blocks (this block will then be empty)
  43891. */
  43892. createInnerBlocks(): void;
  43893. /**
  43894. * @hidden
  43895. */
  43896. static _CreateBlocks<T>(worldMin: Vector3, worldMax: Vector3, entries: T[], maxBlockCapacity: number, currentDepth: number, maxDepth: number, target: IOctreeContainer<T>, creationFunc: (entry: T, block: OctreeBlock<T>) => void): void;
  43897. }
  43898. }
  43899. declare module "babylonjs/Culling/Octrees/octree" {
  43900. import { SmartArray } from "babylonjs/Misc/smartArray";
  43901. import { Vector3 } from "babylonjs/Maths/math.vector";
  43902. import { SubMesh } from "babylonjs/Meshes/subMesh";
  43903. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43904. import { Ray } from "babylonjs/Culling/ray";
  43905. import { OctreeBlock } from "babylonjs/Culling/Octrees/octreeBlock";
  43906. import { Plane } from "babylonjs/Maths/math.plane";
  43907. /**
  43908. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  43909. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43910. */
  43911. export class Octree<T> {
  43912. /** Defines the maximum depth (sub-levels) for your octree. Default value is 2, which means 8 8 8 = 512 blocks :) (This parameter takes precedence over capacity.) */
  43913. maxDepth: number;
  43914. /**
  43915. * Blocks within the octree containing objects
  43916. */
  43917. blocks: Array<OctreeBlock<T>>;
  43918. /**
  43919. * Content stored in the octree
  43920. */
  43921. dynamicContent: T[];
  43922. private _maxBlockCapacity;
  43923. private _selectionContent;
  43924. private _creationFunc;
  43925. /**
  43926. * Creates a octree
  43927. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43928. * @param creationFunc function to be used to instatiate the octree
  43929. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  43930. * @param maxDepth defines the maximum depth (sub-levels) for your octree. Default value is 2, which means 8 8 8 = 512 blocks :) (This parameter takes precedence over capacity.)
  43931. */
  43932. constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number,
  43933. /** Defines the maximum depth (sub-levels) for your octree. Default value is 2, which means 8 8 8 = 512 blocks :) (This parameter takes precedence over capacity.) */
  43934. maxDepth?: number);
  43935. /**
  43936. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  43937. * @param worldMin worldMin for the octree blocks var blockSize = new Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);
  43938. * @param worldMax worldMax for the octree blocks var blockSize = new Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);
  43939. * @param entries meshes to be added to the octree blocks
  43940. */
  43941. update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
  43942. /**
  43943. * Adds a mesh to the octree
  43944. * @param entry Mesh to add to the octree
  43945. */
  43946. addMesh(entry: T): void;
  43947. /**
  43948. * Remove an element from the octree
  43949. * @param entry defines the element to remove
  43950. */
  43951. removeMesh(entry: T): void;
  43952. /**
  43953. * Selects an array of meshes within the frustum
  43954. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  43955. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  43956. * @returns array of meshes within the frustum
  43957. */
  43958. select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
  43959. /**
  43960. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  43961. * @param sphereCenter defines the bounding sphere center
  43962. * @param sphereRadius defines the bounding sphere radius
  43963. * @param allowDuplicate defines if the selection array can contains duplicated entries
  43964. * @returns an array of objects that intersect the sphere
  43965. */
  43966. intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
  43967. /**
  43968. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  43969. * @param ray defines the ray to test with
  43970. * @returns array of intersected objects
  43971. */
  43972. intersectsRay(ray: Ray): SmartArray<T>;
  43973. /**
  43974. * Adds a mesh into the octree block if it intersects the block
  43975. */
  43976. static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
  43977. /**
  43978. * Adds a submesh into the octree block if it intersects the block
  43979. */
  43980. static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
  43981. }
  43982. }
  43983. declare module "babylonjs/Culling/Octrees/octreeSceneComponent" {
  43984. import { ISmartArrayLike } from "babylonjs/Misc/smartArray";
  43985. import { Scene } from "babylonjs/scene";
  43986. import { SubMesh } from "babylonjs/Meshes/subMesh";
  43987. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43988. import { Ray } from "babylonjs/Culling/ray";
  43989. import { Octree } from "babylonjs/Culling/Octrees/octree";
  43990. import { Collider } from "babylonjs/Collisions/collider";
  43991. module "babylonjs/scene" {
  43992. interface Scene {
  43993. /**
  43994. * @hidden
  43995. * Backing Filed
  43996. */
  43997. _selectionOctree: Octree<AbstractMesh>;
  43998. /**
  43999. * Gets the octree used to boost mesh selection (picking)
  44000. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  44001. */
  44002. selectionOctree: Octree<AbstractMesh>;
  44003. /**
  44004. * Creates or updates the octree used to boost selection (picking)
  44005. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  44006. * @param maxCapacity defines the maximum capacity per leaf
  44007. * @param maxDepth defines the maximum depth of the octree
  44008. * @returns an octree of AbstractMesh
  44009. */
  44010. createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;
  44011. }
  44012. }
  44013. module "babylonjs/Meshes/abstractMesh" {
  44014. interface AbstractMesh {
  44015. /**
  44016. * @hidden
  44017. * Backing Field
  44018. */
  44019. _submeshesOctree: Octree<SubMesh>;
  44020. /**
  44021. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  44022. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  44023. * @param maxCapacity defines the maximum size of each block (64 by default)
  44024. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  44025. * @returns the new octree
  44026. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  44027. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  44028. */
  44029. createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;
  44030. }
  44031. }
  44032. /**
  44033. * Defines the octree scene component responsible to manage any octrees
  44034. * in a given scene.
  44035. */
  44036. export class OctreeSceneComponent {
  44037. /**
  44038. * The component name help to identify the component in the list of scene components.
  44039. */
  44040. readonly name: string;
  44041. /**
  44042. * The scene the component belongs to.
  44043. */
  44044. scene: Scene;
  44045. /**
  44046. * Indicates if the meshes have been checked to make sure they are isEnabled()
  44047. */
  44048. readonly checksIsEnabled: boolean;
  44049. /**
  44050. * Creates a new instance of the component for the given scene
  44051. * @param scene Defines the scene to register the component in
  44052. */
  44053. constructor(scene: Scene);
  44054. /**
  44055. * Registers the component in a given scene
  44056. */
  44057. register(): void;
  44058. /**
  44059. * Return the list of active meshes
  44060. * @returns the list of active meshes
  44061. */
  44062. getActiveMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  44063. /**
  44064. * Return the list of active sub meshes
  44065. * @param mesh The mesh to get the candidates sub meshes from
  44066. * @returns the list of active sub meshes
  44067. */
  44068. getActiveSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  44069. private _tempRay;
  44070. /**
  44071. * Return the list of sub meshes intersecting with a given local ray
  44072. * @param mesh defines the mesh to find the submesh for
  44073. * @param localRay defines the ray in local space
  44074. * @returns the list of intersecting sub meshes
  44075. */
  44076. getIntersectingSubMeshCandidates(mesh: AbstractMesh, localRay: Ray): ISmartArrayLike<SubMesh>;
  44077. /**
  44078. * Return the list of sub meshes colliding with a collider
  44079. * @param mesh defines the mesh to find the submesh for
  44080. * @param collider defines the collider to evaluate the collision against
  44081. * @returns the list of colliding sub meshes
  44082. */
  44083. getCollidingSubMeshCandidates(mesh: AbstractMesh, collider: Collider): ISmartArrayLike<SubMesh>;
  44084. /**
  44085. * Rebuilds the elements related to this component in case of
  44086. * context lost for instance.
  44087. */
  44088. rebuild(): void;
  44089. /**
  44090. * Disposes the component and the associated ressources.
  44091. */
  44092. dispose(): void;
  44093. }
  44094. }
  44095. declare module "babylonjs/Culling/Octrees/index" {
  44096. export * from "babylonjs/Culling/Octrees/octree";
  44097. export * from "babylonjs/Culling/Octrees/octreeBlock";
  44098. export * from "babylonjs/Culling/Octrees/octreeSceneComponent";
  44099. }
  44100. declare module "babylonjs/Culling/index" {
  44101. export * from "babylonjs/Culling/boundingBox";
  44102. export * from "babylonjs/Culling/boundingInfo";
  44103. export * from "babylonjs/Culling/boundingSphere";
  44104. export * from "babylonjs/Culling/Octrees/index";
  44105. export * from "babylonjs/Culling/ray";
  44106. }
  44107. declare module "babylonjs/Rendering/utilityLayerRenderer" {
  44108. import { IDisposable, Scene } from "babylonjs/scene";
  44109. import { Nullable } from "babylonjs/types";
  44110. import { Observable } from "babylonjs/Misc/observable";
  44111. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44112. import { HemisphericLight } from "babylonjs/Lights/hemisphericLight";
  44113. import { Camera } from "babylonjs/Cameras/camera";
  44114. /**
  44115. * Renders a layer on top of an existing scene
  44116. */
  44117. export class UtilityLayerRenderer implements IDisposable {
  44118. /** the original scene that will be rendered on top of */
  44119. originalScene: Scene;
  44120. private _pointerCaptures;
  44121. private _lastPointerEvents;
  44122. private static _DefaultUtilityLayer;
  44123. private static _DefaultKeepDepthUtilityLayer;
  44124. private _sharedGizmoLight;
  44125. private _renderCamera;
  44126. /**
  44127. * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
  44128. * @returns the camera that is used when rendering the utility layer
  44129. */
  44130. getRenderCamera(): Nullable<Camera>;
  44131. /**
  44132. * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
  44133. * @param cam the camera that should be used when rendering the utility layer
  44134. */
  44135. setRenderCamera(cam: Nullable<Camera>): void;
  44136. /**
  44137. * @hidden
  44138. * Light which used by gizmos to get light shading
  44139. */
  44140. _getSharedGizmoLight(): HemisphericLight;
  44141. /**
  44142. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  44143. */
  44144. pickUtilitySceneFirst: boolean;
  44145. /**
  44146. * A shared utility layer that can be used to overlay objects into a scene (Depth map of the previous scene is cleared before drawing on top of it)
  44147. */
  44148. static readonly DefaultUtilityLayer: UtilityLayerRenderer;
  44149. /**
  44150. * A shared utility layer that can be used to embed objects into a scene (Depth map of the previous scene is not cleared before drawing on top of it)
  44151. */
  44152. static readonly DefaultKeepDepthUtilityLayer: UtilityLayerRenderer;
  44153. /**
  44154. * The scene that is rendered on top of the original scene
  44155. */
  44156. utilityLayerScene: Scene;
  44157. /**
  44158. * If the utility layer should automatically be rendered on top of existing scene
  44159. */
  44160. shouldRender: boolean;
  44161. /**
  44162. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  44163. */
  44164. onlyCheckPointerDownEvents: boolean;
  44165. /**
  44166. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  44167. */
  44168. processAllEvents: boolean;
  44169. /**
  44170. * Observable raised when the pointer move from the utility layer scene to the main scene
  44171. */
  44172. onPointerOutObservable: Observable<number>;
  44173. /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
  44174. mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
  44175. private _afterRenderObserver;
  44176. private _sceneDisposeObserver;
  44177. private _originalPointerObserver;
  44178. /**
  44179. * Instantiates a UtilityLayerRenderer
  44180. * @param originalScene the original scene that will be rendered on top of
  44181. * @param handleEvents boolean indicating if the utility layer should handle events
  44182. */
  44183. constructor(
  44184. /** the original scene that will be rendered on top of */
  44185. originalScene: Scene, handleEvents?: boolean);
  44186. private _notifyObservers;
  44187. /**
  44188. * Renders the utility layers scene on top of the original scene
  44189. */
  44190. render(): void;
  44191. /**
  44192. * Disposes of the renderer
  44193. */
  44194. dispose(): void;
  44195. private _updateCamera;
  44196. }
  44197. }
  44198. declare module "babylonjs/Gizmos/gizmo" {
  44199. import { Nullable } from "babylonjs/types";
  44200. import { IDisposable } from "babylonjs/scene";
  44201. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44202. import { Mesh } from "babylonjs/Meshes/mesh";
  44203. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  44204. /**
  44205. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  44206. */
  44207. export class Gizmo implements IDisposable {
  44208. /** The utility layer the gizmo will be added to */
  44209. gizmoLayer: UtilityLayerRenderer;
  44210. /**
  44211. * The root mesh of the gizmo
  44212. */
  44213. _rootMesh: Mesh;
  44214. private _attachedMesh;
  44215. /**
  44216. * Ratio for the scale of the gizmo (Default: 1)
  44217. */
  44218. scaleRatio: number;
  44219. /**
  44220. * If a custom mesh has been set (Default: false)
  44221. */
  44222. protected _customMeshSet: boolean;
  44223. /**
  44224. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  44225. * * When set, interactions will be enabled
  44226. */
  44227. attachedMesh: Nullable<AbstractMesh>;
  44228. /**
  44229. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  44230. * @param mesh The mesh to replace the default mesh of the gizmo
  44231. */
  44232. setCustomMesh(mesh: Mesh): void;
  44233. /**
  44234. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  44235. */
  44236. updateGizmoRotationToMatchAttachedMesh: boolean;
  44237. /**
  44238. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  44239. */
  44240. updateGizmoPositionToMatchAttachedMesh: boolean;
  44241. /**
  44242. * When set, the gizmo will always appear the same size no matter where the camera is (default: true)
  44243. */
  44244. updateScale: boolean;
  44245. protected _interactionsEnabled: boolean;
  44246. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  44247. private _beforeRenderObserver;
  44248. private _tempVector;
  44249. /**
  44250. * Creates a gizmo
  44251. * @param gizmoLayer The utility layer the gizmo will be added to
  44252. */
  44253. constructor(
  44254. /** The utility layer the gizmo will be added to */
  44255. gizmoLayer?: UtilityLayerRenderer);
  44256. /**
  44257. * Updates the gizmo to match the attached mesh's position/rotation
  44258. */
  44259. protected _update(): void;
  44260. /**
  44261. * Disposes of the gizmo
  44262. */
  44263. dispose(): void;
  44264. }
  44265. }
  44266. declare module "babylonjs/Gizmos/planeDragGizmo" {
  44267. import { Observable } from "babylonjs/Misc/observable";
  44268. import { Nullable } from "babylonjs/types";
  44269. import { Vector3 } from "babylonjs/Maths/math.vector";
  44270. import { Color3 } from "babylonjs/Maths/math.color";
  44271. import { TransformNode } from "babylonjs/Meshes/transformNode";
  44272. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44273. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  44274. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  44275. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  44276. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  44277. import { Scene } from "babylonjs/scene";
  44278. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  44279. /**
  44280. * Single plane drag gizmo
  44281. */
  44282. export class PlaneDragGizmo extends Gizmo {
  44283. /**
  44284. * Drag behavior responsible for the gizmos dragging interactions
  44285. */
  44286. dragBehavior: PointerDragBehavior;
  44287. private _pointerObserver;
  44288. /**
  44289. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  44290. */
  44291. snapDistance: number;
  44292. /**
  44293. * Event that fires each time the gizmo snaps to a new location.
  44294. * * snapDistance is the the change in distance
  44295. */
  44296. onSnapObservable: Observable<{
  44297. snapDistance: number;
  44298. }>;
  44299. private _plane;
  44300. private _coloredMaterial;
  44301. private _hoverMaterial;
  44302. private _isEnabled;
  44303. private _parent;
  44304. /** @hidden */
  44305. static _CreatePlane(scene: Scene, material: StandardMaterial): TransformNode;
  44306. /** @hidden */
  44307. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  44308. /**
  44309. * Creates a PlaneDragGizmo
  44310. * @param gizmoLayer The utility layer the gizmo will be added to
  44311. * @param dragPlaneNormal The axis normal to which the gizmo will be able to drag on
  44312. * @param color The color of the gizmo
  44313. */
  44314. constructor(dragPlaneNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  44315. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  44316. /**
  44317. * If the gizmo is enabled
  44318. */
  44319. isEnabled: boolean;
  44320. /**
  44321. * Disposes of the gizmo
  44322. */
  44323. dispose(): void;
  44324. }
  44325. }
  44326. declare module "babylonjs/Gizmos/positionGizmo" {
  44327. import { Observable } from "babylonjs/Misc/observable";
  44328. import { Nullable } from "babylonjs/types";
  44329. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44330. import { Mesh } from "babylonjs/Meshes/mesh";
  44331. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  44332. import { AxisDragGizmo } from "babylonjs/Gizmos/axisDragGizmo";
  44333. import { PlaneDragGizmo } from "babylonjs/Gizmos/planeDragGizmo";
  44334. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  44335. /**
  44336. * Gizmo that enables dragging a mesh along 3 axis
  44337. */
  44338. export class PositionGizmo extends Gizmo {
  44339. /**
  44340. * Internal gizmo used for interactions on the x axis
  44341. */
  44342. xGizmo: AxisDragGizmo;
  44343. /**
  44344. * Internal gizmo used for interactions on the y axis
  44345. */
  44346. yGizmo: AxisDragGizmo;
  44347. /**
  44348. * Internal gizmo used for interactions on the z axis
  44349. */
  44350. zGizmo: AxisDragGizmo;
  44351. /**
  44352. * Internal gizmo used for interactions on the yz plane
  44353. */
  44354. xPlaneGizmo: PlaneDragGizmo;
  44355. /**
  44356. * Internal gizmo used for interactions on the xz plane
  44357. */
  44358. yPlaneGizmo: PlaneDragGizmo;
  44359. /**
  44360. * Internal gizmo used for interactions on the xy plane
  44361. */
  44362. zPlaneGizmo: PlaneDragGizmo;
  44363. /**
  44364. * private variables
  44365. */
  44366. private _meshAttached;
  44367. private _updateGizmoRotationToMatchAttachedMesh;
  44368. private _snapDistance;
  44369. private _scaleRatio;
  44370. /** Fires an event when any of it's sub gizmos are dragged */
  44371. onDragStartObservable: Observable<unknown>;
  44372. /** Fires an event when any of it's sub gizmos are released from dragging */
  44373. onDragEndObservable: Observable<unknown>;
  44374. /**
  44375. * If set to true, planar drag is enabled
  44376. */
  44377. private _planarGizmoEnabled;
  44378. attachedMesh: Nullable<AbstractMesh>;
  44379. /**
  44380. * Creates a PositionGizmo
  44381. * @param gizmoLayer The utility layer the gizmo will be added to
  44382. */
  44383. constructor(gizmoLayer?: UtilityLayerRenderer);
  44384. /**
  44385. * If the planar drag gizmo is enabled
  44386. * setting this will enable/disable XY, XZ and YZ planes regardless of individual gizmo settings.
  44387. */
  44388. planarGizmoEnabled: boolean;
  44389. updateGizmoRotationToMatchAttachedMesh: boolean;
  44390. /**
  44391. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  44392. */
  44393. snapDistance: number;
  44394. /**
  44395. * Ratio for the scale of the gizmo (Default: 1)
  44396. */
  44397. scaleRatio: number;
  44398. /**
  44399. * Disposes of the gizmo
  44400. */
  44401. dispose(): void;
  44402. /**
  44403. * CustomMeshes are not supported by this gizmo
  44404. * @param mesh The mesh to replace the default mesh of the gizmo
  44405. */
  44406. setCustomMesh(mesh: Mesh): void;
  44407. }
  44408. }
  44409. declare module "babylonjs/Gizmos/axisDragGizmo" {
  44410. import { Observable } from "babylonjs/Misc/observable";
  44411. import { Nullable } from "babylonjs/types";
  44412. import { Vector3 } from "babylonjs/Maths/math.vector";
  44413. import { TransformNode } from "babylonjs/Meshes/transformNode";
  44414. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44415. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  44416. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  44417. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  44418. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  44419. import { Scene } from "babylonjs/scene";
  44420. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  44421. import { Color3 } from "babylonjs/Maths/math.color";
  44422. /**
  44423. * Single axis drag gizmo
  44424. */
  44425. export class AxisDragGizmo extends Gizmo {
  44426. /**
  44427. * Drag behavior responsible for the gizmos dragging interactions
  44428. */
  44429. dragBehavior: PointerDragBehavior;
  44430. private _pointerObserver;
  44431. /**
  44432. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  44433. */
  44434. snapDistance: number;
  44435. /**
  44436. * Event that fires each time the gizmo snaps to a new location.
  44437. * * snapDistance is the the change in distance
  44438. */
  44439. onSnapObservable: Observable<{
  44440. snapDistance: number;
  44441. }>;
  44442. private _isEnabled;
  44443. private _parent;
  44444. private _arrow;
  44445. private _coloredMaterial;
  44446. private _hoverMaterial;
  44447. /** @hidden */
  44448. static _CreateArrow(scene: Scene, material: StandardMaterial): TransformNode;
  44449. /** @hidden */
  44450. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  44451. /**
  44452. * Creates an AxisDragGizmo
  44453. * @param gizmoLayer The utility layer the gizmo will be added to
  44454. * @param dragAxis The axis which the gizmo will be able to drag on
  44455. * @param color The color of the gizmo
  44456. */
  44457. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  44458. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  44459. /**
  44460. * If the gizmo is enabled
  44461. */
  44462. isEnabled: boolean;
  44463. /**
  44464. * Disposes of the gizmo
  44465. */
  44466. dispose(): void;
  44467. }
  44468. }
  44469. declare module "babylonjs/Debug/axesViewer" {
  44470. import { Vector3 } from "babylonjs/Maths/math.vector";
  44471. import { Nullable } from "babylonjs/types";
  44472. import { Scene } from "babylonjs/scene";
  44473. import { TransformNode } from "babylonjs/Meshes/transformNode";
  44474. /**
  44475. * The Axes viewer will show 3 axes in a specific point in space
  44476. */
  44477. export class AxesViewer {
  44478. private _xAxis;
  44479. private _yAxis;
  44480. private _zAxis;
  44481. private _scaleLinesFactor;
  44482. private _instanced;
  44483. /**
  44484. * Gets the hosting scene
  44485. */
  44486. scene: Scene;
  44487. /**
  44488. * Gets or sets a number used to scale line length
  44489. */
  44490. scaleLines: number;
  44491. /** Gets the node hierarchy used to render x-axis */
  44492. readonly xAxis: TransformNode;
  44493. /** Gets the node hierarchy used to render y-axis */
  44494. readonly yAxis: TransformNode;
  44495. /** Gets the node hierarchy used to render z-axis */
  44496. readonly zAxis: TransformNode;
  44497. /**
  44498. * Creates a new AxesViewer
  44499. * @param scene defines the hosting scene
  44500. * @param scaleLines defines a number used to scale line length (1 by default)
  44501. * @param renderingGroupId defines a number used to set the renderingGroupId of the meshes (2 by default)
  44502. * @param xAxis defines the node hierarchy used to render the x-axis
  44503. * @param yAxis defines the node hierarchy used to render the y-axis
  44504. * @param zAxis defines the node hierarchy used to render the z-axis
  44505. */
  44506. constructor(scene: Scene, scaleLines?: number, renderingGroupId?: Nullable<number>, xAxis?: TransformNode, yAxis?: TransformNode, zAxis?: TransformNode);
  44507. /**
  44508. * Force the viewer to update
  44509. * @param position defines the position of the viewer
  44510. * @param xaxis defines the x axis of the viewer
  44511. * @param yaxis defines the y axis of the viewer
  44512. * @param zaxis defines the z axis of the viewer
  44513. */
  44514. update(position: Vector3, xaxis: Vector3, yaxis: Vector3, zaxis: Vector3): void;
  44515. /**
  44516. * Creates an instance of this axes viewer.
  44517. * @returns a new axes viewer with instanced meshes
  44518. */
  44519. createInstance(): AxesViewer;
  44520. /** Releases resources */
  44521. dispose(): void;
  44522. private static _SetRenderingGroupId;
  44523. }
  44524. }
  44525. declare module "babylonjs/Debug/boneAxesViewer" {
  44526. import { Nullable } from "babylonjs/types";
  44527. import { AxesViewer } from "babylonjs/Debug/axesViewer";
  44528. import { Vector3 } from "babylonjs/Maths/math.vector";
  44529. import { Mesh } from "babylonjs/Meshes/mesh";
  44530. import { Bone } from "babylonjs/Bones/bone";
  44531. import { Scene } from "babylonjs/scene";
  44532. /**
  44533. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  44534. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  44535. */
  44536. export class BoneAxesViewer extends AxesViewer {
  44537. /**
  44538. * Gets or sets the target mesh where to display the axes viewer
  44539. */
  44540. mesh: Nullable<Mesh>;
  44541. /**
  44542. * Gets or sets the target bone where to display the axes viewer
  44543. */
  44544. bone: Nullable<Bone>;
  44545. /** Gets current position */
  44546. pos: Vector3;
  44547. /** Gets direction of X axis */
  44548. xaxis: Vector3;
  44549. /** Gets direction of Y axis */
  44550. yaxis: Vector3;
  44551. /** Gets direction of Z axis */
  44552. zaxis: Vector3;
  44553. /**
  44554. * Creates a new BoneAxesViewer
  44555. * @param scene defines the hosting scene
  44556. * @param bone defines the target bone
  44557. * @param mesh defines the target mesh
  44558. * @param scaleLines defines a scaling factor for line length (1 by default)
  44559. */
  44560. constructor(scene: Scene, bone: Bone, mesh: Mesh, scaleLines?: number);
  44561. /**
  44562. * Force the viewer to update
  44563. */
  44564. update(): void;
  44565. /** Releases resources */
  44566. dispose(): void;
  44567. }
  44568. }
  44569. declare module "babylonjs/Debug/debugLayer" {
  44570. import { Scene } from "babylonjs/scene";
  44571. /**
  44572. * Interface used to define scene explorer extensibility option
  44573. */
  44574. export interface IExplorerExtensibilityOption {
  44575. /**
  44576. * Define the option label
  44577. */
  44578. label: string;
  44579. /**
  44580. * Defines the action to execute on click
  44581. */
  44582. action: (entity: any) => void;
  44583. }
  44584. /**
  44585. * Defines a group of actions associated with a predicate to use when extending the Inspector scene explorer
  44586. */
  44587. export interface IExplorerExtensibilityGroup {
  44588. /**
  44589. * Defines a predicate to test if a given type mut be extended
  44590. */
  44591. predicate: (entity: any) => boolean;
  44592. /**
  44593. * Gets the list of options added to a type
  44594. */
  44595. entries: IExplorerExtensibilityOption[];
  44596. }
  44597. /**
  44598. * Interface used to define the options to use to create the Inspector
  44599. */
  44600. export interface IInspectorOptions {
  44601. /**
  44602. * Display in overlay mode (default: false)
  44603. */
  44604. overlay?: boolean;
  44605. /**
  44606. * HTML element to use as root (the parent of the rendering canvas will be used as default value)
  44607. */
  44608. globalRoot?: HTMLElement;
  44609. /**
  44610. * Display the Scene explorer
  44611. */
  44612. showExplorer?: boolean;
  44613. /**
  44614. * Display the property inspector
  44615. */
  44616. showInspector?: boolean;
  44617. /**
  44618. * Display in embed mode (both panes on the right)
  44619. */
  44620. embedMode?: boolean;
  44621. /**
  44622. * let the Inspector handles resize of the canvas when panes are resized (default to true)
  44623. */
  44624. handleResize?: boolean;
  44625. /**
  44626. * Allow the panes to popup (default: true)
  44627. */
  44628. enablePopup?: boolean;
  44629. /**
  44630. * Allow the panes to be closed by users (default: true)
  44631. */
  44632. enableClose?: boolean;
  44633. /**
  44634. * Optional list of extensibility entries
  44635. */
  44636. explorerExtensibility?: IExplorerExtensibilityGroup[];
  44637. /**
  44638. * Optional URL to get the inspector script from (by default it uses the babylonjs CDN).
  44639. */
  44640. inspectorURL?: string;
  44641. }
  44642. module "babylonjs/scene" {
  44643. interface Scene {
  44644. /**
  44645. * @hidden
  44646. * Backing field
  44647. */
  44648. _debugLayer: DebugLayer;
  44649. /**
  44650. * Gets the debug layer (aka Inspector) associated with the scene
  44651. * @see http://doc.babylonjs.com/features/playground_debuglayer
  44652. */
  44653. debugLayer: DebugLayer;
  44654. }
  44655. }
  44656. /**
  44657. * The debug layer (aka Inspector) is the go to tool in order to better understand
  44658. * what is happening in your scene
  44659. * @see http://doc.babylonjs.com/features/playground_debuglayer
  44660. */
  44661. export class DebugLayer {
  44662. /**
  44663. * Define the url to get the inspector script from.
  44664. * By default it uses the babylonjs CDN.
  44665. * @ignoreNaming
  44666. */
  44667. static InspectorURL: string;
  44668. private _scene;
  44669. private BJSINSPECTOR;
  44670. private _onPropertyChangedObservable?;
  44671. /**
  44672. * Observable triggered when a property is changed through the inspector.
  44673. */
  44674. readonly onPropertyChangedObservable: any;
  44675. /**
  44676. * Instantiates a new debug layer.
  44677. * The debug layer (aka Inspector) is the go to tool in order to better understand
  44678. * what is happening in your scene
  44679. * @see http://doc.babylonjs.com/features/playground_debuglayer
  44680. * @param scene Defines the scene to inspect
  44681. */
  44682. constructor(scene: Scene);
  44683. /** Creates the inspector window. */
  44684. private _createInspector;
  44685. /**
  44686. * Select a specific entity in the scene explorer and highlight a specific block in that entity property grid
  44687. * @param entity defines the entity to select
  44688. * @param lineContainerTitle defines the specific block to highlight
  44689. */
  44690. select(entity: any, lineContainerTitle?: string): void;
  44691. /** Get the inspector from bundle or global */
  44692. private _getGlobalInspector;
  44693. /**
  44694. * Get if the inspector is visible or not.
  44695. * @returns true if visible otherwise, false
  44696. */
  44697. isVisible(): boolean;
  44698. /**
  44699. * Hide the inspector and close its window.
  44700. */
  44701. hide(): void;
  44702. /**
  44703. * Launch the debugLayer.
  44704. * @param config Define the configuration of the inspector
  44705. * @return a promise fulfilled when the debug layer is visible
  44706. */
  44707. show(config?: IInspectorOptions): Promise<DebugLayer>;
  44708. }
  44709. }
  44710. declare module "babylonjs/Meshes/Builders/boxBuilder" {
  44711. import { Nullable } from "babylonjs/types";
  44712. import { Scene } from "babylonjs/scene";
  44713. import { Vector4 } from "babylonjs/Maths/math.vector";
  44714. import { Color4 } from "babylonjs/Maths/math.color";
  44715. import { Mesh } from "babylonjs/Meshes/mesh";
  44716. /**
  44717. * Class containing static functions to help procedurally build meshes
  44718. */
  44719. export class BoxBuilder {
  44720. /**
  44721. * Creates a box mesh
  44722. * * The parameter `size` sets the size (float) of each box side (default 1)
  44723. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  44724. * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of 6 Color3 elements) and `faceUV` (an array of 6 Vector4 elements)
  44725. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  44726. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  44727. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  44728. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44729. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  44730. * @param name defines the name of the mesh
  44731. * @param options defines the options used to create the mesh
  44732. * @param scene defines the hosting scene
  44733. * @returns the box mesh
  44734. */
  44735. static CreateBox(name: string, options: {
  44736. size?: number;
  44737. width?: number;
  44738. height?: number;
  44739. depth?: number;
  44740. faceUV?: Vector4[];
  44741. faceColors?: Color4[];
  44742. sideOrientation?: number;
  44743. frontUVs?: Vector4;
  44744. backUVs?: Vector4;
  44745. wrap?: boolean;
  44746. topBaseAt?: number;
  44747. bottomBaseAt?: number;
  44748. updatable?: boolean;
  44749. }, scene?: Nullable<Scene>): Mesh;
  44750. }
  44751. }
  44752. declare module "babylonjs/Meshes/Builders/sphereBuilder" {
  44753. import { Vector4 } from "babylonjs/Maths/math.vector";
  44754. import { Mesh } from "babylonjs/Meshes/mesh";
  44755. import { Scene } from "babylonjs/scene";
  44756. import { Nullable } from "babylonjs/types";
  44757. /**
  44758. * Class containing static functions to help procedurally build meshes
  44759. */
  44760. export class SphereBuilder {
  44761. /**
  44762. * Creates a sphere mesh
  44763. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  44764. * * You can set some different sphere dimensions, for instance to build an ellipsoid, by using the parameters `diameterX`, `diameterY` and `diameterZ` (all by default have the same value of `diameter`)
  44765. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  44766. * * You can create an unclosed sphere with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference (latitude) : 2 x PI x ratio
  44767. * * You can create an unclosed sphere on its height with the parameter `slice` (positive float, default1), valued between 0 and 1, what is the height ratio (longitude)
  44768. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  44769. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  44770. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44771. * @param name defines the name of the mesh
  44772. * @param options defines the options used to create the mesh
  44773. * @param scene defines the hosting scene
  44774. * @returns the sphere mesh
  44775. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  44776. */
  44777. static CreateSphere(name: string, options: {
  44778. segments?: number;
  44779. diameter?: number;
  44780. diameterX?: number;
  44781. diameterY?: number;
  44782. diameterZ?: number;
  44783. arc?: number;
  44784. slice?: number;
  44785. sideOrientation?: number;
  44786. frontUVs?: Vector4;
  44787. backUVs?: Vector4;
  44788. updatable?: boolean;
  44789. }, scene?: Nullable<Scene>): Mesh;
  44790. }
  44791. }
  44792. declare module "babylonjs/Debug/physicsViewer" {
  44793. import { Nullable } from "babylonjs/types";
  44794. import { Scene } from "babylonjs/scene";
  44795. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44796. import { Mesh } from "babylonjs/Meshes/mesh";
  44797. import { IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  44798. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  44799. /**
  44800. * Used to show the physics impostor around the specific mesh
  44801. */
  44802. export class PhysicsViewer {
  44803. /** @hidden */
  44804. protected _impostors: Array<Nullable<PhysicsImpostor>>;
  44805. /** @hidden */
  44806. protected _meshes: Array<Nullable<AbstractMesh>>;
  44807. /** @hidden */
  44808. protected _scene: Nullable<Scene>;
  44809. /** @hidden */
  44810. protected _numMeshes: number;
  44811. /** @hidden */
  44812. protected _physicsEnginePlugin: Nullable<IPhysicsEnginePlugin>;
  44813. private _renderFunction;
  44814. private _utilityLayer;
  44815. private _debugBoxMesh;
  44816. private _debugSphereMesh;
  44817. private _debugCylinderMesh;
  44818. private _debugMaterial;
  44819. private _debugMeshMeshes;
  44820. /**
  44821. * Creates a new PhysicsViewer
  44822. * @param scene defines the hosting scene
  44823. */
  44824. constructor(scene: Scene);
  44825. /** @hidden */
  44826. protected _updateDebugMeshes(): void;
  44827. /**
  44828. * Renders a specified physic impostor
  44829. * @param impostor defines the impostor to render
  44830. * @param targetMesh defines the mesh represented by the impostor
  44831. * @returns the new debug mesh used to render the impostor
  44832. */
  44833. showImpostor(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh>;
  44834. /**
  44835. * Hides a specified physic impostor
  44836. * @param impostor defines the impostor to hide
  44837. */
  44838. hideImpostor(impostor: Nullable<PhysicsImpostor>): void;
  44839. private _getDebugMaterial;
  44840. private _getDebugBoxMesh;
  44841. private _getDebugSphereMesh;
  44842. private _getDebugCylinderMesh;
  44843. private _getDebugMeshMesh;
  44844. private _getDebugMesh;
  44845. /** Releases all resources */
  44846. dispose(): void;
  44847. }
  44848. }
  44849. declare module "babylonjs/Meshes/Builders/linesBuilder" {
  44850. import { Vector3 } from "babylonjs/Maths/math.vector";
  44851. import { Color4 } from "babylonjs/Maths/math.color";
  44852. import { Nullable } from "babylonjs/types";
  44853. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  44854. import { Scene } from "babylonjs/scene";
  44855. /**
  44856. * Class containing static functions to help procedurally build meshes
  44857. */
  44858. export class LinesBuilder {
  44859. /**
  44860. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  44861. * * A line system mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of lines as an input parameter
  44862. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  44863. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  44864. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  44865. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  44866. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  44867. * * Updating a simple Line mesh, you just need to update every line in the `lines` array : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  44868. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  44869. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44870. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  44871. * @param name defines the name of the new line system
  44872. * @param options defines the options used to create the line system
  44873. * @param scene defines the hosting scene
  44874. * @returns a new line system mesh
  44875. */
  44876. static CreateLineSystem(name: string, options: {
  44877. lines: Vector3[][];
  44878. updatable?: boolean;
  44879. instance?: Nullable<LinesMesh>;
  44880. colors?: Nullable<Color4[][]>;
  44881. useVertexAlpha?: boolean;
  44882. }, scene: Nullable<Scene>): LinesMesh;
  44883. /**
  44884. * Creates a line mesh
  44885. * A line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter
  44886. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  44887. * * The parameter `points` is an array successive Vector3
  44888. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  44889. * * The optional parameter `colors` is an array of successive Color4, one per line point
  44890. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  44891. * * When updating an instance, remember that only point positions can change, not the number of points
  44892. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44893. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  44894. * @param name defines the name of the new line system
  44895. * @param options defines the options used to create the line system
  44896. * @param scene defines the hosting scene
  44897. * @returns a new line mesh
  44898. */
  44899. static CreateLines(name: string, options: {
  44900. points: Vector3[];
  44901. updatable?: boolean;
  44902. instance?: Nullable<LinesMesh>;
  44903. colors?: Color4[];
  44904. useVertexAlpha?: boolean;
  44905. }, scene?: Nullable<Scene>): LinesMesh;
  44906. /**
  44907. * Creates a dashed line mesh
  44908. * * A dashed line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter
  44909. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  44910. * * The parameter `points` is an array successive Vector3
  44911. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  44912. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  44913. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  44914. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  44915. * * When updating an instance, remember that only point positions can change, not the number of points
  44916. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44917. * @param name defines the name of the mesh
  44918. * @param options defines the options used to create the mesh
  44919. * @param scene defines the hosting scene
  44920. * @returns the dashed line mesh
  44921. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  44922. */
  44923. static CreateDashedLines(name: string, options: {
  44924. points: Vector3[];
  44925. dashSize?: number;
  44926. gapSize?: number;
  44927. dashNb?: number;
  44928. updatable?: boolean;
  44929. instance?: LinesMesh;
  44930. }, scene?: Nullable<Scene>): LinesMesh;
  44931. }
  44932. }
  44933. declare module "babylonjs/Debug/rayHelper" {
  44934. import { Nullable } from "babylonjs/types";
  44935. import { Ray } from "babylonjs/Culling/ray";
  44936. import { Vector3 } from "babylonjs/Maths/math.vector";
  44937. import { Color3 } from "babylonjs/Maths/math.color";
  44938. import { Scene } from "babylonjs/scene";
  44939. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44940. import "babylonjs/Meshes/Builders/linesBuilder";
  44941. /**
  44942. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  44943. * in order to better appreciate the issue one might have.
  44944. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  44945. */
  44946. export class RayHelper {
  44947. /**
  44948. * Defines the ray we are currently tryin to visualize.
  44949. */
  44950. ray: Nullable<Ray>;
  44951. private _renderPoints;
  44952. private _renderLine;
  44953. private _renderFunction;
  44954. private _scene;
  44955. private _updateToMeshFunction;
  44956. private _attachedToMesh;
  44957. private _meshSpaceDirection;
  44958. private _meshSpaceOrigin;
  44959. /**
  44960. * Helper function to create a colored helper in a scene in one line.
  44961. * @param ray Defines the ray we are currently tryin to visualize
  44962. * @param scene Defines the scene the ray is used in
  44963. * @param color Defines the color we want to see the ray in
  44964. * @returns The newly created ray helper.
  44965. */
  44966. static CreateAndShow(ray: Ray, scene: Scene, color: Color3): RayHelper;
  44967. /**
  44968. * Instantiate a new ray helper.
  44969. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  44970. * in order to better appreciate the issue one might have.
  44971. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  44972. * @param ray Defines the ray we are currently tryin to visualize
  44973. */
  44974. constructor(ray: Ray);
  44975. /**
  44976. * Shows the ray we are willing to debug.
  44977. * @param scene Defines the scene the ray needs to be rendered in
  44978. * @param color Defines the color the ray needs to be rendered in
  44979. */
  44980. show(scene: Scene, color?: Color3): void;
  44981. /**
  44982. * Hides the ray we are debugging.
  44983. */
  44984. hide(): void;
  44985. private _render;
  44986. /**
  44987. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  44988. * @param mesh Defines the mesh we want the helper attached to
  44989. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  44990. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  44991. * @param length Defines the length of the ray
  44992. */
  44993. attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void;
  44994. /**
  44995. * Detach the ray helper from the mesh it has previously been attached to.
  44996. */
  44997. detachFromMesh(): void;
  44998. private _updateToMesh;
  44999. /**
  45000. * Dispose the helper and release its associated resources.
  45001. */
  45002. dispose(): void;
  45003. }
  45004. }
  45005. declare module "babylonjs/Debug/skeletonViewer" {
  45006. import { Color3 } from "babylonjs/Maths/math.color";
  45007. import { Scene } from "babylonjs/scene";
  45008. import { Nullable } from "babylonjs/types";
  45009. import { Skeleton } from "babylonjs/Bones/skeleton";
  45010. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45011. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  45012. /**
  45013. * Class used to render a debug view of a given skeleton
  45014. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  45015. */
  45016. export class SkeletonViewer {
  45017. /** defines the skeleton to render */
  45018. skeleton: Skeleton;
  45019. /** defines the mesh attached to the skeleton */
  45020. mesh: AbstractMesh;
  45021. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  45022. autoUpdateBonesMatrices: boolean;
  45023. /** defines the rendering group id to use with the viewer */
  45024. renderingGroupId: number;
  45025. /** Gets or sets the color used to render the skeleton */
  45026. color: Color3;
  45027. private _scene;
  45028. private _debugLines;
  45029. private _debugMesh;
  45030. private _isEnabled;
  45031. private _renderFunction;
  45032. private _utilityLayer;
  45033. /**
  45034. * Returns the mesh used to render the bones
  45035. */
  45036. readonly debugMesh: Nullable<LinesMesh>;
  45037. /**
  45038. * Creates a new SkeletonViewer
  45039. * @param skeleton defines the skeleton to render
  45040. * @param mesh defines the mesh attached to the skeleton
  45041. * @param scene defines the hosting scene
  45042. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  45043. * @param renderingGroupId defines the rendering group id to use with the viewer
  45044. */
  45045. constructor(
  45046. /** defines the skeleton to render */
  45047. skeleton: Skeleton,
  45048. /** defines the mesh attached to the skeleton */
  45049. mesh: AbstractMesh, scene: Scene,
  45050. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  45051. autoUpdateBonesMatrices?: boolean,
  45052. /** defines the rendering group id to use with the viewer */
  45053. renderingGroupId?: number);
  45054. /** Gets or sets a boolean indicating if the viewer is enabled */
  45055. isEnabled: boolean;
  45056. private _getBonePosition;
  45057. private _getLinesForBonesWithLength;
  45058. private _getLinesForBonesNoLength;
  45059. /** Update the viewer to sync with current skeleton state */
  45060. update(): void;
  45061. /** Release associated resources */
  45062. dispose(): void;
  45063. }
  45064. }
  45065. declare module "babylonjs/Debug/index" {
  45066. export * from "babylonjs/Debug/axesViewer";
  45067. export * from "babylonjs/Debug/boneAxesViewer";
  45068. export * from "babylonjs/Debug/debugLayer";
  45069. export * from "babylonjs/Debug/physicsViewer";
  45070. export * from "babylonjs/Debug/rayHelper";
  45071. export * from "babylonjs/Debug/skeletonViewer";
  45072. }
  45073. declare module "babylonjs/Engines/nullEngine" {
  45074. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  45075. import { Scene } from "babylonjs/scene";
  45076. import { Engine } from "babylonjs/Engines/engine";
  45077. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  45078. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  45079. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  45080. import { Effect } from "babylonjs/Materials/effect";
  45081. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  45082. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  45083. import { IColor4Like, IViewportLike } from "babylonjs/Maths/math.like";
  45084. /**
  45085. * Options to create the null engine
  45086. */
  45087. export class NullEngineOptions {
  45088. /**
  45089. * Render width (Default: 512)
  45090. */
  45091. renderWidth: number;
  45092. /**
  45093. * Render height (Default: 256)
  45094. */
  45095. renderHeight: number;
  45096. /**
  45097. * Texture size (Default: 512)
  45098. */
  45099. textureSize: number;
  45100. /**
  45101. * If delta time between frames should be constant
  45102. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  45103. */
  45104. deterministicLockstep: boolean;
  45105. /**
  45106. * Maximum about of steps between frames (Default: 4)
  45107. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  45108. */
  45109. lockstepMaxSteps: number;
  45110. }
  45111. /**
  45112. * The null engine class provides support for headless version of babylon.js.
  45113. * This can be used in server side scenario or for testing purposes
  45114. */
  45115. export class NullEngine extends Engine {
  45116. private _options;
  45117. /**
  45118. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  45119. */
  45120. isDeterministicLockStep(): boolean;
  45121. /** @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep */
  45122. getLockstepMaxSteps(): number;
  45123. /**
  45124. * Sets hardware scaling, used to save performance if needed
  45125. * @see https://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  45126. */
  45127. getHardwareScalingLevel(): number;
  45128. constructor(options?: NullEngineOptions);
  45129. createVertexBuffer(vertices: FloatArray): DataBuffer;
  45130. createIndexBuffer(indices: IndicesArray): DataBuffer;
  45131. clear(color: IColor4Like, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  45132. getRenderWidth(useScreen?: boolean): number;
  45133. getRenderHeight(useScreen?: boolean): number;
  45134. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  45135. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: string, context?: WebGLRenderingContext): WebGLProgram;
  45136. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  45137. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  45138. bindSamplers(effect: Effect): void;
  45139. enableEffect(effect: Effect): void;
  45140. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  45141. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  45142. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  45143. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  45144. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  45145. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  45146. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  45147. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  45148. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  45149. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  45150. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  45151. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  45152. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  45153. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  45154. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  45155. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  45156. setFloat(uniform: WebGLUniformLocation, value: number): void;
  45157. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  45158. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  45159. setBool(uniform: WebGLUniformLocation, bool: number): void;
  45160. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  45161. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  45162. bindBuffers(vertexBuffers: {
  45163. [key: string]: VertexBuffer;
  45164. }, indexBuffer: DataBuffer, effect: Effect): void;
  45165. wipeCaches(bruteForce?: boolean): void;
  45166. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  45167. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  45168. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  45169. /** @hidden */
  45170. _createTexture(): WebGLTexture;
  45171. /** @hidden */
  45172. _releaseTexture(texture: InternalTexture): void;
  45173. createTexture(urlArg: string, noMipmap: boolean, invertY: boolean, scene: Scene, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message: string, exception: any) => void>, buffer?: Nullable<ArrayBuffer | HTMLImageElement>, fallBack?: InternalTexture, format?: number): InternalTexture;
  45174. createRenderTargetTexture(size: any, options: boolean | RenderTargetCreationOptions): InternalTexture;
  45175. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  45176. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  45177. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  45178. createDynamicVertexBuffer(vertices: FloatArray): DataBuffer;
  45179. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number): void;
  45180. areAllEffectsReady(): boolean;
  45181. /**
  45182. * @hidden
  45183. * Get the current error code of the webGL context
  45184. * @returns the error code
  45185. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  45186. */
  45187. getError(): number;
  45188. /** @hidden */
  45189. _getUnpackAlignement(): number;
  45190. /** @hidden */
  45191. _unpackFlipY(value: boolean): void;
  45192. updateDynamicIndexBuffer(indexBuffer: WebGLBuffer, indices: IndicesArray, offset?: number): void;
  45193. /**
  45194. * Updates a dynamic vertex buffer.
  45195. * @param vertexBuffer the vertex buffer to update
  45196. * @param data the data used to update the vertex buffer
  45197. * @param byteOffset the byte offset of the data (optional)
  45198. * @param byteLength the byte length of the data (optional)
  45199. */
  45200. updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: FloatArray, byteOffset?: number, byteLength?: number): void;
  45201. _bindTextureDirectly(target: number, texture: InternalTexture): boolean;
  45202. /** @hidden */
  45203. _bindTexture(channel: number, texture: InternalTexture): void;
  45204. protected _deleteBuffer(buffer: WebGLBuffer): void;
  45205. releaseEffects(): void;
  45206. displayLoadingUI(): void;
  45207. hideLoadingUI(): void;
  45208. /** @hidden */
  45209. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  45210. /** @hidden */
  45211. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  45212. /** @hidden */
  45213. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  45214. /** @hidden */
  45215. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  45216. }
  45217. }
  45218. declare module "babylonjs/Engines/Extensions/engine.occlusionQuery" {
  45219. import { Nullable, int } from "babylonjs/types";
  45220. import { _TimeToken } from "babylonjs/Instrumentation/timeToken";
  45221. /** @hidden */
  45222. export class _OcclusionDataStorage {
  45223. /** @hidden */
  45224. occlusionInternalRetryCounter: number;
  45225. /** @hidden */
  45226. isOcclusionQueryInProgress: boolean;
  45227. /** @hidden */
  45228. isOccluded: boolean;
  45229. /** @hidden */
  45230. occlusionRetryCount: number;
  45231. /** @hidden */
  45232. occlusionType: number;
  45233. /** @hidden */
  45234. occlusionQueryAlgorithmType: number;
  45235. }
  45236. module "babylonjs/Engines/engine" {
  45237. interface Engine {
  45238. /**
  45239. * Create a new webGL query (you must be sure that queries are supported by checking getCaps() function)
  45240. * @return the new query
  45241. */
  45242. createQuery(): WebGLQuery;
  45243. /**
  45244. * Delete and release a webGL query
  45245. * @param query defines the query to delete
  45246. * @return the current engine
  45247. */
  45248. deleteQuery(query: WebGLQuery): Engine;
  45249. /**
  45250. * Check if a given query has resolved and got its value
  45251. * @param query defines the query to check
  45252. * @returns true if the query got its value
  45253. */
  45254. isQueryResultAvailable(query: WebGLQuery): boolean;
  45255. /**
  45256. * Gets the value of a given query
  45257. * @param query defines the query to check
  45258. * @returns the value of the query
  45259. */
  45260. getQueryResult(query: WebGLQuery): number;
  45261. /**
  45262. * Initiates an occlusion query
  45263. * @param algorithmType defines the algorithm to use
  45264. * @param query defines the query to use
  45265. * @returns the current engine
  45266. * @see http://doc.babylonjs.com/features/occlusionquery
  45267. */
  45268. beginOcclusionQuery(algorithmType: number, query: WebGLQuery): Engine;
  45269. /**
  45270. * Ends an occlusion query
  45271. * @see http://doc.babylonjs.com/features/occlusionquery
  45272. * @param algorithmType defines the algorithm to use
  45273. * @returns the current engine
  45274. */
  45275. endOcclusionQuery(algorithmType: number): Engine;
  45276. /**
  45277. * Starts a time query (used to measure time spent by the GPU on a specific frame)
  45278. * Please note that only one query can be issued at a time
  45279. * @returns a time token used to track the time span
  45280. */
  45281. startTimeQuery(): Nullable<_TimeToken>;
  45282. /**
  45283. * Ends a time query
  45284. * @param token defines the token used to measure the time span
  45285. * @returns the time spent (in ns)
  45286. */
  45287. endTimeQuery(token: _TimeToken): int;
  45288. /** @hidden */
  45289. _currentNonTimestampToken: Nullable<_TimeToken>;
  45290. /** @hidden */
  45291. _createTimeQuery(): WebGLQuery;
  45292. /** @hidden */
  45293. _deleteTimeQuery(query: WebGLQuery): void;
  45294. /** @hidden */
  45295. _getGlAlgorithmType(algorithmType: number): number;
  45296. /** @hidden */
  45297. _getTimeQueryResult(query: WebGLQuery): any;
  45298. /** @hidden */
  45299. _getTimeQueryAvailability(query: WebGLQuery): any;
  45300. }
  45301. }
  45302. module "babylonjs/Meshes/abstractMesh" {
  45303. interface AbstractMesh {
  45304. /**
  45305. * Backing filed
  45306. * @hidden
  45307. */
  45308. __occlusionDataStorage: _OcclusionDataStorage;
  45309. /**
  45310. * Access property
  45311. * @hidden
  45312. */
  45313. _occlusionDataStorage: _OcclusionDataStorage;
  45314. /**
  45315. * This number indicates the number of allowed retries before stop the occlusion query, this is useful if the occlusion query is taking long time before to the query result is retireved, the query result indicates if the object is visible within the scene or not and based on that Babylon.Js engine decideds to show or hide the object.
  45316. * The default value is -1 which means don't break the query and wait till the result
  45317. * @see http://doc.babylonjs.com/features/occlusionquery
  45318. */
  45319. occlusionRetryCount: number;
  45320. /**
  45321. * This property is responsible for starting the occlusion query within the Mesh or not, this property is also used to determine what should happen when the occlusionRetryCount is reached. It has supports 3 values:
  45322. * * OCCLUSION_TYPE_NONE (Default Value): this option means no occlusion query whith the Mesh.
  45323. * * OCCLUSION_TYPE_OPTIMISTIC: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken show the mesh.
  45324. * * OCCLUSION_TYPE_STRICT: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken restore the last state of the mesh occlusion if the mesh was visible then show the mesh if was hidden then hide don't show.
  45325. * @see http://doc.babylonjs.com/features/occlusionquery
  45326. */
  45327. occlusionType: number;
  45328. /**
  45329. * This property determines the type of occlusion query algorithm to run in WebGl, you can use:
  45330. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE which is mapped to GL_ANY_SAMPLES_PASSED.
  45331. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE (Default Value) which is mapped to GL_ANY_SAMPLES_PASSED_CONSERVATIVE which is a false positive algorithm that is faster than GL_ANY_SAMPLES_PASSED but less accurate.
  45332. * @see http://doc.babylonjs.com/features/occlusionquery
  45333. */
  45334. occlusionQueryAlgorithmType: number;
  45335. /**
  45336. * Gets or sets whether the mesh is occluded or not, it is used also to set the intial state of the mesh to be occluded or not
  45337. * @see http://doc.babylonjs.com/features/occlusionquery
  45338. */
  45339. isOccluded: boolean;
  45340. /**
  45341. * Flag to check the progress status of the query
  45342. * @see http://doc.babylonjs.com/features/occlusionquery
  45343. */
  45344. isOcclusionQueryInProgress: boolean;
  45345. }
  45346. }
  45347. }
  45348. declare module "babylonjs/Engines/Extensions/engine.transformFeedback" {
  45349. import { Nullable } from "babylonjs/types";
  45350. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  45351. /** @hidden */
  45352. export var _forceTransformFeedbackToBundle: boolean;
  45353. module "babylonjs/Engines/engine" {
  45354. interface Engine {
  45355. /**
  45356. * Creates a webGL transform feedback object
  45357. * Please makes sure to check webGLVersion property to check if you are running webGL 2+
  45358. * @returns the webGL transform feedback object
  45359. */
  45360. createTransformFeedback(): WebGLTransformFeedback;
  45361. /**
  45362. * Delete a webGL transform feedback object
  45363. * @param value defines the webGL transform feedback object to delete
  45364. */
  45365. deleteTransformFeedback(value: WebGLTransformFeedback): void;
  45366. /**
  45367. * Bind a webGL transform feedback object to the webgl context
  45368. * @param value defines the webGL transform feedback object to bind
  45369. */
  45370. bindTransformFeedback(value: Nullable<WebGLTransformFeedback>): void;
  45371. /**
  45372. * Begins a transform feedback operation
  45373. * @param usePoints defines if points or triangles must be used
  45374. */
  45375. beginTransformFeedback(usePoints: boolean): void;
  45376. /**
  45377. * Ends a transform feedback operation
  45378. */
  45379. endTransformFeedback(): void;
  45380. /**
  45381. * Specify the varyings to use with transform feedback
  45382. * @param program defines the associated webGL program
  45383. * @param value defines the list of strings representing the varying names
  45384. */
  45385. setTranformFeedbackVaryings(program: WebGLProgram, value: string[]): void;
  45386. /**
  45387. * Bind a webGL buffer for a transform feedback operation
  45388. * @param value defines the webGL buffer to bind
  45389. */
  45390. bindTransformFeedbackBuffer(value: Nullable<DataBuffer>): void;
  45391. }
  45392. }
  45393. }
  45394. declare module "babylonjs/Materials/Textures/multiRenderTarget" {
  45395. import { Scene } from "babylonjs/scene";
  45396. import { Engine } from "babylonjs/Engines/engine";
  45397. import { Texture } from "babylonjs/Materials/Textures/texture";
  45398. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  45399. import "babylonjs/Engines/Extensions/engine.multiRender";
  45400. /**
  45401. * Creation options of the multi render target texture.
  45402. */
  45403. export interface IMultiRenderTargetOptions {
  45404. /**
  45405. * Define if the texture needs to create mip maps after render.
  45406. */
  45407. generateMipMaps?: boolean;
  45408. /**
  45409. * Define the types of all the draw buffers we want to create
  45410. */
  45411. types?: number[];
  45412. /**
  45413. * Define the sampling modes of all the draw buffers we want to create
  45414. */
  45415. samplingModes?: number[];
  45416. /**
  45417. * Define if a depth buffer is required
  45418. */
  45419. generateDepthBuffer?: boolean;
  45420. /**
  45421. * Define if a stencil buffer is required
  45422. */
  45423. generateStencilBuffer?: boolean;
  45424. /**
  45425. * Define if a depth texture is required instead of a depth buffer
  45426. */
  45427. generateDepthTexture?: boolean;
  45428. /**
  45429. * Define the number of desired draw buffers
  45430. */
  45431. textureCount?: number;
  45432. /**
  45433. * Define if aspect ratio should be adapted to the texture or stay the scene one
  45434. */
  45435. doNotChangeAspectRatio?: boolean;
  45436. /**
  45437. * Define the default type of the buffers we are creating
  45438. */
  45439. defaultType?: number;
  45440. }
  45441. /**
  45442. * A multi render target, like a render target provides the ability to render to a texture.
  45443. * Unlike the render target, it can render to several draw buffers in one draw.
  45444. * This is specially interesting in deferred rendering or for any effects requiring more than
  45445. * just one color from a single pass.
  45446. */
  45447. export class MultiRenderTarget extends RenderTargetTexture {
  45448. private _internalTextures;
  45449. private _textures;
  45450. private _multiRenderTargetOptions;
  45451. /**
  45452. * Get if draw buffers are currently supported by the used hardware and browser.
  45453. */
  45454. readonly isSupported: boolean;
  45455. /**
  45456. * Get the list of textures generated by the multi render target.
  45457. */
  45458. readonly textures: Texture[];
  45459. /**
  45460. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  45461. */
  45462. readonly depthTexture: Texture;
  45463. /**
  45464. * Set the wrapping mode on U of all the textures we are rendering to.
  45465. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  45466. */
  45467. wrapU: number;
  45468. /**
  45469. * Set the wrapping mode on V of all the textures we are rendering to.
  45470. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  45471. */
  45472. wrapV: number;
  45473. /**
  45474. * Instantiate a new multi render target texture.
  45475. * A multi render target, like a render target provides the ability to render to a texture.
  45476. * Unlike the render target, it can render to several draw buffers in one draw.
  45477. * This is specially interesting in deferred rendering or for any effects requiring more than
  45478. * just one color from a single pass.
  45479. * @param name Define the name of the texture
  45480. * @param size Define the size of the buffers to render to
  45481. * @param count Define the number of target we are rendering into
  45482. * @param scene Define the scene the texture belongs to
  45483. * @param options Define the options used to create the multi render target
  45484. */
  45485. constructor(name: string, size: any, count: number, scene: Scene, options?: IMultiRenderTargetOptions);
  45486. /** @hidden */
  45487. _rebuild(): void;
  45488. private _createInternalTextures;
  45489. private _createTextures;
  45490. /**
  45491. * Define the number of samples used if MSAA is enabled.
  45492. */
  45493. samples: number;
  45494. /**
  45495. * Resize all the textures in the multi render target.
  45496. * Be carrefull as it will recreate all the data in the new texture.
  45497. * @param size Define the new size
  45498. */
  45499. resize(size: any): void;
  45500. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  45501. /**
  45502. * Dispose the render targets and their associated resources
  45503. */
  45504. dispose(): void;
  45505. /**
  45506. * Release all the underlying texture used as draw buffers.
  45507. */
  45508. releaseInternalTextures(): void;
  45509. }
  45510. }
  45511. declare module "babylonjs/Engines/Extensions/engine.multiRender" {
  45512. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  45513. import { IMultiRenderTargetOptions } from "babylonjs/Materials/Textures/multiRenderTarget";
  45514. import { Nullable } from "babylonjs/types";
  45515. module "babylonjs/Engines/engine" {
  45516. interface Engine {
  45517. /**
  45518. * Unbind a list of render target textures from the webGL context
  45519. * This is used only when drawBuffer extension or webGL2 are active
  45520. * @param textures defines the render target textures to unbind
  45521. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  45522. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  45523. */
  45524. unBindMultiColorAttachmentFramebuffer(textures: InternalTexture[], disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;
  45525. /**
  45526. * Create a multi render target texture
  45527. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  45528. * @param size defines the size of the texture
  45529. * @param options defines the creation options
  45530. * @returns the cube texture as an InternalTexture
  45531. */
  45532. createMultipleRenderTarget(size: any, options: IMultiRenderTargetOptions): InternalTexture[];
  45533. /**
  45534. * Update the sample count for a given multiple render target texture
  45535. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  45536. * @param textures defines the textures to update
  45537. * @param samples defines the sample count to set
  45538. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  45539. */
  45540. updateMultipleRenderTargetTextureSampleCount(textures: Nullable<InternalTexture[]>, samples: number): number;
  45541. }
  45542. }
  45543. }
  45544. declare module "babylonjs/Engines/Extensions/index" {
  45545. export * from "babylonjs/Engines/Extensions/engine.occlusionQuery";
  45546. export * from "babylonjs/Engines/Extensions/engine.transformFeedback";
  45547. export * from "babylonjs/Engines/Extensions/engine.multiview";
  45548. export * from "babylonjs/Engines/Extensions/engine.rawTexture";
  45549. export * from "babylonjs/Engines/Extensions/engine.multiRender";
  45550. export * from "babylonjs/Engines/Extensions/engine.cubeTexture";
  45551. export * from "babylonjs/Engines/Extensions/engine.renderTarget";
  45552. export * from "babylonjs/Engines/Extensions/engine.webVR";
  45553. }
  45554. declare module "babylonjs/Shaders/rgbdEncode.fragment" {
  45555. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  45556. /** @hidden */
  45557. export var rgbdEncodePixelShader: {
  45558. name: string;
  45559. shader: string;
  45560. };
  45561. }
  45562. declare module "babylonjs/Shaders/rgbdDecode.fragment" {
  45563. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  45564. /** @hidden */
  45565. export var rgbdDecodePixelShader: {
  45566. name: string;
  45567. shader: string;
  45568. };
  45569. }
  45570. declare module "babylonjs/Misc/environmentTextureTools" {
  45571. import { Nullable } from "babylonjs/types";
  45572. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  45573. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  45574. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  45575. import "babylonjs/Engines/Extensions/engine.renderTarget";
  45576. import "babylonjs/Shaders/rgbdEncode.fragment";
  45577. import "babylonjs/Shaders/rgbdDecode.fragment";
  45578. /**
  45579. * Raw texture data and descriptor sufficient for WebGL texture upload
  45580. */
  45581. export interface EnvironmentTextureInfo {
  45582. /**
  45583. * Version of the environment map
  45584. */
  45585. version: number;
  45586. /**
  45587. * Width of image
  45588. */
  45589. width: number;
  45590. /**
  45591. * Irradiance information stored in the file.
  45592. */
  45593. irradiance: any;
  45594. /**
  45595. * Specular information stored in the file.
  45596. */
  45597. specular: any;
  45598. }
  45599. /**
  45600. * Defines One Image in the file. It requires only the position in the file
  45601. * as well as the length.
  45602. */
  45603. interface BufferImageData {
  45604. /**
  45605. * Length of the image data.
  45606. */
  45607. length: number;
  45608. /**
  45609. * Position of the data from the null terminator delimiting the end of the JSON.
  45610. */
  45611. position: number;
  45612. }
  45613. /**
  45614. * Defines the specular data enclosed in the file.
  45615. * This corresponds to the version 1 of the data.
  45616. */
  45617. export interface EnvironmentTextureSpecularInfoV1 {
  45618. /**
  45619. * Defines where the specular Payload is located. It is a runtime value only not stored in the file.
  45620. */
  45621. specularDataPosition?: number;
  45622. /**
  45623. * This contains all the images data needed to reconstruct the cubemap.
  45624. */
  45625. mipmaps: Array<BufferImageData>;
  45626. /**
  45627. * Defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness.
  45628. */
  45629. lodGenerationScale: number;
  45630. }
  45631. /**
  45632. * Sets of helpers addressing the serialization and deserialization of environment texture
  45633. * stored in a BabylonJS env file.
  45634. * Those files are usually stored as .env files.
  45635. */
  45636. export class EnvironmentTextureTools {
  45637. /**
  45638. * Magic number identifying the env file.
  45639. */
  45640. private static _MagicBytes;
  45641. /**
  45642. * Gets the environment info from an env file.
  45643. * @param data The array buffer containing the .env bytes.
  45644. * @returns the environment file info (the json header) if successfully parsed.
  45645. */
  45646. static GetEnvInfo(data: ArrayBuffer): Nullable<EnvironmentTextureInfo>;
  45647. /**
  45648. * Creates an environment texture from a loaded cube texture.
  45649. * @param texture defines the cube texture to convert in env file
  45650. * @return a promise containing the environment data if succesfull.
  45651. */
  45652. static CreateEnvTextureAsync(texture: CubeTexture): Promise<ArrayBuffer>;
  45653. /**
  45654. * Creates a JSON representation of the spherical data.
  45655. * @param texture defines the texture containing the polynomials
  45656. * @return the JSON representation of the spherical info
  45657. */
  45658. private static _CreateEnvTextureIrradiance;
  45659. /**
  45660. * Creates the ArrayBufferViews used for initializing environment texture image data.
  45661. * @param arrayBuffer the underlying ArrayBuffer to which the views refer
  45662. * @param info parameters that determine what views will be created for accessing the underlying buffer
  45663. * @return the views described by info providing access to the underlying buffer
  45664. */
  45665. static CreateImageDataArrayBufferViews(arrayBuffer: any, info: EnvironmentTextureInfo): Array<Array<ArrayBufferView>>;
  45666. /**
  45667. * Uploads the texture info contained in the env file to the GPU.
  45668. * @param texture defines the internal texture to upload to
  45669. * @param arrayBuffer defines the buffer cotaining the data to load
  45670. * @param info defines the texture info retrieved through the GetEnvInfo method
  45671. * @returns a promise
  45672. */
  45673. static UploadEnvLevelsAsync(texture: InternalTexture, arrayBuffer: any, info: EnvironmentTextureInfo): Promise<void>;
  45674. /**
  45675. * Uploads the levels of image data to the GPU.
  45676. * @param texture defines the internal texture to upload to
  45677. * @param imageData defines the array buffer views of image data [mipmap][face]
  45678. * @returns a promise
  45679. */
  45680. static UploadLevelsAsync(texture: InternalTexture, imageData: ArrayBufferView[][]): Promise<void>;
  45681. /**
  45682. * Uploads spherical polynomials information to the texture.
  45683. * @param texture defines the texture we are trying to upload the information to
  45684. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  45685. */
  45686. static UploadEnvSpherical(texture: InternalTexture, info: EnvironmentTextureInfo): void;
  45687. /** @hidden */
  45688. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  45689. }
  45690. }
  45691. declare module "babylonjs/Maths/math.vertexFormat" {
  45692. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  45693. /**
  45694. * Contains position and normal vectors for a vertex
  45695. */
  45696. export class PositionNormalVertex {
  45697. /** the position of the vertex (defaut: 0,0,0) */
  45698. position: Vector3;
  45699. /** the normal of the vertex (defaut: 0,1,0) */
  45700. normal: Vector3;
  45701. /**
  45702. * Creates a PositionNormalVertex
  45703. * @param position the position of the vertex (defaut: 0,0,0)
  45704. * @param normal the normal of the vertex (defaut: 0,1,0)
  45705. */
  45706. constructor(
  45707. /** the position of the vertex (defaut: 0,0,0) */
  45708. position?: Vector3,
  45709. /** the normal of the vertex (defaut: 0,1,0) */
  45710. normal?: Vector3);
  45711. /**
  45712. * Clones the PositionNormalVertex
  45713. * @returns the cloned PositionNormalVertex
  45714. */
  45715. clone(): PositionNormalVertex;
  45716. }
  45717. /**
  45718. * Contains position, normal and uv vectors for a vertex
  45719. */
  45720. export class PositionNormalTextureVertex {
  45721. /** the position of the vertex (defaut: 0,0,0) */
  45722. position: Vector3;
  45723. /** the normal of the vertex (defaut: 0,1,0) */
  45724. normal: Vector3;
  45725. /** the uv of the vertex (default: 0,0) */
  45726. uv: Vector2;
  45727. /**
  45728. * Creates a PositionNormalTextureVertex
  45729. * @param position the position of the vertex (defaut: 0,0,0)
  45730. * @param normal the normal of the vertex (defaut: 0,1,0)
  45731. * @param uv the uv of the vertex (default: 0,0)
  45732. */
  45733. constructor(
  45734. /** the position of the vertex (defaut: 0,0,0) */
  45735. position?: Vector3,
  45736. /** the normal of the vertex (defaut: 0,1,0) */
  45737. normal?: Vector3,
  45738. /** the uv of the vertex (default: 0,0) */
  45739. uv?: Vector2);
  45740. /**
  45741. * Clones the PositionNormalTextureVertex
  45742. * @returns the cloned PositionNormalTextureVertex
  45743. */
  45744. clone(): PositionNormalTextureVertex;
  45745. }
  45746. }
  45747. declare module "babylonjs/Maths/math" {
  45748. export * from "babylonjs/Maths/math.axis";
  45749. export * from "babylonjs/Maths/math.color";
  45750. export * from "babylonjs/Maths/math.constants";
  45751. export * from "babylonjs/Maths/math.frustum";
  45752. export * from "babylonjs/Maths/math.path";
  45753. export * from "babylonjs/Maths/math.plane";
  45754. export * from "babylonjs/Maths/math.size";
  45755. export * from "babylonjs/Maths/math.vector";
  45756. export * from "babylonjs/Maths/math.vertexFormat";
  45757. export * from "babylonjs/Maths/math.viewport";
  45758. }
  45759. declare module "babylonjs/Engines/Native/nativeShaderProcessor" {
  45760. import { WebGL2ShaderProcessor } from "babylonjs/Engines/WebGL/webGL2ShaderProcessors";
  45761. /** @hidden */
  45762. export class NativeShaderProcessor extends WebGL2ShaderProcessor {
  45763. private _genericAttributeLocation;
  45764. private _varyingLocationCount;
  45765. private _varyingLocationMap;
  45766. private _replacements;
  45767. private _textureCount;
  45768. private _uniforms;
  45769. lineProcessor(line: string): string;
  45770. attributeProcessor(attribute: string): string;
  45771. varyingProcessor(varying: string, isFragment: boolean): string;
  45772. uniformProcessor(uniform: string): string;
  45773. preProcessor(code: string, defines: string[], isFragment: boolean): string;
  45774. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  45775. }
  45776. }
  45777. declare module "babylonjs/Engines/nativeEngine" {
  45778. import { Nullable, IndicesArray, DataArray } from "babylonjs/types";
  45779. import { Engine } from "babylonjs/Engines/engine";
  45780. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  45781. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  45782. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  45783. import { Effect } from "babylonjs/Materials/effect";
  45784. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  45785. import { Color4, Matrix, Viewport, Color3 } from "babylonjs/Maths/math";
  45786. import { Scene } from "babylonjs/scene";
  45787. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  45788. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  45789. /**
  45790. * Container for accessors for natively-stored mesh data buffers.
  45791. */
  45792. class NativeDataBuffer extends DataBuffer {
  45793. /**
  45794. * Accessor value used to identify/retrieve a natively-stored index buffer.
  45795. */
  45796. nativeIndexBuffer?: any;
  45797. /**
  45798. * Accessor value used to identify/retrieve a natively-stored vertex buffer.
  45799. */
  45800. nativeVertexBuffer?: any;
  45801. }
  45802. /** @hidden */
  45803. export class NativeEngine extends Engine {
  45804. private readonly _native;
  45805. getHardwareScalingLevel(): number;
  45806. constructor();
  45807. /**
  45808. * Can be used to override the current requestAnimationFrame requester.
  45809. * @hidden
  45810. */
  45811. protected _queueNewFrame(bindedRenderFunction: any, requester: any): number;
  45812. clear(color: Color4, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  45813. createIndexBuffer(indices: IndicesArray): NativeDataBuffer;
  45814. createVertexBuffer(data: DataArray): NativeDataBuffer;
  45815. recordVertexArrayObject(vertexBuffers: {
  45816. [key: string]: VertexBuffer;
  45817. }, indexBuffer: Nullable<NativeDataBuffer>, effect: Effect): WebGLVertexArrayObject;
  45818. bindVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  45819. releaseVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  45820. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  45821. /**
  45822. * Draw a list of indexed primitives
  45823. * @param fillMode defines the primitive to use
  45824. * @param indexStart defines the starting index
  45825. * @param indexCount defines the number of index to draw
  45826. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  45827. */
  45828. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  45829. /**
  45830. * Draw a list of unindexed primitives
  45831. * @param fillMode defines the primitive to use
  45832. * @param verticesStart defines the index of first vertex to draw
  45833. * @param verticesCount defines the count of vertices to draw
  45834. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  45835. */
  45836. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  45837. createPipelineContext(): IPipelineContext;
  45838. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  45839. /** @hidden */
  45840. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  45841. /** @hidden */
  45842. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  45843. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  45844. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  45845. protected _setProgram(program: WebGLProgram): void;
  45846. _releaseEffect(effect: Effect): void;
  45847. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  45848. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): WebGLUniformLocation[];
  45849. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  45850. bindSamplers(effect: Effect): void;
  45851. setMatrix(uniform: WebGLUniformLocation, matrix: Matrix): void;
  45852. getRenderWidth(useScreen?: boolean): number;
  45853. getRenderHeight(useScreen?: boolean): number;
  45854. setViewport(viewport: Viewport, requiredWidth?: number, requiredHeight?: number): void;
  45855. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  45856. /**
  45857. * Set the z offset to apply to current rendering
  45858. * @param value defines the offset to apply
  45859. */
  45860. setZOffset(value: number): void;
  45861. /**
  45862. * Gets the current value of the zOffset
  45863. * @returns the current zOffset state
  45864. */
  45865. getZOffset(): number;
  45866. /**
  45867. * Enable or disable depth buffering
  45868. * @param enable defines the state to set
  45869. */
  45870. setDepthBuffer(enable: boolean): void;
  45871. /**
  45872. * Gets a boolean indicating if depth writing is enabled
  45873. * @returns the current depth writing state
  45874. */
  45875. getDepthWrite(): boolean;
  45876. /**
  45877. * Enable or disable depth writing
  45878. * @param enable defines the state to set
  45879. */
  45880. setDepthWrite(enable: boolean): void;
  45881. /**
  45882. * Enable or disable color writing
  45883. * @param enable defines the state to set
  45884. */
  45885. setColorWrite(enable: boolean): void;
  45886. /**
  45887. * Gets a boolean indicating if color writing is enabled
  45888. * @returns the current color writing state
  45889. */
  45890. getColorWrite(): boolean;
  45891. /**
  45892. * Sets alpha constants used by some alpha blending modes
  45893. * @param r defines the red component
  45894. * @param g defines the green component
  45895. * @param b defines the blue component
  45896. * @param a defines the alpha component
  45897. */
  45898. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  45899. /**
  45900. * Sets the current alpha mode
  45901. * @param mode defines the mode to use (one of the BABYLON.Engine.ALPHA_XXX)
  45902. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  45903. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  45904. */
  45905. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  45906. /**
  45907. * Gets the current alpha mode
  45908. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  45909. * @returns the current alpha mode
  45910. */
  45911. getAlphaMode(): number;
  45912. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  45913. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  45914. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  45915. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  45916. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  45917. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  45918. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  45919. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  45920. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  45921. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  45922. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  45923. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  45924. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  45925. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  45926. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  45927. setFloat(uniform: WebGLUniformLocation, value: number): void;
  45928. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  45929. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  45930. setBool(uniform: WebGLUniformLocation, bool: number): void;
  45931. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  45932. setColor3(uniform: WebGLUniformLocation, color3: Color3): void;
  45933. setColor4(uniform: WebGLUniformLocation, color3: Color3, alpha: number): void;
  45934. wipeCaches(bruteForce?: boolean): void;
  45935. _createTexture(): WebGLTexture;
  45936. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  45937. /**
  45938. * Usually called from BABYLON.Texture.ts.
  45939. * Passed information to create a WebGLTexture
  45940. * @param urlArg defines a value which contains one of the following:
  45941. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  45942. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  45943. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  45944. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  45945. * @param invertY when true, image is flipped when loaded. You probably want true. Ignored for compressed textures. Must be flipped in the file
  45946. * @param scene needed for loading to the correct scene
  45947. * @param samplingMode mode with should be used sample / access the texture (Default: BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  45948. * @param onLoad optional callback to be called upon successful completion
  45949. * @param onError optional callback to be called upon failure
  45950. * @param buffer a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), or a Blob
  45951. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  45952. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  45953. * @param forcedExtension defines the extension to use to pick the right loader
  45954. * @returns a InternalTexture for assignment back into BABYLON.Texture
  45955. */
  45956. createTexture(urlArg: Nullable<string>, noMipmap: boolean, invertY: boolean, scene: Nullable<Scene>, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message: string, exception: any) => void>, buffer?: Nullable<string | ArrayBuffer | Blob>, fallback?: Nullable<InternalTexture>, format?: Nullable<number>, forcedExtension?: Nullable<string>): InternalTexture;
  45957. /**
  45958. * Creates a cube texture
  45959. * @param rootUrl defines the url where the files to load is located
  45960. * @param scene defines the current scene
  45961. * @param files defines the list of files to load (1 per face)
  45962. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  45963. * @param onLoad defines an optional callback raised when the texture is loaded
  45964. * @param onError defines an optional callback raised if there is an issue to load the texture
  45965. * @param format defines the format of the data
  45966. * @param forcedExtension defines the extension to use to pick the right loader
  45967. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  45968. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  45969. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  45970. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  45971. * @returns the cube texture as an InternalTexture
  45972. */
  45973. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap?: boolean, onLoad?: Nullable<(data?: any) => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number, forcedExtension?: any, createPolynomials?: boolean, lodScale?: number, lodOffset?: number, fallback?: Nullable<InternalTexture>): InternalTexture;
  45974. private _getSamplingFilter;
  45975. private static _GetNativeTextureFormat;
  45976. createRenderTargetTexture(size: number | {
  45977. width: number;
  45978. height: number;
  45979. }, options: boolean | RenderTargetCreationOptions): InternalTexture;
  45980. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  45981. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  45982. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  45983. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  45984. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  45985. /**
  45986. * Updates a dynamic vertex buffer.
  45987. * @param vertexBuffer the vertex buffer to update
  45988. * @param data the data used to update the vertex buffer
  45989. * @param byteOffset the byte offset of the data (optional)
  45990. * @param byteLength the byte length of the data (optional)
  45991. */
  45992. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  45993. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  45994. private _updateAnisotropicLevel;
  45995. private _getAddressMode;
  45996. /** @hidden */
  45997. _bindTexture(channel: number, texture: InternalTexture): void;
  45998. protected _deleteBuffer(buffer: NativeDataBuffer): void;
  45999. releaseEffects(): void;
  46000. /** @hidden */
  46001. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  46002. /** @hidden */
  46003. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  46004. /** @hidden */
  46005. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  46006. /** @hidden */
  46007. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  46008. }
  46009. }
  46010. declare module "babylonjs/Engines/index" {
  46011. export * from "babylonjs/Engines/constants";
  46012. export * from "babylonjs/Engines/engine";
  46013. export * from "babylonjs/Engines/engineStore";
  46014. export * from "babylonjs/Engines/nullEngine";
  46015. export * from "babylonjs/Engines/Extensions/index";
  46016. export * from "babylonjs/Engines/IPipelineContext";
  46017. export * from "babylonjs/Engines/WebGL/webGLPipelineContext";
  46018. export * from "babylonjs/Engines/WebGL/webGL2ShaderProcessors";
  46019. export * from "babylonjs/Engines/nativeEngine";
  46020. }
  46021. declare module "babylonjs/Events/clipboardEvents" {
  46022. /**
  46023. * Gather the list of clipboard event types as constants.
  46024. */
  46025. export class ClipboardEventTypes {
  46026. /**
  46027. * The clipboard event is fired when a copy command is active (pressed).
  46028. */
  46029. static readonly COPY: number;
  46030. /**
  46031. * The clipboard event is fired when a cut command is active (pressed).
  46032. */
  46033. static readonly CUT: number;
  46034. /**
  46035. * The clipboard event is fired when a paste command is active (pressed).
  46036. */
  46037. static readonly PASTE: number;
  46038. }
  46039. /**
  46040. * This class is used to store clipboard related info for the onClipboardObservable event.
  46041. */
  46042. export class ClipboardInfo {
  46043. /**
  46044. * Defines the type of event (BABYLON.ClipboardEventTypes)
  46045. */
  46046. type: number;
  46047. /**
  46048. * Defines the related dom event
  46049. */
  46050. event: ClipboardEvent;
  46051. /**
  46052. *Creates an instance of ClipboardInfo.
  46053. * @param type Defines the type of event (BABYLON.ClipboardEventTypes)
  46054. * @param event Defines the related dom event
  46055. */
  46056. constructor(
  46057. /**
  46058. * Defines the type of event (BABYLON.ClipboardEventTypes)
  46059. */
  46060. type: number,
  46061. /**
  46062. * Defines the related dom event
  46063. */
  46064. event: ClipboardEvent);
  46065. /**
  46066. * Get the clipboard event's type from the keycode.
  46067. * @param keyCode Defines the keyCode for the current keyboard event.
  46068. * @return {number}
  46069. */
  46070. static GetTypeFromCharacter(keyCode: number): number;
  46071. }
  46072. }
  46073. declare module "babylonjs/Events/index" {
  46074. export * from "babylonjs/Events/keyboardEvents";
  46075. export * from "babylonjs/Events/pointerEvents";
  46076. export * from "babylonjs/Events/clipboardEvents";
  46077. }
  46078. declare module "babylonjs/Gamepads/Controllers/daydreamController" {
  46079. import { Scene } from "babylonjs/scene";
  46080. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46081. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  46082. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  46083. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  46084. /**
  46085. * Google Daydream controller
  46086. */
  46087. export class DaydreamController extends WebVRController {
  46088. /**
  46089. * Base Url for the controller model.
  46090. */
  46091. static MODEL_BASE_URL: string;
  46092. /**
  46093. * File name for the controller model.
  46094. */
  46095. static MODEL_FILENAME: string;
  46096. /**
  46097. * Gamepad Id prefix used to identify Daydream Controller.
  46098. */
  46099. static readonly GAMEPAD_ID_PREFIX: string;
  46100. /**
  46101. * Creates a new DaydreamController from a gamepad
  46102. * @param vrGamepad the gamepad that the controller should be created from
  46103. */
  46104. constructor(vrGamepad: any);
  46105. /**
  46106. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  46107. * @param scene scene in which to add meshes
  46108. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  46109. */
  46110. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  46111. /**
  46112. * Called once for each button that changed state since the last frame
  46113. * @param buttonIdx Which button index changed
  46114. * @param state New state of the button
  46115. * @param changes Which properties on the state changed since last frame
  46116. */
  46117. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  46118. }
  46119. }
  46120. declare module "babylonjs/Gamepads/Controllers/gearVRController" {
  46121. import { Scene } from "babylonjs/scene";
  46122. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46123. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  46124. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  46125. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  46126. /**
  46127. * Gear VR Controller
  46128. */
  46129. export class GearVRController extends WebVRController {
  46130. /**
  46131. * Base Url for the controller model.
  46132. */
  46133. static MODEL_BASE_URL: string;
  46134. /**
  46135. * File name for the controller model.
  46136. */
  46137. static MODEL_FILENAME: string;
  46138. /**
  46139. * Gamepad Id prefix used to identify this controller.
  46140. */
  46141. static readonly GAMEPAD_ID_PREFIX: string;
  46142. private readonly _buttonIndexToObservableNameMap;
  46143. /**
  46144. * Creates a new GearVRController from a gamepad
  46145. * @param vrGamepad the gamepad that the controller should be created from
  46146. */
  46147. constructor(vrGamepad: any);
  46148. /**
  46149. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  46150. * @param scene scene in which to add meshes
  46151. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  46152. */
  46153. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  46154. /**
  46155. * Called once for each button that changed state since the last frame
  46156. * @param buttonIdx Which button index changed
  46157. * @param state New state of the button
  46158. * @param changes Which properties on the state changed since last frame
  46159. */
  46160. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  46161. }
  46162. }
  46163. declare module "babylonjs/Gamepads/Controllers/index" {
  46164. export * from "babylonjs/Gamepads/Controllers/daydreamController";
  46165. export * from "babylonjs/Gamepads/Controllers/gearVRController";
  46166. export * from "babylonjs/Gamepads/Controllers/genericController";
  46167. export * from "babylonjs/Gamepads/Controllers/oculusTouchController";
  46168. export * from "babylonjs/Gamepads/Controllers/poseEnabledController";
  46169. export * from "babylonjs/Gamepads/Controllers/viveController";
  46170. export * from "babylonjs/Gamepads/Controllers/webVRController";
  46171. export * from "babylonjs/Gamepads/Controllers/windowsMotionController";
  46172. }
  46173. declare module "babylonjs/Gamepads/index" {
  46174. export * from "babylonjs/Gamepads/Controllers/index";
  46175. export * from "babylonjs/Gamepads/gamepad";
  46176. export * from "babylonjs/Gamepads/gamepadManager";
  46177. export * from "babylonjs/Gamepads/gamepadSceneComponent";
  46178. export * from "babylonjs/Gamepads/xboxGamepad";
  46179. export * from "babylonjs/Gamepads/dualShockGamepad";
  46180. }
  46181. declare module "babylonjs/Meshes/Builders/polyhedronBuilder" {
  46182. import { Scene } from "babylonjs/scene";
  46183. import { Vector4 } from "babylonjs/Maths/math.vector";
  46184. import { Color4 } from "babylonjs/Maths/math.color";
  46185. import { Mesh } from "babylonjs/Meshes/mesh";
  46186. import { Nullable } from "babylonjs/types";
  46187. /**
  46188. * Class containing static functions to help procedurally build meshes
  46189. */
  46190. export class PolyhedronBuilder {
  46191. /**
  46192. * Creates a polyhedron mesh
  46193. * * The parameter `type` (positive integer, max 14, default 0) sets the polyhedron type to build among the 15 embbeded types. Please refer to the type sheet in the tutorial to choose the wanted type
  46194. * * The parameter `size` (positive float, default 1) sets the polygon size
  46195. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  46196. * * You can build other polyhedron types than the 15 embbeded ones by setting the parameter `custom` (`polyhedronObject`, default null). If you set the parameter `custom`, this overwrittes the parameter `type`
  46197. * * A `polyhedronObject` is a formatted javascript object. You'll find a full file with pre-set polyhedra here : https://github.com/BabylonJS/Extensions/tree/master/Polyhedron
  46198. * * You can set the color and the UV of each side of the polyhedron with the parameters `faceColors` (Color4, default `(1, 1, 1, 1)`) and faceUV (Vector4, default `(0, 0, 1, 1)`)
  46199. * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  46200. * * The parameter `flat` (boolean, default true). If set to false, it gives the polyhedron a single global face, so less vertices and shared normals. In this case, `faceColors` and `faceUV` are ignored
  46201. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  46202. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  46203. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  46204. * @param name defines the name of the mesh
  46205. * @param options defines the options used to create the mesh
  46206. * @param scene defines the hosting scene
  46207. * @returns the polyhedron mesh
  46208. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  46209. */
  46210. static CreatePolyhedron(name: string, options: {
  46211. type?: number;
  46212. size?: number;
  46213. sizeX?: number;
  46214. sizeY?: number;
  46215. sizeZ?: number;
  46216. custom?: any;
  46217. faceUV?: Vector4[];
  46218. faceColors?: Color4[];
  46219. flat?: boolean;
  46220. updatable?: boolean;
  46221. sideOrientation?: number;
  46222. frontUVs?: Vector4;
  46223. backUVs?: Vector4;
  46224. }, scene?: Nullable<Scene>): Mesh;
  46225. }
  46226. }
  46227. declare module "babylonjs/Gizmos/scaleGizmo" {
  46228. import { Observable } from "babylonjs/Misc/observable";
  46229. import { Nullable } from "babylonjs/types";
  46230. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46231. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  46232. import { AxisScaleGizmo } from "babylonjs/Gizmos/axisScaleGizmo";
  46233. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  46234. /**
  46235. * Gizmo that enables scaling a mesh along 3 axis
  46236. */
  46237. export class ScaleGizmo extends Gizmo {
  46238. /**
  46239. * Internal gizmo used for interactions on the x axis
  46240. */
  46241. xGizmo: AxisScaleGizmo;
  46242. /**
  46243. * Internal gizmo used for interactions on the y axis
  46244. */
  46245. yGizmo: AxisScaleGizmo;
  46246. /**
  46247. * Internal gizmo used for interactions on the z axis
  46248. */
  46249. zGizmo: AxisScaleGizmo;
  46250. /**
  46251. * Internal gizmo used to scale all axis equally
  46252. */
  46253. uniformScaleGizmo: AxisScaleGizmo;
  46254. private _meshAttached;
  46255. private _updateGizmoRotationToMatchAttachedMesh;
  46256. private _snapDistance;
  46257. private _scaleRatio;
  46258. private _uniformScalingMesh;
  46259. private _octahedron;
  46260. /** Fires an event when any of it's sub gizmos are dragged */
  46261. onDragStartObservable: Observable<unknown>;
  46262. /** Fires an event when any of it's sub gizmos are released from dragging */
  46263. onDragEndObservable: Observable<unknown>;
  46264. attachedMesh: Nullable<AbstractMesh>;
  46265. /**
  46266. * Creates a ScaleGizmo
  46267. * @param gizmoLayer The utility layer the gizmo will be added to
  46268. */
  46269. constructor(gizmoLayer?: UtilityLayerRenderer);
  46270. updateGizmoRotationToMatchAttachedMesh: boolean;
  46271. /**
  46272. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  46273. */
  46274. snapDistance: number;
  46275. /**
  46276. * Ratio for the scale of the gizmo (Default: 1)
  46277. */
  46278. scaleRatio: number;
  46279. /**
  46280. * Disposes of the gizmo
  46281. */
  46282. dispose(): void;
  46283. }
  46284. }
  46285. declare module "babylonjs/Gizmos/axisScaleGizmo" {
  46286. import { Observable } from "babylonjs/Misc/observable";
  46287. import { Nullable } from "babylonjs/types";
  46288. import { Vector3 } from "babylonjs/Maths/math.vector";
  46289. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46290. import { Mesh } from "babylonjs/Meshes/mesh";
  46291. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  46292. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  46293. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  46294. import { ScaleGizmo } from "babylonjs/Gizmos/scaleGizmo";
  46295. import { Color3 } from "babylonjs/Maths/math.color";
  46296. /**
  46297. * Single axis scale gizmo
  46298. */
  46299. export class AxisScaleGizmo extends Gizmo {
  46300. /**
  46301. * Drag behavior responsible for the gizmos dragging interactions
  46302. */
  46303. dragBehavior: PointerDragBehavior;
  46304. private _pointerObserver;
  46305. /**
  46306. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  46307. */
  46308. snapDistance: number;
  46309. /**
  46310. * Event that fires each time the gizmo snaps to a new location.
  46311. * * snapDistance is the the change in distance
  46312. */
  46313. onSnapObservable: Observable<{
  46314. snapDistance: number;
  46315. }>;
  46316. /**
  46317. * If the scaling operation should be done on all axis (default: false)
  46318. */
  46319. uniformScaling: boolean;
  46320. private _isEnabled;
  46321. private _parent;
  46322. private _arrow;
  46323. private _coloredMaterial;
  46324. private _hoverMaterial;
  46325. /**
  46326. * Creates an AxisScaleGizmo
  46327. * @param gizmoLayer The utility layer the gizmo will be added to
  46328. * @param dragAxis The axis which the gizmo will be able to scale on
  46329. * @param color The color of the gizmo
  46330. */
  46331. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<ScaleGizmo>);
  46332. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  46333. /**
  46334. * If the gizmo is enabled
  46335. */
  46336. isEnabled: boolean;
  46337. /**
  46338. * Disposes of the gizmo
  46339. */
  46340. dispose(): void;
  46341. /**
  46342. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  46343. * @param mesh The mesh to replace the default mesh of the gizmo
  46344. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  46345. */
  46346. setCustomMesh(mesh: Mesh, useGizmoMaterial?: boolean): void;
  46347. }
  46348. }
  46349. declare module "babylonjs/Gizmos/boundingBoxGizmo" {
  46350. import { Observable } from "babylonjs/Misc/observable";
  46351. import { Nullable } from "babylonjs/types";
  46352. import { Vector3 } from "babylonjs/Maths/math.vector";
  46353. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46354. import { Mesh } from "babylonjs/Meshes/mesh";
  46355. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  46356. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  46357. import { Color3 } from "babylonjs/Maths/math.color";
  46358. import "babylonjs/Meshes/Builders/boxBuilder";
  46359. /**
  46360. * Bounding box gizmo
  46361. */
  46362. export class BoundingBoxGizmo extends Gizmo {
  46363. private _lineBoundingBox;
  46364. private _rotateSpheresParent;
  46365. private _scaleBoxesParent;
  46366. private _boundingDimensions;
  46367. private _renderObserver;
  46368. private _pointerObserver;
  46369. private _scaleDragSpeed;
  46370. private _tmpQuaternion;
  46371. private _tmpVector;
  46372. private _tmpRotationMatrix;
  46373. /**
  46374. * If child meshes should be ignored when calculating the boudning box. This should be set to true to avoid perf hits with heavily nested meshes (Default: false)
  46375. */
  46376. ignoreChildren: boolean;
  46377. /**
  46378. * Returns true if a descendant should be included when computing the bounding box. When null, all descendants are included. If ignoreChildren is set this will be ignored. (Default: null)
  46379. */
  46380. includeChildPredicate: Nullable<(abstractMesh: AbstractMesh) => boolean>;
  46381. /**
  46382. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  46383. */
  46384. rotationSphereSize: number;
  46385. /**
  46386. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  46387. */
  46388. scaleBoxSize: number;
  46389. /**
  46390. * If set, the rotation spheres and scale boxes will increase in size based on the distance away from the camera to have a consistent screen size (Default: false)
  46391. */
  46392. fixedDragMeshScreenSize: boolean;
  46393. /**
  46394. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  46395. */
  46396. fixedDragMeshScreenSizeDistanceFactor: number;
  46397. /**
  46398. * Fired when a rotation sphere or scale box is dragged
  46399. */
  46400. onDragStartObservable: Observable<{}>;
  46401. /**
  46402. * Fired when a scale box is dragged
  46403. */
  46404. onScaleBoxDragObservable: Observable<{}>;
  46405. /**
  46406. * Fired when a scale box drag is ended
  46407. */
  46408. onScaleBoxDragEndObservable: Observable<{}>;
  46409. /**
  46410. * Fired when a rotation sphere is dragged
  46411. */
  46412. onRotationSphereDragObservable: Observable<{}>;
  46413. /**
  46414. * Fired when a rotation sphere drag is ended
  46415. */
  46416. onRotationSphereDragEndObservable: Observable<{}>;
  46417. /**
  46418. * Relative bounding box pivot used when scaling the attached mesh. When null object with scale from the opposite corner. 0.5,0.5,0.5 for center and 0.5,0,0.5 for bottom (Default: null)
  46419. */
  46420. scalePivot: Nullable<Vector3>;
  46421. /**
  46422. * Mesh used as a pivot to rotate the attached mesh
  46423. */
  46424. private _anchorMesh;
  46425. private _existingMeshScale;
  46426. private _dragMesh;
  46427. private pointerDragBehavior;
  46428. private coloredMaterial;
  46429. private hoverColoredMaterial;
  46430. /**
  46431. * Sets the color of the bounding box gizmo
  46432. * @param color the color to set
  46433. */
  46434. setColor(color: Color3): void;
  46435. /**
  46436. * Creates an BoundingBoxGizmo
  46437. * @param gizmoLayer The utility layer the gizmo will be added to
  46438. * @param color The color of the gizmo
  46439. */
  46440. constructor(color?: Color3, gizmoLayer?: UtilityLayerRenderer);
  46441. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  46442. private _selectNode;
  46443. /**
  46444. * Updates the bounding box information for the Gizmo
  46445. */
  46446. updateBoundingBox(): void;
  46447. private _updateRotationSpheres;
  46448. private _updateScaleBoxes;
  46449. /**
  46450. * Enables rotation on the specified axis and disables rotation on the others
  46451. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  46452. */
  46453. setEnabledRotationAxis(axis: string): void;
  46454. /**
  46455. * Enables/disables scaling
  46456. * @param enable if scaling should be enabled
  46457. */
  46458. setEnabledScaling(enable: boolean): void;
  46459. private _updateDummy;
  46460. /**
  46461. * Enables a pointer drag behavior on the bounding box of the gizmo
  46462. */
  46463. enableDragBehavior(): void;
  46464. /**
  46465. * Disposes of the gizmo
  46466. */
  46467. dispose(): void;
  46468. /**
  46469. * Makes a mesh not pickable and wraps the mesh inside of a bounding box mesh that is pickable. (This is useful to avoid picking within complex geometry)
  46470. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  46471. * @returns the bounding box mesh with the passed in mesh as a child
  46472. */
  46473. static MakeNotPickableAndWrapInBoundingBox(mesh: Mesh): Mesh;
  46474. /**
  46475. * CustomMeshes are not supported by this gizmo
  46476. * @param mesh The mesh to replace the default mesh of the gizmo
  46477. */
  46478. setCustomMesh(mesh: Mesh): void;
  46479. }
  46480. }
  46481. declare module "babylonjs/Gizmos/planeRotationGizmo" {
  46482. import { Observable } from "babylonjs/Misc/observable";
  46483. import { Nullable } from "babylonjs/types";
  46484. import { Vector3 } from "babylonjs/Maths/math.vector";
  46485. import { Color3 } from "babylonjs/Maths/math.color";
  46486. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46487. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  46488. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  46489. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  46490. import "babylonjs/Meshes/Builders/linesBuilder";
  46491. import { RotationGizmo } from "babylonjs/Gizmos/rotationGizmo";
  46492. /**
  46493. * Single plane rotation gizmo
  46494. */
  46495. export class PlaneRotationGizmo extends Gizmo {
  46496. /**
  46497. * Drag behavior responsible for the gizmos dragging interactions
  46498. */
  46499. dragBehavior: PointerDragBehavior;
  46500. private _pointerObserver;
  46501. /**
  46502. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  46503. */
  46504. snapDistance: number;
  46505. /**
  46506. * Event that fires each time the gizmo snaps to a new location.
  46507. * * snapDistance is the the change in distance
  46508. */
  46509. onSnapObservable: Observable<{
  46510. snapDistance: number;
  46511. }>;
  46512. private _isEnabled;
  46513. private _parent;
  46514. /**
  46515. * Creates a PlaneRotationGizmo
  46516. * @param gizmoLayer The utility layer the gizmo will be added to
  46517. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  46518. * @param color The color of the gizmo
  46519. * @param tessellation Amount of tessellation to be used when creating rotation circles
  46520. * @param useEulerRotation Use and update Euler angle instead of quaternion
  46521. */
  46522. constructor(planeNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, tessellation?: number, parent?: Nullable<RotationGizmo>, useEulerRotation?: boolean);
  46523. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  46524. /**
  46525. * If the gizmo is enabled
  46526. */
  46527. isEnabled: boolean;
  46528. /**
  46529. * Disposes of the gizmo
  46530. */
  46531. dispose(): void;
  46532. }
  46533. }
  46534. declare module "babylonjs/Gizmos/rotationGizmo" {
  46535. import { Observable } from "babylonjs/Misc/observable";
  46536. import { Nullable } from "babylonjs/types";
  46537. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46538. import { Mesh } from "babylonjs/Meshes/mesh";
  46539. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  46540. import { PlaneRotationGizmo } from "babylonjs/Gizmos/planeRotationGizmo";
  46541. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  46542. /**
  46543. * Gizmo that enables rotating a mesh along 3 axis
  46544. */
  46545. export class RotationGizmo extends Gizmo {
  46546. /**
  46547. * Internal gizmo used for interactions on the x axis
  46548. */
  46549. xGizmo: PlaneRotationGizmo;
  46550. /**
  46551. * Internal gizmo used for interactions on the y axis
  46552. */
  46553. yGizmo: PlaneRotationGizmo;
  46554. /**
  46555. * Internal gizmo used for interactions on the z axis
  46556. */
  46557. zGizmo: PlaneRotationGizmo;
  46558. /** Fires an event when any of it's sub gizmos are dragged */
  46559. onDragStartObservable: Observable<unknown>;
  46560. /** Fires an event when any of it's sub gizmos are released from dragging */
  46561. onDragEndObservable: Observable<unknown>;
  46562. private _meshAttached;
  46563. attachedMesh: Nullable<AbstractMesh>;
  46564. /**
  46565. * Creates a RotationGizmo
  46566. * @param gizmoLayer The utility layer the gizmo will be added to
  46567. * @param tessellation Amount of tessellation to be used when creating rotation circles
  46568. * @param useEulerRotation Use and update Euler angle instead of quaternion
  46569. */
  46570. constructor(gizmoLayer?: UtilityLayerRenderer, tessellation?: number, useEulerRotation?: boolean);
  46571. updateGizmoRotationToMatchAttachedMesh: boolean;
  46572. /**
  46573. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  46574. */
  46575. snapDistance: number;
  46576. /**
  46577. * Ratio for the scale of the gizmo (Default: 1)
  46578. */
  46579. scaleRatio: number;
  46580. /**
  46581. * Disposes of the gizmo
  46582. */
  46583. dispose(): void;
  46584. /**
  46585. * CustomMeshes are not supported by this gizmo
  46586. * @param mesh The mesh to replace the default mesh of the gizmo
  46587. */
  46588. setCustomMesh(mesh: Mesh): void;
  46589. }
  46590. }
  46591. declare module "babylonjs/Gizmos/gizmoManager" {
  46592. import { Observable } from "babylonjs/Misc/observable";
  46593. import { Nullable } from "babylonjs/types";
  46594. import { Scene, IDisposable } from "babylonjs/scene";
  46595. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46596. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  46597. import { SixDofDragBehavior } from "babylonjs/Behaviors/Meshes/sixDofDragBehavior";
  46598. import { RotationGizmo } from "babylonjs/Gizmos/rotationGizmo";
  46599. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  46600. import { ScaleGizmo } from "babylonjs/Gizmos/scaleGizmo";
  46601. import { BoundingBoxGizmo } from "babylonjs/Gizmos/boundingBoxGizmo";
  46602. /**
  46603. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  46604. */
  46605. export class GizmoManager implements IDisposable {
  46606. private scene;
  46607. /**
  46608. * Gizmo's created by the gizmo manager, gizmo will be null until gizmo has been enabled for the first time
  46609. */
  46610. gizmos: {
  46611. positionGizmo: Nullable<PositionGizmo>;
  46612. rotationGizmo: Nullable<RotationGizmo>;
  46613. scaleGizmo: Nullable<ScaleGizmo>;
  46614. boundingBoxGizmo: Nullable<BoundingBoxGizmo>;
  46615. };
  46616. /** When true, the gizmo will be detached from the current object when a pointer down occurs with an empty picked mesh */
  46617. clearGizmoOnEmptyPointerEvent: boolean;
  46618. /** Fires an event when the manager is attached to a mesh */
  46619. onAttachedToMeshObservable: Observable<Nullable<AbstractMesh>>;
  46620. private _gizmosEnabled;
  46621. private _pointerObserver;
  46622. private _attachedMesh;
  46623. private _boundingBoxColor;
  46624. private _defaultUtilityLayer;
  46625. private _defaultKeepDepthUtilityLayer;
  46626. /**
  46627. * When bounding box gizmo is enabled, this can be used to track drag/end events
  46628. */
  46629. boundingBoxDragBehavior: SixDofDragBehavior;
  46630. /**
  46631. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  46632. */
  46633. attachableMeshes: Nullable<Array<AbstractMesh>>;
  46634. /**
  46635. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  46636. */
  46637. usePointerToAttachGizmos: boolean;
  46638. /**
  46639. * Utility layer that the bounding box gizmo belongs to
  46640. */
  46641. readonly keepDepthUtilityLayer: UtilityLayerRenderer;
  46642. /**
  46643. * Utility layer that all gizmos besides bounding box belong to
  46644. */
  46645. readonly utilityLayer: UtilityLayerRenderer;
  46646. /**
  46647. * Instatiates a gizmo manager
  46648. * @param scene the scene to overlay the gizmos on top of
  46649. */
  46650. constructor(scene: Scene);
  46651. /**
  46652. * Attaches a set of gizmos to the specified mesh
  46653. * @param mesh The mesh the gizmo's should be attached to
  46654. */
  46655. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  46656. /**
  46657. * If the position gizmo is enabled
  46658. */
  46659. positionGizmoEnabled: boolean;
  46660. /**
  46661. * If the rotation gizmo is enabled
  46662. */
  46663. rotationGizmoEnabled: boolean;
  46664. /**
  46665. * If the scale gizmo is enabled
  46666. */
  46667. scaleGizmoEnabled: boolean;
  46668. /**
  46669. * If the boundingBox gizmo is enabled
  46670. */
  46671. boundingBoxGizmoEnabled: boolean;
  46672. /**
  46673. * Disposes of the gizmo manager
  46674. */
  46675. dispose(): void;
  46676. }
  46677. }
  46678. declare module "babylonjs/Lights/directionalLight" {
  46679. import { Camera } from "babylonjs/Cameras/camera";
  46680. import { Scene } from "babylonjs/scene";
  46681. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  46682. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46683. import { Light } from "babylonjs/Lights/light";
  46684. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  46685. import { Effect } from "babylonjs/Materials/effect";
  46686. /**
  46687. * A directional light is defined by a direction (what a surprise!).
  46688. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  46689. * An example of a directional light is when a distance planet is lit by the apparently parallel lines of light from its sun. Light in a downward direction will light the top of an object.
  46690. * Documentation: https://doc.babylonjs.com/babylon101/lights
  46691. */
  46692. export class DirectionalLight extends ShadowLight {
  46693. private _shadowFrustumSize;
  46694. /**
  46695. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  46696. */
  46697. /**
  46698. * Specifies a fix frustum size for the shadow generation.
  46699. */
  46700. shadowFrustumSize: number;
  46701. private _shadowOrthoScale;
  46702. /**
  46703. * Gets the shadow projection scale against the optimal computed one.
  46704. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  46705. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  46706. */
  46707. /**
  46708. * Sets the shadow projection scale against the optimal computed one.
  46709. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  46710. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  46711. */
  46712. shadowOrthoScale: number;
  46713. /**
  46714. * Automatically compute the projection matrix to best fit (including all the casters)
  46715. * on each frame.
  46716. */
  46717. autoUpdateExtends: boolean;
  46718. private _orthoLeft;
  46719. private _orthoRight;
  46720. private _orthoTop;
  46721. private _orthoBottom;
  46722. /**
  46723. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  46724. * The directional light is emitted from everywhere in the given direction.
  46725. * It can cast shadows.
  46726. * Documentation : https://doc.babylonjs.com/babylon101/lights
  46727. * @param name The friendly name of the light
  46728. * @param direction The direction of the light
  46729. * @param scene The scene the light belongs to
  46730. */
  46731. constructor(name: string, direction: Vector3, scene: Scene);
  46732. /**
  46733. * Returns the string "DirectionalLight".
  46734. * @return The class name
  46735. */
  46736. getClassName(): string;
  46737. /**
  46738. * Returns the integer 1.
  46739. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  46740. */
  46741. getTypeID(): number;
  46742. /**
  46743. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  46744. * Returns the DirectionalLight Shadow projection matrix.
  46745. */
  46746. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  46747. /**
  46748. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  46749. * Returns the DirectionalLight Shadow projection matrix.
  46750. */
  46751. protected _setDefaultFixedFrustumShadowProjectionMatrix(matrix: Matrix): void;
  46752. /**
  46753. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  46754. * Returns the DirectionalLight Shadow projection matrix.
  46755. */
  46756. protected _setDefaultAutoExtendShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  46757. protected _buildUniformLayout(): void;
  46758. /**
  46759. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  46760. * @param effect The effect to update
  46761. * @param lightIndex The index of the light in the effect to update
  46762. * @returns The directional light
  46763. */
  46764. transferToEffect(effect: Effect, lightIndex: string): DirectionalLight;
  46765. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  46766. /**
  46767. * Gets the minZ used for shadow according to both the scene and the light.
  46768. *
  46769. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  46770. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  46771. * @param activeCamera The camera we are returning the min for
  46772. * @returns the depth min z
  46773. */
  46774. getDepthMinZ(activeCamera: Camera): number;
  46775. /**
  46776. * Gets the maxZ used for shadow according to both the scene and the light.
  46777. *
  46778. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  46779. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  46780. * @param activeCamera The camera we are returning the max for
  46781. * @returns the depth max z
  46782. */
  46783. getDepthMaxZ(activeCamera: Camera): number;
  46784. /**
  46785. * Prepares the list of defines specific to the light type.
  46786. * @param defines the list of defines
  46787. * @param lightIndex defines the index of the light for the effect
  46788. */
  46789. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  46790. }
  46791. }
  46792. declare module "babylonjs/Meshes/Builders/hemisphereBuilder" {
  46793. import { Mesh } from "babylonjs/Meshes/mesh";
  46794. /**
  46795. * Class containing static functions to help procedurally build meshes
  46796. */
  46797. export class HemisphereBuilder {
  46798. /**
  46799. * Creates a hemisphere mesh
  46800. * @param name defines the name of the mesh
  46801. * @param options defines the options used to create the mesh
  46802. * @param scene defines the hosting scene
  46803. * @returns the hemisphere mesh
  46804. */
  46805. static CreateHemisphere(name: string, options: {
  46806. segments?: number;
  46807. diameter?: number;
  46808. sideOrientation?: number;
  46809. }, scene: any): Mesh;
  46810. }
  46811. }
  46812. declare module "babylonjs/Lights/spotLight" {
  46813. import { Nullable } from "babylonjs/types";
  46814. import { Scene } from "babylonjs/scene";
  46815. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  46816. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46817. import { Effect } from "babylonjs/Materials/effect";
  46818. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  46819. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  46820. /**
  46821. * A spot light is defined by a position, a direction, an angle, and an exponent.
  46822. * These values define a cone of light starting from the position, emitting toward the direction.
  46823. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  46824. * and the exponent defines the speed of the decay of the light with distance (reach).
  46825. * Documentation: https://doc.babylonjs.com/babylon101/lights
  46826. */
  46827. export class SpotLight extends ShadowLight {
  46828. private _angle;
  46829. private _innerAngle;
  46830. private _cosHalfAngle;
  46831. private _lightAngleScale;
  46832. private _lightAngleOffset;
  46833. /**
  46834. * Gets the cone angle of the spot light in Radians.
  46835. */
  46836. /**
  46837. * Sets the cone angle of the spot light in Radians.
  46838. */
  46839. angle: number;
  46840. /**
  46841. * Only used in gltf falloff mode, this defines the angle where
  46842. * the directional falloff will start before cutting at angle which could be seen
  46843. * as outer angle.
  46844. */
  46845. /**
  46846. * Only used in gltf falloff mode, this defines the angle where
  46847. * the directional falloff will start before cutting at angle which could be seen
  46848. * as outer angle.
  46849. */
  46850. innerAngle: number;
  46851. private _shadowAngleScale;
  46852. /**
  46853. * Allows scaling the angle of the light for shadow generation only.
  46854. */
  46855. /**
  46856. * Allows scaling the angle of the light for shadow generation only.
  46857. */
  46858. shadowAngleScale: number;
  46859. /**
  46860. * The light decay speed with the distance from the emission spot.
  46861. */
  46862. exponent: number;
  46863. private _projectionTextureMatrix;
  46864. /**
  46865. * Allows reading the projecton texture
  46866. */
  46867. readonly projectionTextureMatrix: Matrix;
  46868. protected _projectionTextureLightNear: number;
  46869. /**
  46870. * Gets the near clip of the Spotlight for texture projection.
  46871. */
  46872. /**
  46873. * Sets the near clip of the Spotlight for texture projection.
  46874. */
  46875. projectionTextureLightNear: number;
  46876. protected _projectionTextureLightFar: number;
  46877. /**
  46878. * Gets the far clip of the Spotlight for texture projection.
  46879. */
  46880. /**
  46881. * Sets the far clip of the Spotlight for texture projection.
  46882. */
  46883. projectionTextureLightFar: number;
  46884. protected _projectionTextureUpDirection: Vector3;
  46885. /**
  46886. * Gets the Up vector of the Spotlight for texture projection.
  46887. */
  46888. /**
  46889. * Sets the Up vector of the Spotlight for texture projection.
  46890. */
  46891. projectionTextureUpDirection: Vector3;
  46892. private _projectionTexture;
  46893. /**
  46894. * Gets the projection texture of the light.
  46895. */
  46896. /**
  46897. * Sets the projection texture of the light.
  46898. */
  46899. projectionTexture: Nullable<BaseTexture>;
  46900. private _projectionTextureViewLightDirty;
  46901. private _projectionTextureProjectionLightDirty;
  46902. private _projectionTextureDirty;
  46903. private _projectionTextureViewTargetVector;
  46904. private _projectionTextureViewLightMatrix;
  46905. private _projectionTextureProjectionLightMatrix;
  46906. private _projectionTextureScalingMatrix;
  46907. /**
  46908. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  46909. * It can cast shadows.
  46910. * Documentation : https://doc.babylonjs.com/babylon101/lights
  46911. * @param name The light friendly name
  46912. * @param position The position of the spot light in the scene
  46913. * @param direction The direction of the light in the scene
  46914. * @param angle The cone angle of the light in Radians
  46915. * @param exponent The light decay speed with the distance from the emission spot
  46916. * @param scene The scene the lights belongs to
  46917. */
  46918. constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
  46919. /**
  46920. * Returns the string "SpotLight".
  46921. * @returns the class name
  46922. */
  46923. getClassName(): string;
  46924. /**
  46925. * Returns the integer 2.
  46926. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  46927. */
  46928. getTypeID(): number;
  46929. /**
  46930. * Overrides the direction setter to recompute the projection texture view light Matrix.
  46931. */
  46932. protected _setDirection(value: Vector3): void;
  46933. /**
  46934. * Overrides the position setter to recompute the projection texture view light Matrix.
  46935. */
  46936. protected _setPosition(value: Vector3): void;
  46937. /**
  46938. * Sets the passed matrix "matrix" as perspective projection matrix for the shadows and the passed view matrix with the fov equal to the SpotLight angle and and aspect ratio of 1.0.
  46939. * Returns the SpotLight.
  46940. */
  46941. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  46942. protected _computeProjectionTextureViewLightMatrix(): void;
  46943. protected _computeProjectionTextureProjectionLightMatrix(): void;
  46944. /**
  46945. * Main function for light texture projection matrix computing.
  46946. */
  46947. protected _computeProjectionTextureMatrix(): void;
  46948. protected _buildUniformLayout(): void;
  46949. private _computeAngleValues;
  46950. /**
  46951. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  46952. * @param effect The effect to update
  46953. * @param lightIndex The index of the light in the effect to update
  46954. * @returns The spot light
  46955. */
  46956. transferToEffect(effect: Effect, lightIndex: string): SpotLight;
  46957. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  46958. /**
  46959. * Disposes the light and the associated resources.
  46960. */
  46961. dispose(): void;
  46962. /**
  46963. * Prepares the list of defines specific to the light type.
  46964. * @param defines the list of defines
  46965. * @param lightIndex defines the index of the light for the effect
  46966. */
  46967. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  46968. }
  46969. }
  46970. declare module "babylonjs/Gizmos/lightGizmo" {
  46971. import { Nullable } from "babylonjs/types";
  46972. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  46973. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  46974. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  46975. import { Light } from "babylonjs/Lights/light";
  46976. /**
  46977. * Gizmo that enables viewing a light
  46978. */
  46979. export class LightGizmo extends Gizmo {
  46980. private _lightMesh;
  46981. private _material;
  46982. private cachedPosition;
  46983. private cachedForward;
  46984. /**
  46985. * Creates a LightGizmo
  46986. * @param gizmoLayer The utility layer the gizmo will be added to
  46987. */
  46988. constructor(gizmoLayer?: UtilityLayerRenderer);
  46989. private _light;
  46990. /**
  46991. * The light that the gizmo is attached to
  46992. */
  46993. light: Nullable<Light>;
  46994. /**
  46995. * Gets the material used to render the light gizmo
  46996. */
  46997. readonly material: StandardMaterial;
  46998. /**
  46999. * @hidden
  47000. * Updates the gizmo to match the attached mesh's position/rotation
  47001. */
  47002. protected _update(): void;
  47003. private static _Scale;
  47004. /**
  47005. * Creates the lines for a light mesh
  47006. */
  47007. private static _createLightLines;
  47008. /**
  47009. * Disposes of the light gizmo
  47010. */
  47011. dispose(): void;
  47012. private static _CreateHemisphericLightMesh;
  47013. private static _CreatePointLightMesh;
  47014. private static _CreateSpotLightMesh;
  47015. private static _CreateDirectionalLightMesh;
  47016. }
  47017. }
  47018. declare module "babylonjs/Gizmos/index" {
  47019. export * from "babylonjs/Gizmos/axisDragGizmo";
  47020. export * from "babylonjs/Gizmos/axisScaleGizmo";
  47021. export * from "babylonjs/Gizmos/boundingBoxGizmo";
  47022. export * from "babylonjs/Gizmos/gizmo";
  47023. export * from "babylonjs/Gizmos/gizmoManager";
  47024. export * from "babylonjs/Gizmos/planeRotationGizmo";
  47025. export * from "babylonjs/Gizmos/positionGizmo";
  47026. export * from "babylonjs/Gizmos/rotationGizmo";
  47027. export * from "babylonjs/Gizmos/scaleGizmo";
  47028. export * from "babylonjs/Gizmos/lightGizmo";
  47029. export * from "babylonjs/Gizmos/planeDragGizmo";
  47030. }
  47031. declare module "babylonjs/Shaders/ShadersInclude/backgroundFragmentDeclaration" {
  47032. /** @hidden */
  47033. export var backgroundFragmentDeclaration: {
  47034. name: string;
  47035. shader: string;
  47036. };
  47037. }
  47038. declare module "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration" {
  47039. /** @hidden */
  47040. export var backgroundUboDeclaration: {
  47041. name: string;
  47042. shader: string;
  47043. };
  47044. }
  47045. declare module "babylonjs/Shaders/background.fragment" {
  47046. import "babylonjs/Shaders/ShadersInclude/backgroundFragmentDeclaration";
  47047. import "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration";
  47048. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  47049. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  47050. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  47051. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  47052. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  47053. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  47054. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  47055. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  47056. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  47057. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  47058. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  47059. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  47060. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  47061. /** @hidden */
  47062. export var backgroundPixelShader: {
  47063. name: string;
  47064. shader: string;
  47065. };
  47066. }
  47067. declare module "babylonjs/Shaders/ShadersInclude/backgroundVertexDeclaration" {
  47068. /** @hidden */
  47069. export var backgroundVertexDeclaration: {
  47070. name: string;
  47071. shader: string;
  47072. };
  47073. }
  47074. declare module "babylonjs/Shaders/background.vertex" {
  47075. import "babylonjs/Shaders/ShadersInclude/backgroundVertexDeclaration";
  47076. import "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration";
  47077. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  47078. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  47079. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  47080. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  47081. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  47082. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  47083. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  47084. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  47085. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  47086. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  47087. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  47088. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  47089. /** @hidden */
  47090. export var backgroundVertexShader: {
  47091. name: string;
  47092. shader: string;
  47093. };
  47094. }
  47095. declare module "babylonjs/Materials/Background/backgroundMaterial" {
  47096. import { Nullable, int, float } from "babylonjs/types";
  47097. import { Scene } from "babylonjs/scene";
  47098. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  47099. import { SubMesh } from "babylonjs/Meshes/subMesh";
  47100. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47101. import { Mesh } from "babylonjs/Meshes/mesh";
  47102. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  47103. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  47104. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  47105. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47106. import { IShadowLight } from "babylonjs/Lights/shadowLight";
  47107. import { Color3 } from "babylonjs/Maths/math.color";
  47108. import "babylonjs/Shaders/background.fragment";
  47109. import "babylonjs/Shaders/background.vertex";
  47110. /**
  47111. * Background material used to create an efficient environement around your scene.
  47112. */
  47113. export class BackgroundMaterial extends PushMaterial {
  47114. /**
  47115. * Standard reflectance value at parallel view angle.
  47116. */
  47117. static StandardReflectance0: number;
  47118. /**
  47119. * Standard reflectance value at grazing angle.
  47120. */
  47121. static StandardReflectance90: number;
  47122. protected _primaryColor: Color3;
  47123. /**
  47124. * Key light Color (multiply against the environement texture)
  47125. */
  47126. primaryColor: Color3;
  47127. protected __perceptualColor: Nullable<Color3>;
  47128. /**
  47129. * Experimental Internal Use Only.
  47130. *
  47131. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  47132. * This acts as a helper to set the primary color to a more "human friendly" value.
  47133. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  47134. * output color as close as possible from the chosen value.
  47135. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  47136. * part of lighting setup.)
  47137. */
  47138. _perceptualColor: Nullable<Color3>;
  47139. protected _primaryColorShadowLevel: float;
  47140. /**
  47141. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  47142. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  47143. */
  47144. primaryColorShadowLevel: float;
  47145. protected _primaryColorHighlightLevel: float;
  47146. /**
  47147. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  47148. * The primary color is used at the level chosen to define what the white area would look.
  47149. */
  47150. primaryColorHighlightLevel: float;
  47151. protected _reflectionTexture: Nullable<BaseTexture>;
  47152. /**
  47153. * Reflection Texture used in the material.
  47154. * Should be author in a specific way for the best result (refer to the documentation).
  47155. */
  47156. reflectionTexture: Nullable<BaseTexture>;
  47157. protected _reflectionBlur: float;
  47158. /**
  47159. * Reflection Texture level of blur.
  47160. *
  47161. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  47162. * texture twice.
  47163. */
  47164. reflectionBlur: float;
  47165. protected _diffuseTexture: Nullable<BaseTexture>;
  47166. /**
  47167. * Diffuse Texture used in the material.
  47168. * Should be author in a specific way for the best result (refer to the documentation).
  47169. */
  47170. diffuseTexture: Nullable<BaseTexture>;
  47171. protected _shadowLights: Nullable<IShadowLight[]>;
  47172. /**
  47173. * Specify the list of lights casting shadow on the material.
  47174. * All scene shadow lights will be included if null.
  47175. */
  47176. shadowLights: Nullable<IShadowLight[]>;
  47177. protected _shadowLevel: float;
  47178. /**
  47179. * Helps adjusting the shadow to a softer level if required.
  47180. * 0 means black shadows and 1 means no shadows.
  47181. */
  47182. shadowLevel: float;
  47183. protected _sceneCenter: Vector3;
  47184. /**
  47185. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  47186. * It is usually zero but might be interesting to modify according to your setup.
  47187. */
  47188. sceneCenter: Vector3;
  47189. protected _opacityFresnel: boolean;
  47190. /**
  47191. * This helps specifying that the material is falling off to the sky box at grazing angle.
  47192. * This helps ensuring a nice transition when the camera goes under the ground.
  47193. */
  47194. opacityFresnel: boolean;
  47195. protected _reflectionFresnel: boolean;
  47196. /**
  47197. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  47198. * This helps adding a mirror texture on the ground.
  47199. */
  47200. reflectionFresnel: boolean;
  47201. protected _reflectionFalloffDistance: number;
  47202. /**
  47203. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  47204. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  47205. */
  47206. reflectionFalloffDistance: number;
  47207. protected _reflectionAmount: number;
  47208. /**
  47209. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  47210. */
  47211. reflectionAmount: number;
  47212. protected _reflectionReflectance0: number;
  47213. /**
  47214. * This specifies the weight of the reflection at grazing angle.
  47215. */
  47216. reflectionReflectance0: number;
  47217. protected _reflectionReflectance90: number;
  47218. /**
  47219. * This specifies the weight of the reflection at a perpendicular point of view.
  47220. */
  47221. reflectionReflectance90: number;
  47222. /**
  47223. * Sets the reflection reflectance fresnel values according to the default standard
  47224. * empirically know to work well :-)
  47225. */
  47226. reflectionStandardFresnelWeight: number;
  47227. protected _useRGBColor: boolean;
  47228. /**
  47229. * Helps to directly use the maps channels instead of their level.
  47230. */
  47231. useRGBColor: boolean;
  47232. protected _enableNoise: boolean;
  47233. /**
  47234. * This helps reducing the banding effect that could occur on the background.
  47235. */
  47236. enableNoise: boolean;
  47237. /**
  47238. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  47239. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  47240. * Recommended to be keep at 1.0 except for special cases.
  47241. */
  47242. fovMultiplier: number;
  47243. private _fovMultiplier;
  47244. /**
  47245. * Enable the FOV adjustment feature controlled by fovMultiplier.
  47246. */
  47247. useEquirectangularFOV: boolean;
  47248. private _maxSimultaneousLights;
  47249. /**
  47250. * Number of Simultaneous lights allowed on the material.
  47251. */
  47252. maxSimultaneousLights: int;
  47253. /**
  47254. * Default configuration related to image processing available in the Background Material.
  47255. */
  47256. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  47257. /**
  47258. * Keep track of the image processing observer to allow dispose and replace.
  47259. */
  47260. private _imageProcessingObserver;
  47261. /**
  47262. * Attaches a new image processing configuration to the PBR Material.
  47263. * @param configuration (if null the scene configuration will be use)
  47264. */
  47265. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  47266. /**
  47267. * Gets the image processing configuration used either in this material.
  47268. */
  47269. /**
  47270. * Sets the Default image processing configuration used either in the this material.
  47271. *
  47272. * If sets to null, the scene one is in use.
  47273. */
  47274. imageProcessingConfiguration: Nullable<ImageProcessingConfiguration>;
  47275. /**
  47276. * Gets wether the color curves effect is enabled.
  47277. */
  47278. /**
  47279. * Sets wether the color curves effect is enabled.
  47280. */
  47281. cameraColorCurvesEnabled: boolean;
  47282. /**
  47283. * Gets wether the color grading effect is enabled.
  47284. */
  47285. /**
  47286. * Gets wether the color grading effect is enabled.
  47287. */
  47288. cameraColorGradingEnabled: boolean;
  47289. /**
  47290. * Gets wether tonemapping is enabled or not.
  47291. */
  47292. /**
  47293. * Sets wether tonemapping is enabled or not
  47294. */
  47295. cameraToneMappingEnabled: boolean;
  47296. /**
  47297. * The camera exposure used on this material.
  47298. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  47299. * This corresponds to a photographic exposure.
  47300. */
  47301. /**
  47302. * The camera exposure used on this material.
  47303. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  47304. * This corresponds to a photographic exposure.
  47305. */
  47306. cameraExposure: float;
  47307. /**
  47308. * Gets The camera contrast used on this material.
  47309. */
  47310. /**
  47311. * Sets The camera contrast used on this material.
  47312. */
  47313. cameraContrast: float;
  47314. /**
  47315. * Gets the Color Grading 2D Lookup Texture.
  47316. */
  47317. /**
  47318. * Sets the Color Grading 2D Lookup Texture.
  47319. */
  47320. cameraColorGradingTexture: Nullable<BaseTexture>;
  47321. /**
  47322. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  47323. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  47324. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  47325. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  47326. */
  47327. /**
  47328. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  47329. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  47330. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  47331. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  47332. */
  47333. cameraColorCurves: Nullable<ColorCurves>;
  47334. /**
  47335. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  47336. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  47337. */
  47338. switchToBGR: boolean;
  47339. private _renderTargets;
  47340. private _reflectionControls;
  47341. private _white;
  47342. private _primaryShadowColor;
  47343. private _primaryHighlightColor;
  47344. /**
  47345. * Instantiates a Background Material in the given scene
  47346. * @param name The friendly name of the material
  47347. * @param scene The scene to add the material to
  47348. */
  47349. constructor(name: string, scene: Scene);
  47350. /**
  47351. * Gets a boolean indicating that current material needs to register RTT
  47352. */
  47353. readonly hasRenderTargetTextures: boolean;
  47354. /**
  47355. * The entire material has been created in order to prevent overdraw.
  47356. * @returns false
  47357. */
  47358. needAlphaTesting(): boolean;
  47359. /**
  47360. * The entire material has been created in order to prevent overdraw.
  47361. * @returns true if blending is enable
  47362. */
  47363. needAlphaBlending(): boolean;
  47364. /**
  47365. * Checks wether the material is ready to be rendered for a given mesh.
  47366. * @param mesh The mesh to render
  47367. * @param subMesh The submesh to check against
  47368. * @param useInstances Specify wether or not the material is used with instances
  47369. * @returns true if all the dependencies are ready (Textures, Effects...)
  47370. */
  47371. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  47372. /**
  47373. * Compute the primary color according to the chosen perceptual color.
  47374. */
  47375. private _computePrimaryColorFromPerceptualColor;
  47376. /**
  47377. * Compute the highlights and shadow colors according to their chosen levels.
  47378. */
  47379. private _computePrimaryColors;
  47380. /**
  47381. * Build the uniform buffer used in the material.
  47382. */
  47383. buildUniformLayout(): void;
  47384. /**
  47385. * Unbind the material.
  47386. */
  47387. unbind(): void;
  47388. /**
  47389. * Bind only the world matrix to the material.
  47390. * @param world The world matrix to bind.
  47391. */
  47392. bindOnlyWorldMatrix(world: Matrix): void;
  47393. /**
  47394. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  47395. * @param world The world matrix to bind.
  47396. * @param subMesh The submesh to bind for.
  47397. */
  47398. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  47399. /**
  47400. * Checks to see if a texture is used in the material.
  47401. * @param texture - Base texture to use.
  47402. * @returns - Boolean specifying if a texture is used in the material.
  47403. */
  47404. hasTexture(texture: BaseTexture): boolean;
  47405. /**
  47406. * Dispose the material.
  47407. * @param forceDisposeEffect Force disposal of the associated effect.
  47408. * @param forceDisposeTextures Force disposal of the associated textures.
  47409. */
  47410. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  47411. /**
  47412. * Clones the material.
  47413. * @param name The cloned name.
  47414. * @returns The cloned material.
  47415. */
  47416. clone(name: string): BackgroundMaterial;
  47417. /**
  47418. * Serializes the current material to its JSON representation.
  47419. * @returns The JSON representation.
  47420. */
  47421. serialize(): any;
  47422. /**
  47423. * Gets the class name of the material
  47424. * @returns "BackgroundMaterial"
  47425. */
  47426. getClassName(): string;
  47427. /**
  47428. * Parse a JSON input to create back a background material.
  47429. * @param source The JSON data to parse
  47430. * @param scene The scene to create the parsed material in
  47431. * @param rootUrl The root url of the assets the material depends upon
  47432. * @returns the instantiated BackgroundMaterial.
  47433. */
  47434. static Parse(source: any, scene: Scene, rootUrl: string): BackgroundMaterial;
  47435. }
  47436. }
  47437. declare module "babylonjs/Helpers/environmentHelper" {
  47438. import { Observable } from "babylonjs/Misc/observable";
  47439. import { Nullable } from "babylonjs/types";
  47440. import { Scene } from "babylonjs/scene";
  47441. import { Vector3 } from "babylonjs/Maths/math.vector";
  47442. import { Color3 } from "babylonjs/Maths/math.color";
  47443. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47444. import { Mesh } from "babylonjs/Meshes/mesh";
  47445. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47446. import { MirrorTexture } from "babylonjs/Materials/Textures/mirrorTexture";
  47447. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  47448. import "babylonjs/Meshes/Builders/planeBuilder";
  47449. import "babylonjs/Meshes/Builders/boxBuilder";
  47450. /**
  47451. * Represents the different options available during the creation of
  47452. * a Environment helper.
  47453. *
  47454. * This can control the default ground, skybox and image processing setup of your scene.
  47455. */
  47456. export interface IEnvironmentHelperOptions {
  47457. /**
  47458. * Specifies wether or not to create a ground.
  47459. * True by default.
  47460. */
  47461. createGround: boolean;
  47462. /**
  47463. * Specifies the ground size.
  47464. * 15 by default.
  47465. */
  47466. groundSize: number;
  47467. /**
  47468. * The texture used on the ground for the main color.
  47469. * Comes from the BabylonJS CDN by default.
  47470. *
  47471. * Remarks: Can be either a texture or a url.
  47472. */
  47473. groundTexture: string | BaseTexture;
  47474. /**
  47475. * The color mixed in the ground texture by default.
  47476. * BabylonJS clearColor by default.
  47477. */
  47478. groundColor: Color3;
  47479. /**
  47480. * Specifies the ground opacity.
  47481. * 1 by default.
  47482. */
  47483. groundOpacity: number;
  47484. /**
  47485. * Enables the ground to receive shadows.
  47486. * True by default.
  47487. */
  47488. enableGroundShadow: boolean;
  47489. /**
  47490. * Helps preventing the shadow to be fully black on the ground.
  47491. * 0.5 by default.
  47492. */
  47493. groundShadowLevel: number;
  47494. /**
  47495. * Creates a mirror texture attach to the ground.
  47496. * false by default.
  47497. */
  47498. enableGroundMirror: boolean;
  47499. /**
  47500. * Specifies the ground mirror size ratio.
  47501. * 0.3 by default as the default kernel is 64.
  47502. */
  47503. groundMirrorSizeRatio: number;
  47504. /**
  47505. * Specifies the ground mirror blur kernel size.
  47506. * 64 by default.
  47507. */
  47508. groundMirrorBlurKernel: number;
  47509. /**
  47510. * Specifies the ground mirror visibility amount.
  47511. * 1 by default
  47512. */
  47513. groundMirrorAmount: number;
  47514. /**
  47515. * Specifies the ground mirror reflectance weight.
  47516. * This uses the standard weight of the background material to setup the fresnel effect
  47517. * of the mirror.
  47518. * 1 by default.
  47519. */
  47520. groundMirrorFresnelWeight: number;
  47521. /**
  47522. * Specifies the ground mirror Falloff distance.
  47523. * This can helps reducing the size of the reflection.
  47524. * 0 by Default.
  47525. */
  47526. groundMirrorFallOffDistance: number;
  47527. /**
  47528. * Specifies the ground mirror texture type.
  47529. * Unsigned Int by Default.
  47530. */
  47531. groundMirrorTextureType: number;
  47532. /**
  47533. * Specifies a bias applied to the ground vertical position to prevent z-fighting with
  47534. * the shown objects.
  47535. */
  47536. groundYBias: number;
  47537. /**
  47538. * Specifies wether or not to create a skybox.
  47539. * True by default.
  47540. */
  47541. createSkybox: boolean;
  47542. /**
  47543. * Specifies the skybox size.
  47544. * 20 by default.
  47545. */
  47546. skyboxSize: number;
  47547. /**
  47548. * The texture used on the skybox for the main color.
  47549. * Comes from the BabylonJS CDN by default.
  47550. *
  47551. * Remarks: Can be either a texture or a url.
  47552. */
  47553. skyboxTexture: string | BaseTexture;
  47554. /**
  47555. * The color mixed in the skybox texture by default.
  47556. * BabylonJS clearColor by default.
  47557. */
  47558. skyboxColor: Color3;
  47559. /**
  47560. * The background rotation around the Y axis of the scene.
  47561. * This helps aligning the key lights of your scene with the background.
  47562. * 0 by default.
  47563. */
  47564. backgroundYRotation: number;
  47565. /**
  47566. * Compute automatically the size of the elements to best fit with the scene.
  47567. */
  47568. sizeAuto: boolean;
  47569. /**
  47570. * Default position of the rootMesh if autoSize is not true.
  47571. */
  47572. rootPosition: Vector3;
  47573. /**
  47574. * Sets up the image processing in the scene.
  47575. * true by default.
  47576. */
  47577. setupImageProcessing: boolean;
  47578. /**
  47579. * The texture used as your environment texture in the scene.
  47580. * Comes from the BabylonJS CDN by default and in use if setupImageProcessing is true.
  47581. *
  47582. * Remarks: Can be either a texture or a url.
  47583. */
  47584. environmentTexture: string | BaseTexture;
  47585. /**
  47586. * The value of the exposure to apply to the scene.
  47587. * 0.6 by default if setupImageProcessing is true.
  47588. */
  47589. cameraExposure: number;
  47590. /**
  47591. * The value of the contrast to apply to the scene.
  47592. * 1.6 by default if setupImageProcessing is true.
  47593. */
  47594. cameraContrast: number;
  47595. /**
  47596. * Specifies wether or not tonemapping should be enabled in the scene.
  47597. * true by default if setupImageProcessing is true.
  47598. */
  47599. toneMappingEnabled: boolean;
  47600. }
  47601. /**
  47602. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  47603. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  47604. * It also helps with the default setup of your imageProcessing configuration.
  47605. */
  47606. export class EnvironmentHelper {
  47607. /**
  47608. * Default ground texture URL.
  47609. */
  47610. private static _groundTextureCDNUrl;
  47611. /**
  47612. * Default skybox texture URL.
  47613. */
  47614. private static _skyboxTextureCDNUrl;
  47615. /**
  47616. * Default environment texture URL.
  47617. */
  47618. private static _environmentTextureCDNUrl;
  47619. /**
  47620. * Creates the default options for the helper.
  47621. */
  47622. private static _getDefaultOptions;
  47623. private _rootMesh;
  47624. /**
  47625. * Gets the root mesh created by the helper.
  47626. */
  47627. readonly rootMesh: Mesh;
  47628. private _skybox;
  47629. /**
  47630. * Gets the skybox created by the helper.
  47631. */
  47632. readonly skybox: Nullable<Mesh>;
  47633. private _skyboxTexture;
  47634. /**
  47635. * Gets the skybox texture created by the helper.
  47636. */
  47637. readonly skyboxTexture: Nullable<BaseTexture>;
  47638. private _skyboxMaterial;
  47639. /**
  47640. * Gets the skybox material created by the helper.
  47641. */
  47642. readonly skyboxMaterial: Nullable<BackgroundMaterial>;
  47643. private _ground;
  47644. /**
  47645. * Gets the ground mesh created by the helper.
  47646. */
  47647. readonly ground: Nullable<Mesh>;
  47648. private _groundTexture;
  47649. /**
  47650. * Gets the ground texture created by the helper.
  47651. */
  47652. readonly groundTexture: Nullable<BaseTexture>;
  47653. private _groundMirror;
  47654. /**
  47655. * Gets the ground mirror created by the helper.
  47656. */
  47657. readonly groundMirror: Nullable<MirrorTexture>;
  47658. /**
  47659. * Gets the ground mirror render list to helps pushing the meshes
  47660. * you wish in the ground reflection.
  47661. */
  47662. readonly groundMirrorRenderList: Nullable<AbstractMesh[]>;
  47663. private _groundMaterial;
  47664. /**
  47665. * Gets the ground material created by the helper.
  47666. */
  47667. readonly groundMaterial: Nullable<BackgroundMaterial>;
  47668. /**
  47669. * Stores the creation options.
  47670. */
  47671. private readonly _scene;
  47672. private _options;
  47673. /**
  47674. * This observable will be notified with any error during the creation of the environment,
  47675. * mainly texture creation errors.
  47676. */
  47677. onErrorObservable: Observable<{
  47678. message?: string;
  47679. exception?: any;
  47680. }>;
  47681. /**
  47682. * constructor
  47683. * @param options Defines the options we want to customize the helper
  47684. * @param scene The scene to add the material to
  47685. */
  47686. constructor(options: Partial<IEnvironmentHelperOptions>, scene: Scene);
  47687. /**
  47688. * Updates the background according to the new options
  47689. * @param options
  47690. */
  47691. updateOptions(options: Partial<IEnvironmentHelperOptions>): void;
  47692. /**
  47693. * Sets the primary color of all the available elements.
  47694. * @param color the main color to affect to the ground and the background
  47695. */
  47696. setMainColor(color: Color3): void;
  47697. /**
  47698. * Setup the image processing according to the specified options.
  47699. */
  47700. private _setupImageProcessing;
  47701. /**
  47702. * Setup the environment texture according to the specified options.
  47703. */
  47704. private _setupEnvironmentTexture;
  47705. /**
  47706. * Setup the background according to the specified options.
  47707. */
  47708. private _setupBackground;
  47709. /**
  47710. * Get the scene sizes according to the setup.
  47711. */
  47712. private _getSceneSize;
  47713. /**
  47714. * Setup the ground according to the specified options.
  47715. */
  47716. private _setupGround;
  47717. /**
  47718. * Setup the ground material according to the specified options.
  47719. */
  47720. private _setupGroundMaterial;
  47721. /**
  47722. * Setup the ground diffuse texture according to the specified options.
  47723. */
  47724. private _setupGroundDiffuseTexture;
  47725. /**
  47726. * Setup the ground mirror texture according to the specified options.
  47727. */
  47728. private _setupGroundMirrorTexture;
  47729. /**
  47730. * Setup the ground to receive the mirror texture.
  47731. */
  47732. private _setupMirrorInGroundMaterial;
  47733. /**
  47734. * Setup the skybox according to the specified options.
  47735. */
  47736. private _setupSkybox;
  47737. /**
  47738. * Setup the skybox material according to the specified options.
  47739. */
  47740. private _setupSkyboxMaterial;
  47741. /**
  47742. * Setup the skybox reflection texture according to the specified options.
  47743. */
  47744. private _setupSkyboxReflectionTexture;
  47745. private _errorHandler;
  47746. /**
  47747. * Dispose all the elements created by the Helper.
  47748. */
  47749. dispose(): void;
  47750. }
  47751. }
  47752. declare module "babylonjs/Helpers/photoDome" {
  47753. import { Observable } from "babylonjs/Misc/observable";
  47754. import { Nullable } from "babylonjs/types";
  47755. import { Scene } from "babylonjs/scene";
  47756. import { TransformNode } from "babylonjs/Meshes/transformNode";
  47757. import { Mesh } from "babylonjs/Meshes/mesh";
  47758. import { Texture } from "babylonjs/Materials/Textures/texture";
  47759. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  47760. import "babylonjs/Meshes/Builders/sphereBuilder";
  47761. /**
  47762. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  47763. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  47764. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  47765. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  47766. */
  47767. export class PhotoDome extends TransformNode {
  47768. /**
  47769. * Define the image as a Monoscopic panoramic 360 image.
  47770. */
  47771. static readonly MODE_MONOSCOPIC: number;
  47772. /**
  47773. * Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  47774. */
  47775. static readonly MODE_TOPBOTTOM: number;
  47776. /**
  47777. * Define the image as a Stereoscopic Side by Side panoramic 360 image.
  47778. */
  47779. static readonly MODE_SIDEBYSIDE: number;
  47780. private _useDirectMapping;
  47781. /**
  47782. * The texture being displayed on the sphere
  47783. */
  47784. protected _photoTexture: Texture;
  47785. /**
  47786. * Gets or sets the texture being displayed on the sphere
  47787. */
  47788. photoTexture: Texture;
  47789. /**
  47790. * Observable raised when an error occured while loading the 360 image
  47791. */
  47792. onLoadErrorObservable: Observable<string>;
  47793. /**
  47794. * The skybox material
  47795. */
  47796. protected _material: BackgroundMaterial;
  47797. /**
  47798. * The surface used for the skybox
  47799. */
  47800. protected _mesh: Mesh;
  47801. /**
  47802. * Gets the mesh used for the skybox.
  47803. */
  47804. readonly mesh: Mesh;
  47805. /**
  47806. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  47807. * Also see the options.resolution property.
  47808. */
  47809. fovMultiplier: number;
  47810. private _imageMode;
  47811. /**
  47812. * Gets or set the current video mode for the video. It can be:
  47813. * * PhotoDome.MODE_MONOSCOPIC : Define the image as a Monoscopic panoramic 360 image.
  47814. * * PhotoDome.MODE_TOPBOTTOM : Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  47815. * * PhotoDome.MODE_SIDEBYSIDE : Define the image as a Stereoscopic Side by Side panoramic 360 image.
  47816. */
  47817. imageMode: number;
  47818. /**
  47819. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  47820. * @param name Element's name, child elements will append suffixes for their own names.
  47821. * @param urlsOfPhoto defines the url of the photo to display
  47822. * @param options defines an object containing optional or exposed sub element properties
  47823. * @param onError defines a callback called when an error occured while loading the texture
  47824. */
  47825. constructor(name: string, urlOfPhoto: string, options: {
  47826. resolution?: number;
  47827. size?: number;
  47828. useDirectMapping?: boolean;
  47829. faceForward?: boolean;
  47830. }, scene: Scene, onError?: Nullable<(message?: string, exception?: any) => void>);
  47831. private _onBeforeCameraRenderObserver;
  47832. private _changeImageMode;
  47833. /**
  47834. * Releases resources associated with this node.
  47835. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  47836. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  47837. */
  47838. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  47839. }
  47840. }
  47841. declare module "babylonjs/Misc/rgbdTextureTools" {
  47842. import "babylonjs/Shaders/rgbdDecode.fragment";
  47843. import { Texture } from "babylonjs/Materials/Textures/texture";
  47844. /**
  47845. * Class used to host RGBD texture specific utilities
  47846. */
  47847. export class RGBDTextureTools {
  47848. /**
  47849. * Expand the RGBD Texture from RGBD to Half Float if possible.
  47850. * @param texture the texture to expand.
  47851. */
  47852. static ExpandRGBDTexture(texture: Texture): void;
  47853. }
  47854. }
  47855. declare module "babylonjs/Misc/brdfTextureTools" {
  47856. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47857. import { Scene } from "babylonjs/scene";
  47858. /**
  47859. * Class used to host texture specific utilities
  47860. */
  47861. export class BRDFTextureTools {
  47862. /**
  47863. * Gets a default environment BRDF for MS-BRDF Height Correlated BRDF
  47864. * @param scene defines the hosting scene
  47865. * @returns the environment BRDF texture
  47866. */
  47867. static GetEnvironmentBRDFTexture(scene: Scene): BaseTexture;
  47868. private static _environmentBRDFBase64Texture;
  47869. }
  47870. }
  47871. declare module "babylonjs/Materials/PBR/pbrClearCoatConfiguration" {
  47872. import { Nullable } from "babylonjs/types";
  47873. import { Color3 } from "babylonjs/Maths/math.color";
  47874. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47875. import { EffectFallbacks } from "babylonjs/Materials/effect";
  47876. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  47877. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  47878. import { Engine } from "babylonjs/Engines/engine";
  47879. import { Scene } from "babylonjs/scene";
  47880. /**
  47881. * @hidden
  47882. */
  47883. export interface IMaterialClearCoatDefines {
  47884. CLEARCOAT: boolean;
  47885. CLEARCOAT_DEFAULTIOR: boolean;
  47886. CLEARCOAT_TEXTURE: boolean;
  47887. CLEARCOAT_TEXTUREDIRECTUV: number;
  47888. CLEARCOAT_BUMP: boolean;
  47889. CLEARCOAT_BUMPDIRECTUV: number;
  47890. CLEARCOAT_TINT: boolean;
  47891. CLEARCOAT_TINT_TEXTURE: boolean;
  47892. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  47893. /** @hidden */
  47894. _areTexturesDirty: boolean;
  47895. }
  47896. /**
  47897. * Define the code related to the clear coat parameters of the pbr material.
  47898. */
  47899. export class PBRClearCoatConfiguration {
  47900. /**
  47901. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  47902. * The default fits with a polyurethane material.
  47903. */
  47904. private static readonly _DefaultIndexOfRefraction;
  47905. private _isEnabled;
  47906. /**
  47907. * Defines if the clear coat is enabled in the material.
  47908. */
  47909. isEnabled: boolean;
  47910. /**
  47911. * Defines the clear coat layer strength (between 0 and 1) it defaults to 1.
  47912. */
  47913. intensity: number;
  47914. /**
  47915. * Defines the clear coat layer roughness.
  47916. */
  47917. roughness: number;
  47918. private _indexOfRefraction;
  47919. /**
  47920. * Defines the index of refraction of the clear coat.
  47921. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  47922. * The default fits with a polyurethane material.
  47923. * Changing the default value is more performance intensive.
  47924. */
  47925. indexOfRefraction: number;
  47926. private _texture;
  47927. /**
  47928. * Stores the clear coat values in a texture.
  47929. */
  47930. texture: Nullable<BaseTexture>;
  47931. private _bumpTexture;
  47932. /**
  47933. * Define the clear coat specific bump texture.
  47934. */
  47935. bumpTexture: Nullable<BaseTexture>;
  47936. private _isTintEnabled;
  47937. /**
  47938. * Defines if the clear coat tint is enabled in the material.
  47939. */
  47940. isTintEnabled: boolean;
  47941. /**
  47942. * Defines the clear coat tint of the material.
  47943. * This is only use if tint is enabled
  47944. */
  47945. tintColor: Color3;
  47946. /**
  47947. * Defines the distance at which the tint color should be found in the
  47948. * clear coat media.
  47949. * This is only use if tint is enabled
  47950. */
  47951. tintColorAtDistance: number;
  47952. /**
  47953. * Defines the clear coat layer thickness.
  47954. * This is only use if tint is enabled
  47955. */
  47956. tintThickness: number;
  47957. private _tintTexture;
  47958. /**
  47959. * Stores the clear tint values in a texture.
  47960. * rgb is tint
  47961. * a is a thickness factor
  47962. */
  47963. tintTexture: Nullable<BaseTexture>;
  47964. /** @hidden */
  47965. private _internalMarkAllSubMeshesAsTexturesDirty;
  47966. /** @hidden */
  47967. _markAllSubMeshesAsTexturesDirty(): void;
  47968. /**
  47969. * Instantiate a new istance of clear coat configuration.
  47970. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  47971. */
  47972. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  47973. /**
  47974. * Gets wehter the submesh is ready to be used or not.
  47975. * @param defines the list of "defines" to update.
  47976. * @param scene defines the scene the material belongs to.
  47977. * @param engine defines the engine the material belongs to.
  47978. * @param disableBumpMap defines wether the material disables bump or not.
  47979. * @returns - boolean indicating that the submesh is ready or not.
  47980. */
  47981. isReadyForSubMesh(defines: IMaterialClearCoatDefines, scene: Scene, engine: Engine, disableBumpMap: boolean): boolean;
  47982. /**
  47983. * Checks to see if a texture is used in the material.
  47984. * @param defines the list of "defines" to update.
  47985. * @param scene defines the scene to the material belongs to.
  47986. */
  47987. prepareDefines(defines: IMaterialClearCoatDefines, scene: Scene): void;
  47988. /**
  47989. * Binds the material data.
  47990. * @param uniformBuffer defines the Uniform buffer to fill in.
  47991. * @param scene defines the scene the material belongs to.
  47992. * @param engine defines the engine the material belongs to.
  47993. * @param disableBumpMap defines wether the material disables bump or not.
  47994. * @param isFrozen defines wether the material is frozen or not.
  47995. * @param invertNormalMapX If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  47996. * @param invertNormalMapY If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  47997. */
  47998. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, disableBumpMap: boolean, isFrozen: boolean, invertNormalMapX: boolean, invertNormalMapY: boolean): void;
  47999. /**
  48000. * Checks to see if a texture is used in the material.
  48001. * @param texture - Base texture to use.
  48002. * @returns - Boolean specifying if a texture is used in the material.
  48003. */
  48004. hasTexture(texture: BaseTexture): boolean;
  48005. /**
  48006. * Returns an array of the actively used textures.
  48007. * @param activeTextures Array of BaseTextures
  48008. */
  48009. getActiveTextures(activeTextures: BaseTexture[]): void;
  48010. /**
  48011. * Returns the animatable textures.
  48012. * @param animatables Array of animatable textures.
  48013. */
  48014. getAnimatables(animatables: IAnimatable[]): void;
  48015. /**
  48016. * Disposes the resources of the material.
  48017. * @param forceDisposeTextures - Forces the disposal of all textures.
  48018. */
  48019. dispose(forceDisposeTextures?: boolean): void;
  48020. /**
  48021. * Get the current class name of the texture useful for serialization or dynamic coding.
  48022. * @returns "PBRClearCoatConfiguration"
  48023. */
  48024. getClassName(): string;
  48025. /**
  48026. * Add fallbacks to the effect fallbacks list.
  48027. * @param defines defines the Base texture to use.
  48028. * @param fallbacks defines the current fallback list.
  48029. * @param currentRank defines the current fallback rank.
  48030. * @returns the new fallback rank.
  48031. */
  48032. static AddFallbacks(defines: IMaterialClearCoatDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  48033. /**
  48034. * Add the required uniforms to the current list.
  48035. * @param uniforms defines the current uniform list.
  48036. */
  48037. static AddUniforms(uniforms: string[]): void;
  48038. /**
  48039. * Add the required samplers to the current list.
  48040. * @param samplers defines the current sampler list.
  48041. */
  48042. static AddSamplers(samplers: string[]): void;
  48043. /**
  48044. * Add the required uniforms to the current buffer.
  48045. * @param uniformBuffer defines the current uniform buffer.
  48046. */
  48047. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  48048. /**
  48049. * Makes a duplicate of the current configuration into another one.
  48050. * @param clearCoatConfiguration define the config where to copy the info
  48051. */
  48052. copyTo(clearCoatConfiguration: PBRClearCoatConfiguration): void;
  48053. /**
  48054. * Serializes this clear coat configuration.
  48055. * @returns - An object with the serialized config.
  48056. */
  48057. serialize(): any;
  48058. /**
  48059. * Parses a anisotropy Configuration from a serialized object.
  48060. * @param source - Serialized object.
  48061. * @param scene Defines the scene we are parsing for
  48062. * @param rootUrl Defines the rootUrl to load from
  48063. */
  48064. parse(source: any, scene: Scene, rootUrl: string): void;
  48065. }
  48066. }
  48067. declare module "babylonjs/Materials/PBR/pbrAnisotropicConfiguration" {
  48068. import { EffectFallbacks } from "babylonjs/Materials/effect";
  48069. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  48070. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  48071. import { Vector2 } from "babylonjs/Maths/math.vector";
  48072. import { Scene } from "babylonjs/scene";
  48073. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48074. import { Nullable } from "babylonjs/types";
  48075. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  48076. /**
  48077. * @hidden
  48078. */
  48079. export interface IMaterialAnisotropicDefines {
  48080. ANISOTROPIC: boolean;
  48081. ANISOTROPIC_TEXTURE: boolean;
  48082. ANISOTROPIC_TEXTUREDIRECTUV: number;
  48083. MAINUV1: boolean;
  48084. _areTexturesDirty: boolean;
  48085. _needUVs: boolean;
  48086. }
  48087. /**
  48088. * Define the code related to the anisotropic parameters of the pbr material.
  48089. */
  48090. export class PBRAnisotropicConfiguration {
  48091. private _isEnabled;
  48092. /**
  48093. * Defines if the anisotropy is enabled in the material.
  48094. */
  48095. isEnabled: boolean;
  48096. /**
  48097. * Defines the anisotropy strength (between 0 and 1) it defaults to 1.
  48098. */
  48099. intensity: number;
  48100. /**
  48101. * Defines if the effect is along the tangents, bitangents or in between.
  48102. * By default, the effect is "strectching" the highlights along the tangents.
  48103. */
  48104. direction: Vector2;
  48105. private _texture;
  48106. /**
  48107. * Stores the anisotropy values in a texture.
  48108. * rg is direction (like normal from -1 to 1)
  48109. * b is a intensity
  48110. */
  48111. texture: Nullable<BaseTexture>;
  48112. /** @hidden */
  48113. private _internalMarkAllSubMeshesAsTexturesDirty;
  48114. /** @hidden */
  48115. _markAllSubMeshesAsTexturesDirty(): void;
  48116. /**
  48117. * Instantiate a new istance of anisotropy configuration.
  48118. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  48119. */
  48120. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  48121. /**
  48122. * Specifies that the submesh is ready to be used.
  48123. * @param defines the list of "defines" to update.
  48124. * @param scene defines the scene the material belongs to.
  48125. * @returns - boolean indicating that the submesh is ready or not.
  48126. */
  48127. isReadyForSubMesh(defines: IMaterialAnisotropicDefines, scene: Scene): boolean;
  48128. /**
  48129. * Checks to see if a texture is used in the material.
  48130. * @param defines the list of "defines" to update.
  48131. * @param mesh the mesh we are preparing the defines for.
  48132. * @param scene defines the scene the material belongs to.
  48133. */
  48134. prepareDefines(defines: IMaterialAnisotropicDefines, mesh: AbstractMesh, scene: Scene): void;
  48135. /**
  48136. * Binds the material data.
  48137. * @param uniformBuffer defines the Uniform buffer to fill in.
  48138. * @param scene defines the scene the material belongs to.
  48139. * @param isFrozen defines wether the material is frozen or not.
  48140. */
  48141. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  48142. /**
  48143. * Checks to see if a texture is used in the material.
  48144. * @param texture - Base texture to use.
  48145. * @returns - Boolean specifying if a texture is used in the material.
  48146. */
  48147. hasTexture(texture: BaseTexture): boolean;
  48148. /**
  48149. * Returns an array of the actively used textures.
  48150. * @param activeTextures Array of BaseTextures
  48151. */
  48152. getActiveTextures(activeTextures: BaseTexture[]): void;
  48153. /**
  48154. * Returns the animatable textures.
  48155. * @param animatables Array of animatable textures.
  48156. */
  48157. getAnimatables(animatables: IAnimatable[]): void;
  48158. /**
  48159. * Disposes the resources of the material.
  48160. * @param forceDisposeTextures - Forces the disposal of all textures.
  48161. */
  48162. dispose(forceDisposeTextures?: boolean): void;
  48163. /**
  48164. * Get the current class name of the texture useful for serialization or dynamic coding.
  48165. * @returns "PBRAnisotropicConfiguration"
  48166. */
  48167. getClassName(): string;
  48168. /**
  48169. * Add fallbacks to the effect fallbacks list.
  48170. * @param defines defines the Base texture to use.
  48171. * @param fallbacks defines the current fallback list.
  48172. * @param currentRank defines the current fallback rank.
  48173. * @returns the new fallback rank.
  48174. */
  48175. static AddFallbacks(defines: IMaterialAnisotropicDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  48176. /**
  48177. * Add the required uniforms to the current list.
  48178. * @param uniforms defines the current uniform list.
  48179. */
  48180. static AddUniforms(uniforms: string[]): void;
  48181. /**
  48182. * Add the required uniforms to the current buffer.
  48183. * @param uniformBuffer defines the current uniform buffer.
  48184. */
  48185. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  48186. /**
  48187. * Add the required samplers to the current list.
  48188. * @param samplers defines the current sampler list.
  48189. */
  48190. static AddSamplers(samplers: string[]): void;
  48191. /**
  48192. * Makes a duplicate of the current configuration into another one.
  48193. * @param anisotropicConfiguration define the config where to copy the info
  48194. */
  48195. copyTo(anisotropicConfiguration: PBRAnisotropicConfiguration): void;
  48196. /**
  48197. * Serializes this anisotropy configuration.
  48198. * @returns - An object with the serialized config.
  48199. */
  48200. serialize(): any;
  48201. /**
  48202. * Parses a anisotropy Configuration from a serialized object.
  48203. * @param source - Serialized object.
  48204. * @param scene Defines the scene we are parsing for
  48205. * @param rootUrl Defines the rootUrl to load from
  48206. */
  48207. parse(source: any, scene: Scene, rootUrl: string): void;
  48208. }
  48209. }
  48210. declare module "babylonjs/Materials/PBR/pbrBRDFConfiguration" {
  48211. import { Scene } from "babylonjs/scene";
  48212. /**
  48213. * @hidden
  48214. */
  48215. export interface IMaterialBRDFDefines {
  48216. BRDF_V_HEIGHT_CORRELATED: boolean;
  48217. MS_BRDF_ENERGY_CONSERVATION: boolean;
  48218. SPHERICAL_HARMONICS: boolean;
  48219. /** @hidden */
  48220. _areMiscDirty: boolean;
  48221. }
  48222. /**
  48223. * Define the code related to the BRDF parameters of the pbr material.
  48224. */
  48225. export class PBRBRDFConfiguration {
  48226. /**
  48227. * Default value used for the energy conservation.
  48228. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  48229. */
  48230. static DEFAULT_USE_ENERGY_CONSERVATION: boolean;
  48231. /**
  48232. * Default value used for the Smith Visibility Height Correlated mode.
  48233. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  48234. */
  48235. static DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED: boolean;
  48236. /**
  48237. * Default value used for the IBL diffuse part.
  48238. * This can help switching back to the polynomials mode globally which is a tiny bit
  48239. * less GPU intensive at the drawback of a lower quality.
  48240. */
  48241. static DEFAULT_USE_SPHERICAL_HARMONICS: boolean;
  48242. private _useEnergyConservation;
  48243. /**
  48244. * Defines if the material uses energy conservation.
  48245. */
  48246. useEnergyConservation: boolean;
  48247. private _useSmithVisibilityHeightCorrelated;
  48248. /**
  48249. * LEGACY Mode set to false
  48250. * Defines if the material uses height smith correlated visibility term.
  48251. * If you intent to not use our default BRDF, you need to load a separate BRDF Texture for the PBR
  48252. * You can either load https://assets.babylonjs.com/environments/uncorrelatedBRDF.png
  48253. * or https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds to have more precision
  48254. * Not relying on height correlated will also disable energy conservation.
  48255. */
  48256. useSmithVisibilityHeightCorrelated: boolean;
  48257. private _useSphericalHarmonics;
  48258. /**
  48259. * LEGACY Mode set to false
  48260. * Defines if the material uses spherical harmonics vs spherical polynomials for the
  48261. * diffuse part of the IBL.
  48262. * The harmonics despite a tiny bigger cost has been proven to provide closer results
  48263. * to the ground truth.
  48264. */
  48265. useSphericalHarmonics: boolean;
  48266. /** @hidden */
  48267. private _internalMarkAllSubMeshesAsMiscDirty;
  48268. /** @hidden */
  48269. _markAllSubMeshesAsMiscDirty(): void;
  48270. /**
  48271. * Instantiate a new istance of clear coat configuration.
  48272. * @param markAllSubMeshesAsMiscDirty Callback to flag the material to dirty
  48273. */
  48274. constructor(markAllSubMeshesAsMiscDirty: () => void);
  48275. /**
  48276. * Checks to see if a texture is used in the material.
  48277. * @param defines the list of "defines" to update.
  48278. */
  48279. prepareDefines(defines: IMaterialBRDFDefines): void;
  48280. /**
  48281. * Get the current class name of the texture useful for serialization or dynamic coding.
  48282. * @returns "PBRClearCoatConfiguration"
  48283. */
  48284. getClassName(): string;
  48285. /**
  48286. * Makes a duplicate of the current configuration into another one.
  48287. * @param brdfConfiguration define the config where to copy the info
  48288. */
  48289. copyTo(brdfConfiguration: PBRBRDFConfiguration): void;
  48290. /**
  48291. * Serializes this BRDF configuration.
  48292. * @returns - An object with the serialized config.
  48293. */
  48294. serialize(): any;
  48295. /**
  48296. * Parses a anisotropy Configuration from a serialized object.
  48297. * @param source - Serialized object.
  48298. * @param scene Defines the scene we are parsing for
  48299. * @param rootUrl Defines the rootUrl to load from
  48300. */
  48301. parse(source: any, scene: Scene, rootUrl: string): void;
  48302. }
  48303. }
  48304. declare module "babylonjs/Materials/PBR/pbrSheenConfiguration" {
  48305. import { EffectFallbacks } from "babylonjs/Materials/effect";
  48306. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  48307. import { Color3 } from "babylonjs/Maths/math.color";
  48308. import { Scene } from "babylonjs/scene";
  48309. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48310. import { Nullable } from "babylonjs/types";
  48311. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  48312. /**
  48313. * @hidden
  48314. */
  48315. export interface IMaterialSheenDefines {
  48316. SHEEN: boolean;
  48317. SHEEN_TEXTURE: boolean;
  48318. SHEEN_TEXTUREDIRECTUV: number;
  48319. SHEEN_LINKWITHALBEDO: boolean;
  48320. /** @hidden */
  48321. _areTexturesDirty: boolean;
  48322. }
  48323. /**
  48324. * Define the code related to the Sheen parameters of the pbr material.
  48325. */
  48326. export class PBRSheenConfiguration {
  48327. private _isEnabled;
  48328. /**
  48329. * Defines if the material uses sheen.
  48330. */
  48331. isEnabled: boolean;
  48332. private _linkSheenWithAlbedo;
  48333. /**
  48334. * Defines if the sheen is linked to the sheen color.
  48335. */
  48336. linkSheenWithAlbedo: boolean;
  48337. /**
  48338. * Defines the sheen intensity.
  48339. */
  48340. intensity: number;
  48341. /**
  48342. * Defines the sheen color.
  48343. */
  48344. color: Color3;
  48345. private _texture;
  48346. /**
  48347. * Stores the sheen tint values in a texture.
  48348. * rgb is tint
  48349. * a is a intensity
  48350. */
  48351. texture: Nullable<BaseTexture>;
  48352. /** @hidden */
  48353. private _internalMarkAllSubMeshesAsTexturesDirty;
  48354. /** @hidden */
  48355. _markAllSubMeshesAsTexturesDirty(): void;
  48356. /**
  48357. * Instantiate a new istance of clear coat configuration.
  48358. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  48359. */
  48360. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  48361. /**
  48362. * Specifies that the submesh is ready to be used.
  48363. * @param defines the list of "defines" to update.
  48364. * @param scene defines the scene the material belongs to.
  48365. * @returns - boolean indicating that the submesh is ready or not.
  48366. */
  48367. isReadyForSubMesh(defines: IMaterialSheenDefines, scene: Scene): boolean;
  48368. /**
  48369. * Checks to see if a texture is used in the material.
  48370. * @param defines the list of "defines" to update.
  48371. * @param scene defines the scene the material belongs to.
  48372. */
  48373. prepareDefines(defines: IMaterialSheenDefines, scene: Scene): void;
  48374. /**
  48375. * Binds the material data.
  48376. * @param uniformBuffer defines the Uniform buffer to fill in.
  48377. * @param scene defines the scene the material belongs to.
  48378. * @param isFrozen defines wether the material is frozen or not.
  48379. */
  48380. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  48381. /**
  48382. * Checks to see if a texture is used in the material.
  48383. * @param texture - Base texture to use.
  48384. * @returns - Boolean specifying if a texture is used in the material.
  48385. */
  48386. hasTexture(texture: BaseTexture): boolean;
  48387. /**
  48388. * Returns an array of the actively used textures.
  48389. * @param activeTextures Array of BaseTextures
  48390. */
  48391. getActiveTextures(activeTextures: BaseTexture[]): void;
  48392. /**
  48393. * Returns the animatable textures.
  48394. * @param animatables Array of animatable textures.
  48395. */
  48396. getAnimatables(animatables: IAnimatable[]): void;
  48397. /**
  48398. * Disposes the resources of the material.
  48399. * @param forceDisposeTextures - Forces the disposal of all textures.
  48400. */
  48401. dispose(forceDisposeTextures?: boolean): void;
  48402. /**
  48403. * Get the current class name of the texture useful for serialization or dynamic coding.
  48404. * @returns "PBRSheenConfiguration"
  48405. */
  48406. getClassName(): string;
  48407. /**
  48408. * Add fallbacks to the effect fallbacks list.
  48409. * @param defines defines the Base texture to use.
  48410. * @param fallbacks defines the current fallback list.
  48411. * @param currentRank defines the current fallback rank.
  48412. * @returns the new fallback rank.
  48413. */
  48414. static AddFallbacks(defines: IMaterialSheenDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  48415. /**
  48416. * Add the required uniforms to the current list.
  48417. * @param uniforms defines the current uniform list.
  48418. */
  48419. static AddUniforms(uniforms: string[]): void;
  48420. /**
  48421. * Add the required uniforms to the current buffer.
  48422. * @param uniformBuffer defines the current uniform buffer.
  48423. */
  48424. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  48425. /**
  48426. * Add the required samplers to the current list.
  48427. * @param samplers defines the current sampler list.
  48428. */
  48429. static AddSamplers(samplers: string[]): void;
  48430. /**
  48431. * Makes a duplicate of the current configuration into another one.
  48432. * @param sheenConfiguration define the config where to copy the info
  48433. */
  48434. copyTo(sheenConfiguration: PBRSheenConfiguration): void;
  48435. /**
  48436. * Serializes this BRDF configuration.
  48437. * @returns - An object with the serialized config.
  48438. */
  48439. serialize(): any;
  48440. /**
  48441. * Parses a anisotropy Configuration from a serialized object.
  48442. * @param source - Serialized object.
  48443. * @param scene Defines the scene we are parsing for
  48444. * @param rootUrl Defines the rootUrl to load from
  48445. */
  48446. parse(source: any, scene: Scene, rootUrl: string): void;
  48447. }
  48448. }
  48449. declare module "babylonjs/Materials/PBR/pbrSubSurfaceConfiguration" {
  48450. import { Nullable } from "babylonjs/types";
  48451. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  48452. import { Color3 } from "babylonjs/Maths/math.color";
  48453. import { SmartArray } from "babylonjs/Misc/smartArray";
  48454. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48455. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  48456. import { Effect, EffectFallbacks } from "babylonjs/Materials/effect";
  48457. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  48458. import { Engine } from "babylonjs/Engines/engine";
  48459. import { Scene } from "babylonjs/scene";
  48460. /**
  48461. * @hidden
  48462. */
  48463. export interface IMaterialSubSurfaceDefines {
  48464. SUBSURFACE: boolean;
  48465. SS_REFRACTION: boolean;
  48466. SS_TRANSLUCENCY: boolean;
  48467. SS_SCATERRING: boolean;
  48468. SS_THICKNESSANDMASK_TEXTURE: boolean;
  48469. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  48470. SS_REFRACTIONMAP_3D: boolean;
  48471. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  48472. SS_LODINREFRACTIONALPHA: boolean;
  48473. SS_GAMMAREFRACTION: boolean;
  48474. SS_RGBDREFRACTION: boolean;
  48475. SS_LINEARSPECULARREFRACTION: boolean;
  48476. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  48477. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  48478. /** @hidden */
  48479. _areTexturesDirty: boolean;
  48480. }
  48481. /**
  48482. * Define the code related to the sub surface parameters of the pbr material.
  48483. */
  48484. export class PBRSubSurfaceConfiguration {
  48485. private _isRefractionEnabled;
  48486. /**
  48487. * Defines if the refraction is enabled in the material.
  48488. */
  48489. isRefractionEnabled: boolean;
  48490. private _isTranslucencyEnabled;
  48491. /**
  48492. * Defines if the translucency is enabled in the material.
  48493. */
  48494. isTranslucencyEnabled: boolean;
  48495. private _isScatteringEnabled;
  48496. /**
  48497. * Defines the refraction intensity of the material.
  48498. * The refraction when enabled replaces the Diffuse part of the material.
  48499. * The intensity helps transitionning between diffuse and refraction.
  48500. */
  48501. refractionIntensity: number;
  48502. /**
  48503. * Defines the translucency intensity of the material.
  48504. * When translucency has been enabled, this defines how much of the "translucency"
  48505. * is addded to the diffuse part of the material.
  48506. */
  48507. translucencyIntensity: number;
  48508. /**
  48509. * Defines the scattering intensity of the material.
  48510. * When scattering has been enabled, this defines how much of the "scattered light"
  48511. * is addded to the diffuse part of the material.
  48512. */
  48513. scatteringIntensity: number;
  48514. private _thicknessTexture;
  48515. /**
  48516. * Stores the average thickness of a mesh in a texture (The texture is holding the values linearly).
  48517. * The red channel of the texture should contain the thickness remapped between 0 and 1.
  48518. * 0 would mean minimumThickness
  48519. * 1 would mean maximumThickness
  48520. * The other channels might be use as a mask to vary the different effects intensity.
  48521. */
  48522. thicknessTexture: Nullable<BaseTexture>;
  48523. private _refractionTexture;
  48524. /**
  48525. * Defines the texture to use for refraction.
  48526. */
  48527. refractionTexture: Nullable<BaseTexture>;
  48528. private _indexOfRefraction;
  48529. /**
  48530. * Defines the index of refraction used in the material.
  48531. * https://en.wikipedia.org/wiki/List_of_refractive_indices
  48532. */
  48533. indexOfRefraction: number;
  48534. private _invertRefractionY;
  48535. /**
  48536. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  48537. */
  48538. invertRefractionY: boolean;
  48539. private _linkRefractionWithTransparency;
  48540. /**
  48541. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  48542. * Materials half opaque for instance using refraction could benefit from this control.
  48543. */
  48544. linkRefractionWithTransparency: boolean;
  48545. /**
  48546. * Defines the minimum thickness stored in the thickness map.
  48547. * If no thickness map is defined, this value will be used to simulate thickness.
  48548. */
  48549. minimumThickness: number;
  48550. /**
  48551. * Defines the maximum thickness stored in the thickness map.
  48552. */
  48553. maximumThickness: number;
  48554. /**
  48555. * Defines the volume tint of the material.
  48556. * This is used for both translucency and scattering.
  48557. */
  48558. tintColor: Color3;
  48559. /**
  48560. * Defines the distance at which the tint color should be found in the media.
  48561. * This is used for refraction only.
  48562. */
  48563. tintColorAtDistance: number;
  48564. /**
  48565. * Defines how far each channel transmit through the media.
  48566. * It is defined as a color to simplify it selection.
  48567. */
  48568. diffusionDistance: Color3;
  48569. private _useMaskFromThicknessTexture;
  48570. /**
  48571. * Stores the intensity of the different subsurface effects in the thickness texture.
  48572. * * the green channel is the translucency intensity.
  48573. * * the blue channel is the scattering intensity.
  48574. * * the alpha channel is the refraction intensity.
  48575. */
  48576. useMaskFromThicknessTexture: boolean;
  48577. /** @hidden */
  48578. private _internalMarkAllSubMeshesAsTexturesDirty;
  48579. /** @hidden */
  48580. _markAllSubMeshesAsTexturesDirty(): void;
  48581. /**
  48582. * Instantiate a new istance of sub surface configuration.
  48583. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  48584. */
  48585. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  48586. /**
  48587. * Gets wehter the submesh is ready to be used or not.
  48588. * @param defines the list of "defines" to update.
  48589. * @param scene defines the scene the material belongs to.
  48590. * @returns - boolean indicating that the submesh is ready or not.
  48591. */
  48592. isReadyForSubMesh(defines: IMaterialSubSurfaceDefines, scene: Scene): boolean;
  48593. /**
  48594. * Checks to see if a texture is used in the material.
  48595. * @param defines the list of "defines" to update.
  48596. * @param scene defines the scene to the material belongs to.
  48597. */
  48598. prepareDefines(defines: IMaterialSubSurfaceDefines, scene: Scene): void;
  48599. /**
  48600. * Binds the material data.
  48601. * @param uniformBuffer defines the Uniform buffer to fill in.
  48602. * @param scene defines the scene the material belongs to.
  48603. * @param engine defines the engine the material belongs to.
  48604. * @param isFrozen defines wether the material is frozen or not.
  48605. * @param lodBasedMicrosurface defines wether the material relies on lod based microsurface or not.
  48606. */
  48607. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, isFrozen: boolean, lodBasedMicrosurface: boolean): void;
  48608. /**
  48609. * Unbinds the material from the mesh.
  48610. * @param activeEffect defines the effect that should be unbound from.
  48611. * @returns true if unbound, otherwise false
  48612. */
  48613. unbind(activeEffect: Effect): boolean;
  48614. /**
  48615. * Returns the texture used for refraction or null if none is used.
  48616. * @param scene defines the scene the material belongs to.
  48617. * @returns - Refraction texture if present. If no refraction texture and refraction
  48618. * is linked with transparency, returns environment texture. Otherwise, returns null.
  48619. */
  48620. private _getRefractionTexture;
  48621. /**
  48622. * Returns true if alpha blending should be disabled.
  48623. */
  48624. readonly disableAlphaBlending: boolean;
  48625. /**
  48626. * Fills the list of render target textures.
  48627. * @param renderTargets the list of render targets to update
  48628. */
  48629. fillRenderTargetTextures(renderTargets: SmartArray<RenderTargetTexture>): void;
  48630. /**
  48631. * Checks to see if a texture is used in the material.
  48632. * @param texture - Base texture to use.
  48633. * @returns - Boolean specifying if a texture is used in the material.
  48634. */
  48635. hasTexture(texture: BaseTexture): boolean;
  48636. /**
  48637. * Gets a boolean indicating that current material needs to register RTT
  48638. * @returns true if this uses a render target otherwise false.
  48639. */
  48640. hasRenderTargetTextures(): boolean;
  48641. /**
  48642. * Returns an array of the actively used textures.
  48643. * @param activeTextures Array of BaseTextures
  48644. */
  48645. getActiveTextures(activeTextures: BaseTexture[]): void;
  48646. /**
  48647. * Returns the animatable textures.
  48648. * @param animatables Array of animatable textures.
  48649. */
  48650. getAnimatables(animatables: IAnimatable[]): void;
  48651. /**
  48652. * Disposes the resources of the material.
  48653. * @param forceDisposeTextures - Forces the disposal of all textures.
  48654. */
  48655. dispose(forceDisposeTextures?: boolean): void;
  48656. /**
  48657. * Get the current class name of the texture useful for serialization or dynamic coding.
  48658. * @returns "PBRSubSurfaceConfiguration"
  48659. */
  48660. getClassName(): string;
  48661. /**
  48662. * Add fallbacks to the effect fallbacks list.
  48663. * @param defines defines the Base texture to use.
  48664. * @param fallbacks defines the current fallback list.
  48665. * @param currentRank defines the current fallback rank.
  48666. * @returns the new fallback rank.
  48667. */
  48668. static AddFallbacks(defines: IMaterialSubSurfaceDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  48669. /**
  48670. * Add the required uniforms to the current list.
  48671. * @param uniforms defines the current uniform list.
  48672. */
  48673. static AddUniforms(uniforms: string[]): void;
  48674. /**
  48675. * Add the required samplers to the current list.
  48676. * @param samplers defines the current sampler list.
  48677. */
  48678. static AddSamplers(samplers: string[]): void;
  48679. /**
  48680. * Add the required uniforms to the current buffer.
  48681. * @param uniformBuffer defines the current uniform buffer.
  48682. */
  48683. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  48684. /**
  48685. * Makes a duplicate of the current configuration into another one.
  48686. * @param configuration define the config where to copy the info
  48687. */
  48688. copyTo(configuration: PBRSubSurfaceConfiguration): void;
  48689. /**
  48690. * Serializes this Sub Surface configuration.
  48691. * @returns - An object with the serialized config.
  48692. */
  48693. serialize(): any;
  48694. /**
  48695. * Parses a anisotropy Configuration from a serialized object.
  48696. * @param source - Serialized object.
  48697. * @param scene Defines the scene we are parsing for
  48698. * @param rootUrl Defines the rootUrl to load from
  48699. */
  48700. parse(source: any, scene: Scene, rootUrl: string): void;
  48701. }
  48702. }
  48703. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentDeclaration" {
  48704. /** @hidden */
  48705. export var pbrFragmentDeclaration: {
  48706. name: string;
  48707. shader: string;
  48708. };
  48709. }
  48710. declare module "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration" {
  48711. /** @hidden */
  48712. export var pbrUboDeclaration: {
  48713. name: string;
  48714. shader: string;
  48715. };
  48716. }
  48717. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentExtraDeclaration" {
  48718. /** @hidden */
  48719. export var pbrFragmentExtraDeclaration: {
  48720. name: string;
  48721. shader: string;
  48722. };
  48723. }
  48724. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration" {
  48725. /** @hidden */
  48726. export var pbrFragmentSamplersDeclaration: {
  48727. name: string;
  48728. shader: string;
  48729. };
  48730. }
  48731. declare module "babylonjs/Shaders/ShadersInclude/pbrHelperFunctions" {
  48732. /** @hidden */
  48733. export var pbrHelperFunctions: {
  48734. name: string;
  48735. shader: string;
  48736. };
  48737. }
  48738. declare module "babylonjs/Shaders/ShadersInclude/harmonicsFunctions" {
  48739. /** @hidden */
  48740. export var harmonicsFunctions: {
  48741. name: string;
  48742. shader: string;
  48743. };
  48744. }
  48745. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions" {
  48746. /** @hidden */
  48747. export var pbrDirectLightingSetupFunctions: {
  48748. name: string;
  48749. shader: string;
  48750. };
  48751. }
  48752. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFalloffFunctions" {
  48753. /** @hidden */
  48754. export var pbrDirectLightingFalloffFunctions: {
  48755. name: string;
  48756. shader: string;
  48757. };
  48758. }
  48759. declare module "babylonjs/Shaders/ShadersInclude/pbrBRDFFunctions" {
  48760. /** @hidden */
  48761. export var pbrBRDFFunctions: {
  48762. name: string;
  48763. shader: string;
  48764. };
  48765. }
  48766. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFunctions" {
  48767. /** @hidden */
  48768. export var pbrDirectLightingFunctions: {
  48769. name: string;
  48770. shader: string;
  48771. };
  48772. }
  48773. declare module "babylonjs/Shaders/ShadersInclude/pbrIBLFunctions" {
  48774. /** @hidden */
  48775. export var pbrIBLFunctions: {
  48776. name: string;
  48777. shader: string;
  48778. };
  48779. }
  48780. declare module "babylonjs/Shaders/ShadersInclude/pbrDebug" {
  48781. /** @hidden */
  48782. export var pbrDebug: {
  48783. name: string;
  48784. shader: string;
  48785. };
  48786. }
  48787. declare module "babylonjs/Shaders/pbr.fragment" {
  48788. import "babylonjs/Shaders/ShadersInclude/pbrFragmentDeclaration";
  48789. import "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration";
  48790. import "babylonjs/Shaders/ShadersInclude/pbrFragmentExtraDeclaration";
  48791. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  48792. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  48793. import "babylonjs/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration";
  48794. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  48795. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  48796. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  48797. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  48798. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  48799. import "babylonjs/Shaders/ShadersInclude/pbrHelperFunctions";
  48800. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  48801. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  48802. import "babylonjs/Shaders/ShadersInclude/harmonicsFunctions";
  48803. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions";
  48804. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFalloffFunctions";
  48805. import "babylonjs/Shaders/ShadersInclude/pbrBRDFFunctions";
  48806. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFunctions";
  48807. import "babylonjs/Shaders/ShadersInclude/pbrIBLFunctions";
  48808. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  48809. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  48810. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  48811. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  48812. import "babylonjs/Shaders/ShadersInclude/depthPrePass";
  48813. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  48814. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  48815. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  48816. import "babylonjs/Shaders/ShadersInclude/pbrDebug";
  48817. /** @hidden */
  48818. export var pbrPixelShader: {
  48819. name: string;
  48820. shader: string;
  48821. };
  48822. }
  48823. declare module "babylonjs/Shaders/ShadersInclude/pbrVertexDeclaration" {
  48824. /** @hidden */
  48825. export var pbrVertexDeclaration: {
  48826. name: string;
  48827. shader: string;
  48828. };
  48829. }
  48830. declare module "babylonjs/Shaders/pbr.vertex" {
  48831. import "babylonjs/Shaders/ShadersInclude/pbrVertexDeclaration";
  48832. import "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration";
  48833. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  48834. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  48835. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  48836. import "babylonjs/Shaders/ShadersInclude/harmonicsFunctions";
  48837. import "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration";
  48838. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  48839. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  48840. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  48841. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  48842. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  48843. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  48844. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  48845. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  48846. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  48847. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  48848. import "babylonjs/Shaders/ShadersInclude/bumpVertex";
  48849. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  48850. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  48851. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  48852. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  48853. /** @hidden */
  48854. export var pbrVertexShader: {
  48855. name: string;
  48856. shader: string;
  48857. };
  48858. }
  48859. declare module "babylonjs/Materials/PBR/pbrBaseMaterial" {
  48860. import { Nullable } from "babylonjs/types";
  48861. import { Scene } from "babylonjs/scene";
  48862. import { Matrix } from "babylonjs/Maths/math.vector";
  48863. import { SubMesh } from "babylonjs/Meshes/subMesh";
  48864. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  48865. import { Mesh } from "babylonjs/Meshes/mesh";
  48866. import { IMaterialClearCoatDefines, PBRClearCoatConfiguration } from "babylonjs/Materials/PBR/pbrClearCoatConfiguration";
  48867. import { IMaterialAnisotropicDefines, PBRAnisotropicConfiguration } from "babylonjs/Materials/PBR/pbrAnisotropicConfiguration";
  48868. import { IMaterialBRDFDefines, PBRBRDFConfiguration } from "babylonjs/Materials/PBR/pbrBRDFConfiguration";
  48869. import { IMaterialSheenDefines, PBRSheenConfiguration } from "babylonjs/Materials/PBR/pbrSheenConfiguration";
  48870. import { IMaterialSubSurfaceDefines, PBRSubSurfaceConfiguration } from "babylonjs/Materials/PBR/pbrSubSurfaceConfiguration";
  48871. import { Color3 } from "babylonjs/Maths/math.color";
  48872. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  48873. import { Material } from "babylonjs/Materials/material";
  48874. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  48875. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  48876. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48877. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  48878. import "babylonjs/Shaders/pbr.fragment";
  48879. import "babylonjs/Shaders/pbr.vertex";
  48880. /**
  48881. * Manages the defines for the PBR Material.
  48882. * @hidden
  48883. */
  48884. export class PBRMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines, IMaterialClearCoatDefines, IMaterialAnisotropicDefines, IMaterialBRDFDefines, IMaterialSheenDefines, IMaterialSubSurfaceDefines {
  48885. PBR: boolean;
  48886. MAINUV1: boolean;
  48887. MAINUV2: boolean;
  48888. UV1: boolean;
  48889. UV2: boolean;
  48890. ALBEDO: boolean;
  48891. ALBEDODIRECTUV: number;
  48892. VERTEXCOLOR: boolean;
  48893. AMBIENT: boolean;
  48894. AMBIENTDIRECTUV: number;
  48895. AMBIENTINGRAYSCALE: boolean;
  48896. OPACITY: boolean;
  48897. VERTEXALPHA: boolean;
  48898. OPACITYDIRECTUV: number;
  48899. OPACITYRGB: boolean;
  48900. ALPHATEST: boolean;
  48901. DEPTHPREPASS: boolean;
  48902. ALPHABLEND: boolean;
  48903. ALPHAFROMALBEDO: boolean;
  48904. ALPHATESTVALUE: string;
  48905. SPECULAROVERALPHA: boolean;
  48906. RADIANCEOVERALPHA: boolean;
  48907. ALPHAFRESNEL: boolean;
  48908. LINEARALPHAFRESNEL: boolean;
  48909. PREMULTIPLYALPHA: boolean;
  48910. EMISSIVE: boolean;
  48911. EMISSIVEDIRECTUV: number;
  48912. REFLECTIVITY: boolean;
  48913. REFLECTIVITYDIRECTUV: number;
  48914. SPECULARTERM: boolean;
  48915. MICROSURFACEFROMREFLECTIVITYMAP: boolean;
  48916. MICROSURFACEAUTOMATIC: boolean;
  48917. LODBASEDMICROSFURACE: boolean;
  48918. MICROSURFACEMAP: boolean;
  48919. MICROSURFACEMAPDIRECTUV: number;
  48920. METALLICWORKFLOW: boolean;
  48921. ROUGHNESSSTOREINMETALMAPALPHA: boolean;
  48922. ROUGHNESSSTOREINMETALMAPGREEN: boolean;
  48923. METALLNESSSTOREINMETALMAPBLUE: boolean;
  48924. AOSTOREINMETALMAPRED: boolean;
  48925. ENVIRONMENTBRDF: boolean;
  48926. ENVIRONMENTBRDF_RGBD: boolean;
  48927. NORMAL: boolean;
  48928. TANGENT: boolean;
  48929. BUMP: boolean;
  48930. BUMPDIRECTUV: number;
  48931. OBJECTSPACE_NORMALMAP: boolean;
  48932. PARALLAX: boolean;
  48933. PARALLAXOCCLUSION: boolean;
  48934. NORMALXYSCALE: boolean;
  48935. LIGHTMAP: boolean;
  48936. LIGHTMAPDIRECTUV: number;
  48937. USELIGHTMAPASSHADOWMAP: boolean;
  48938. GAMMALIGHTMAP: boolean;
  48939. RGBDLIGHTMAP: boolean;
  48940. REFLECTION: boolean;
  48941. REFLECTIONMAP_3D: boolean;
  48942. REFLECTIONMAP_SPHERICAL: boolean;
  48943. REFLECTIONMAP_PLANAR: boolean;
  48944. REFLECTIONMAP_CUBIC: boolean;
  48945. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  48946. REFLECTIONMAP_PROJECTION: boolean;
  48947. REFLECTIONMAP_SKYBOX: boolean;
  48948. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  48949. REFLECTIONMAP_EXPLICIT: boolean;
  48950. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  48951. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  48952. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  48953. INVERTCUBICMAP: boolean;
  48954. USESPHERICALFROMREFLECTIONMAP: boolean;
  48955. USEIRRADIANCEMAP: boolean;
  48956. SPHERICAL_HARMONICS: boolean;
  48957. USESPHERICALINVERTEX: boolean;
  48958. REFLECTIONMAP_OPPOSITEZ: boolean;
  48959. LODINREFLECTIONALPHA: boolean;
  48960. GAMMAREFLECTION: boolean;
  48961. RGBDREFLECTION: boolean;
  48962. LINEARSPECULARREFLECTION: boolean;
  48963. RADIANCEOCCLUSION: boolean;
  48964. HORIZONOCCLUSION: boolean;
  48965. INSTANCES: boolean;
  48966. NUM_BONE_INFLUENCERS: number;
  48967. BonesPerMesh: number;
  48968. BONETEXTURE: boolean;
  48969. NONUNIFORMSCALING: boolean;
  48970. MORPHTARGETS: boolean;
  48971. MORPHTARGETS_NORMAL: boolean;
  48972. MORPHTARGETS_TANGENT: boolean;
  48973. MORPHTARGETS_UV: boolean;
  48974. NUM_MORPH_INFLUENCERS: number;
  48975. IMAGEPROCESSING: boolean;
  48976. VIGNETTE: boolean;
  48977. VIGNETTEBLENDMODEMULTIPLY: boolean;
  48978. VIGNETTEBLENDMODEOPAQUE: boolean;
  48979. TONEMAPPING: boolean;
  48980. TONEMAPPING_ACES: boolean;
  48981. CONTRAST: boolean;
  48982. COLORCURVES: boolean;
  48983. COLORGRADING: boolean;
  48984. COLORGRADING3D: boolean;
  48985. SAMPLER3DGREENDEPTH: boolean;
  48986. SAMPLER3DBGRMAP: boolean;
  48987. IMAGEPROCESSINGPOSTPROCESS: boolean;
  48988. EXPOSURE: boolean;
  48989. MULTIVIEW: boolean;
  48990. USEPHYSICALLIGHTFALLOFF: boolean;
  48991. USEGLTFLIGHTFALLOFF: boolean;
  48992. TWOSIDEDLIGHTING: boolean;
  48993. SHADOWFLOAT: boolean;
  48994. CLIPPLANE: boolean;
  48995. CLIPPLANE2: boolean;
  48996. CLIPPLANE3: boolean;
  48997. CLIPPLANE4: boolean;
  48998. POINTSIZE: boolean;
  48999. FOG: boolean;
  49000. LOGARITHMICDEPTH: boolean;
  49001. FORCENORMALFORWARD: boolean;
  49002. SPECULARAA: boolean;
  49003. CLEARCOAT: boolean;
  49004. CLEARCOAT_DEFAULTIOR: boolean;
  49005. CLEARCOAT_TEXTURE: boolean;
  49006. CLEARCOAT_TEXTUREDIRECTUV: number;
  49007. CLEARCOAT_BUMP: boolean;
  49008. CLEARCOAT_BUMPDIRECTUV: number;
  49009. CLEARCOAT_TINT: boolean;
  49010. CLEARCOAT_TINT_TEXTURE: boolean;
  49011. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  49012. ANISOTROPIC: boolean;
  49013. ANISOTROPIC_TEXTURE: boolean;
  49014. ANISOTROPIC_TEXTUREDIRECTUV: number;
  49015. BRDF_V_HEIGHT_CORRELATED: boolean;
  49016. MS_BRDF_ENERGY_CONSERVATION: boolean;
  49017. SHEEN: boolean;
  49018. SHEEN_TEXTURE: boolean;
  49019. SHEEN_TEXTUREDIRECTUV: number;
  49020. SHEEN_LINKWITHALBEDO: boolean;
  49021. SUBSURFACE: boolean;
  49022. SS_REFRACTION: boolean;
  49023. SS_TRANSLUCENCY: boolean;
  49024. SS_SCATERRING: boolean;
  49025. SS_THICKNESSANDMASK_TEXTURE: boolean;
  49026. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  49027. SS_REFRACTIONMAP_3D: boolean;
  49028. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  49029. SS_LODINREFRACTIONALPHA: boolean;
  49030. SS_GAMMAREFRACTION: boolean;
  49031. SS_RGBDREFRACTION: boolean;
  49032. SS_LINEARSPECULARREFRACTION: boolean;
  49033. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  49034. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  49035. UNLIT: boolean;
  49036. DEBUGMODE: number;
  49037. /**
  49038. * Initializes the PBR Material defines.
  49039. */
  49040. constructor();
  49041. /**
  49042. * Resets the PBR Material defines.
  49043. */
  49044. reset(): void;
  49045. }
  49046. /**
  49047. * The Physically based material base class of BJS.
  49048. *
  49049. * This offers the main features of a standard PBR material.
  49050. * For more information, please refer to the documentation :
  49051. * https://doc.babylonjs.com/how_to/physically_based_rendering
  49052. */
  49053. export abstract class PBRBaseMaterial extends PushMaterial {
  49054. /**
  49055. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  49056. */
  49057. static readonly PBRMATERIAL_OPAQUE: number;
  49058. /**
  49059. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  49060. */
  49061. static readonly PBRMATERIAL_ALPHATEST: number;
  49062. /**
  49063. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  49064. */
  49065. static readonly PBRMATERIAL_ALPHABLEND: number;
  49066. /**
  49067. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  49068. * They are also discarded below the alpha cutoff threshold to improve performances.
  49069. */
  49070. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  49071. /**
  49072. * Defines the default value of how much AO map is occluding the analytical lights
  49073. * (point spot...).
  49074. */
  49075. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  49076. /**
  49077. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  49078. */
  49079. static readonly LIGHTFALLOFF_PHYSICAL: number;
  49080. /**
  49081. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  49082. * to enhance interoperability with other engines.
  49083. */
  49084. static readonly LIGHTFALLOFF_GLTF: number;
  49085. /**
  49086. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  49087. * to enhance interoperability with other materials.
  49088. */
  49089. static readonly LIGHTFALLOFF_STANDARD: number;
  49090. /**
  49091. * Intensity of the direct lights e.g. the four lights available in your scene.
  49092. * This impacts both the direct diffuse and specular highlights.
  49093. */
  49094. protected _directIntensity: number;
  49095. /**
  49096. * Intensity of the emissive part of the material.
  49097. * This helps controlling the emissive effect without modifying the emissive color.
  49098. */
  49099. protected _emissiveIntensity: number;
  49100. /**
  49101. * Intensity of the environment e.g. how much the environment will light the object
  49102. * either through harmonics for rough material or through the refelction for shiny ones.
  49103. */
  49104. protected _environmentIntensity: number;
  49105. /**
  49106. * This is a special control allowing the reduction of the specular highlights coming from the
  49107. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  49108. */
  49109. protected _specularIntensity: number;
  49110. /**
  49111. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  49112. */
  49113. private _lightingInfos;
  49114. /**
  49115. * Debug Control allowing disabling the bump map on this material.
  49116. */
  49117. protected _disableBumpMap: boolean;
  49118. /**
  49119. * AKA Diffuse Texture in standard nomenclature.
  49120. */
  49121. protected _albedoTexture: Nullable<BaseTexture>;
  49122. /**
  49123. * AKA Occlusion Texture in other nomenclature.
  49124. */
  49125. protected _ambientTexture: Nullable<BaseTexture>;
  49126. /**
  49127. * AKA Occlusion Texture Intensity in other nomenclature.
  49128. */
  49129. protected _ambientTextureStrength: number;
  49130. /**
  49131. * Defines how much the AO map is occluding the analytical lights (point spot...).
  49132. * 1 means it completely occludes it
  49133. * 0 mean it has no impact
  49134. */
  49135. protected _ambientTextureImpactOnAnalyticalLights: number;
  49136. /**
  49137. * Stores the alpha values in a texture.
  49138. */
  49139. protected _opacityTexture: Nullable<BaseTexture>;
  49140. /**
  49141. * Stores the reflection values in a texture.
  49142. */
  49143. protected _reflectionTexture: Nullable<BaseTexture>;
  49144. /**
  49145. * Stores the emissive values in a texture.
  49146. */
  49147. protected _emissiveTexture: Nullable<BaseTexture>;
  49148. /**
  49149. * AKA Specular texture in other nomenclature.
  49150. */
  49151. protected _reflectivityTexture: Nullable<BaseTexture>;
  49152. /**
  49153. * Used to switch from specular/glossiness to metallic/roughness workflow.
  49154. */
  49155. protected _metallicTexture: Nullable<BaseTexture>;
  49156. /**
  49157. * Specifies the metallic scalar of the metallic/roughness workflow.
  49158. * Can also be used to scale the metalness values of the metallic texture.
  49159. */
  49160. protected _metallic: Nullable<number>;
  49161. /**
  49162. * Specifies the roughness scalar of the metallic/roughness workflow.
  49163. * Can also be used to scale the roughness values of the metallic texture.
  49164. */
  49165. protected _roughness: Nullable<number>;
  49166. /**
  49167. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  49168. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  49169. */
  49170. protected _microSurfaceTexture: Nullable<BaseTexture>;
  49171. /**
  49172. * Stores surface normal data used to displace a mesh in a texture.
  49173. */
  49174. protected _bumpTexture: Nullable<BaseTexture>;
  49175. /**
  49176. * Stores the pre-calculated light information of a mesh in a texture.
  49177. */
  49178. protected _lightmapTexture: Nullable<BaseTexture>;
  49179. /**
  49180. * The color of a material in ambient lighting.
  49181. */
  49182. protected _ambientColor: Color3;
  49183. /**
  49184. * AKA Diffuse Color in other nomenclature.
  49185. */
  49186. protected _albedoColor: Color3;
  49187. /**
  49188. * AKA Specular Color in other nomenclature.
  49189. */
  49190. protected _reflectivityColor: Color3;
  49191. /**
  49192. * The color applied when light is reflected from a material.
  49193. */
  49194. protected _reflectionColor: Color3;
  49195. /**
  49196. * The color applied when light is emitted from a material.
  49197. */
  49198. protected _emissiveColor: Color3;
  49199. /**
  49200. * AKA Glossiness in other nomenclature.
  49201. */
  49202. protected _microSurface: number;
  49203. /**
  49204. * Specifies that the material will use the light map as a show map.
  49205. */
  49206. protected _useLightmapAsShadowmap: boolean;
  49207. /**
  49208. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  49209. * makes the reflect vector face the model (under horizon).
  49210. */
  49211. protected _useHorizonOcclusion: boolean;
  49212. /**
  49213. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  49214. * too much the area relying on ambient texture to define their ambient occlusion.
  49215. */
  49216. protected _useRadianceOcclusion: boolean;
  49217. /**
  49218. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  49219. */
  49220. protected _useAlphaFromAlbedoTexture: boolean;
  49221. /**
  49222. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  49223. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  49224. */
  49225. protected _useSpecularOverAlpha: boolean;
  49226. /**
  49227. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  49228. */
  49229. protected _useMicroSurfaceFromReflectivityMapAlpha: boolean;
  49230. /**
  49231. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  49232. */
  49233. protected _useRoughnessFromMetallicTextureAlpha: boolean;
  49234. /**
  49235. * Specifies if the metallic texture contains the roughness information in its green channel.
  49236. */
  49237. protected _useRoughnessFromMetallicTextureGreen: boolean;
  49238. /**
  49239. * Specifies if the metallic texture contains the metallness information in its blue channel.
  49240. */
  49241. protected _useMetallnessFromMetallicTextureBlue: boolean;
  49242. /**
  49243. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  49244. */
  49245. protected _useAmbientOcclusionFromMetallicTextureRed: boolean;
  49246. /**
  49247. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  49248. */
  49249. protected _useAmbientInGrayScale: boolean;
  49250. /**
  49251. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  49252. * The material will try to infer what glossiness each pixel should be.
  49253. */
  49254. protected _useAutoMicroSurfaceFromReflectivityMap: boolean;
  49255. /**
  49256. * Defines the falloff type used in this material.
  49257. * It by default is Physical.
  49258. */
  49259. protected _lightFalloff: number;
  49260. /**
  49261. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  49262. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  49263. */
  49264. protected _useRadianceOverAlpha: boolean;
  49265. /**
  49266. * Allows using an object space normal map (instead of tangent space).
  49267. */
  49268. protected _useObjectSpaceNormalMap: boolean;
  49269. /**
  49270. * Allows using the bump map in parallax mode.
  49271. */
  49272. protected _useParallax: boolean;
  49273. /**
  49274. * Allows using the bump map in parallax occlusion mode.
  49275. */
  49276. protected _useParallaxOcclusion: boolean;
  49277. /**
  49278. * Controls the scale bias of the parallax mode.
  49279. */
  49280. protected _parallaxScaleBias: number;
  49281. /**
  49282. * If sets to true, disables all the lights affecting the material.
  49283. */
  49284. protected _disableLighting: boolean;
  49285. /**
  49286. * Number of Simultaneous lights allowed on the material.
  49287. */
  49288. protected _maxSimultaneousLights: number;
  49289. /**
  49290. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  49291. */
  49292. protected _invertNormalMapX: boolean;
  49293. /**
  49294. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  49295. */
  49296. protected _invertNormalMapY: boolean;
  49297. /**
  49298. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  49299. */
  49300. protected _twoSidedLighting: boolean;
  49301. /**
  49302. * Defines the alpha limits in alpha test mode.
  49303. */
  49304. protected _alphaCutOff: number;
  49305. /**
  49306. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  49307. */
  49308. protected _forceAlphaTest: boolean;
  49309. /**
  49310. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  49311. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  49312. */
  49313. protected _useAlphaFresnel: boolean;
  49314. /**
  49315. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  49316. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  49317. */
  49318. protected _useLinearAlphaFresnel: boolean;
  49319. /**
  49320. * The transparency mode of the material.
  49321. */
  49322. protected _transparencyMode: Nullable<number>;
  49323. /**
  49324. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  49325. * from cos thetav and roughness:
  49326. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  49327. */
  49328. protected _environmentBRDFTexture: Nullable<BaseTexture>;
  49329. /**
  49330. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  49331. */
  49332. protected _forceIrradianceInFragment: boolean;
  49333. /**
  49334. * Force normal to face away from face.
  49335. */
  49336. protected _forceNormalForward: boolean;
  49337. /**
  49338. * Enables specular anti aliasing in the PBR shader.
  49339. * It will both interacts on the Geometry for analytical and IBL lighting.
  49340. * It also prefilter the roughness map based on the bump values.
  49341. */
  49342. protected _enableSpecularAntiAliasing: boolean;
  49343. /**
  49344. * Default configuration related to image processing available in the PBR Material.
  49345. */
  49346. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  49347. /**
  49348. * Keep track of the image processing observer to allow dispose and replace.
  49349. */
  49350. private _imageProcessingObserver;
  49351. /**
  49352. * Attaches a new image processing configuration to the PBR Material.
  49353. * @param configuration
  49354. */
  49355. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  49356. /**
  49357. * Stores the available render targets.
  49358. */
  49359. private _renderTargets;
  49360. /**
  49361. * Sets the global ambient color for the material used in lighting calculations.
  49362. */
  49363. private _globalAmbientColor;
  49364. /**
  49365. * Enables the use of logarithmic depth buffers, which is good for wide depth buffers.
  49366. */
  49367. private _useLogarithmicDepth;
  49368. /**
  49369. * If set to true, no lighting calculations will be applied.
  49370. */
  49371. private _unlit;
  49372. private _debugMode;
  49373. /**
  49374. * @hidden
  49375. * This is reserved for the inspector.
  49376. * Defines the material debug mode.
  49377. * It helps seeing only some components of the material while troubleshooting.
  49378. */
  49379. debugMode: number;
  49380. /**
  49381. * @hidden
  49382. * This is reserved for the inspector.
  49383. * Specify from where on screen the debug mode should start.
  49384. * The value goes from -1 (full screen) to 1 (not visible)
  49385. * It helps with side by side comparison against the final render
  49386. * This defaults to -1
  49387. */
  49388. private debugLimit;
  49389. /**
  49390. * @hidden
  49391. * This is reserved for the inspector.
  49392. * As the default viewing range might not be enough (if the ambient is really small for instance)
  49393. * You can use the factor to better multiply the final value.
  49394. */
  49395. private debugFactor;
  49396. /**
  49397. * Defines the clear coat layer parameters for the material.
  49398. */
  49399. readonly clearCoat: PBRClearCoatConfiguration;
  49400. /**
  49401. * Defines the anisotropic parameters for the material.
  49402. */
  49403. readonly anisotropy: PBRAnisotropicConfiguration;
  49404. /**
  49405. * Defines the BRDF parameters for the material.
  49406. */
  49407. readonly brdf: PBRBRDFConfiguration;
  49408. /**
  49409. * Defines the Sheen parameters for the material.
  49410. */
  49411. readonly sheen: PBRSheenConfiguration;
  49412. /**
  49413. * Defines the SubSurface parameters for the material.
  49414. */
  49415. readonly subSurface: PBRSubSurfaceConfiguration;
  49416. /**
  49417. * Custom callback helping to override the default shader used in the material.
  49418. */
  49419. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: PBRMaterialDefines) => string;
  49420. protected _rebuildInParallel: boolean;
  49421. /**
  49422. * Instantiates a new PBRMaterial instance.
  49423. *
  49424. * @param name The material name
  49425. * @param scene The scene the material will be use in.
  49426. */
  49427. constructor(name: string, scene: Scene);
  49428. /**
  49429. * Gets a boolean indicating that current material needs to register RTT
  49430. */
  49431. readonly hasRenderTargetTextures: boolean;
  49432. /**
  49433. * Gets the name of the material class.
  49434. */
  49435. getClassName(): string;
  49436. /**
  49437. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  49438. */
  49439. /**
  49440. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  49441. */
  49442. useLogarithmicDepth: boolean;
  49443. /**
  49444. * Gets the current transparency mode.
  49445. */
  49446. /**
  49447. * Sets the transparency mode of the material.
  49448. *
  49449. * | Value | Type | Description |
  49450. * | ----- | ----------------------------------- | ----------- |
  49451. * | 0 | OPAQUE | |
  49452. * | 1 | ALPHATEST | |
  49453. * | 2 | ALPHABLEND | |
  49454. * | 3 | ALPHATESTANDBLEND | |
  49455. *
  49456. */
  49457. transparencyMode: Nullable<number>;
  49458. /**
  49459. * Returns true if alpha blending should be disabled.
  49460. */
  49461. private readonly _disableAlphaBlending;
  49462. /**
  49463. * Specifies whether or not this material should be rendered in alpha blend mode.
  49464. */
  49465. needAlphaBlending(): boolean;
  49466. /**
  49467. * Specifies if the mesh will require alpha blending.
  49468. * @param mesh - BJS mesh.
  49469. */
  49470. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  49471. /**
  49472. * Specifies whether or not this material should be rendered in alpha test mode.
  49473. */
  49474. needAlphaTesting(): boolean;
  49475. /**
  49476. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  49477. */
  49478. protected _shouldUseAlphaFromAlbedoTexture(): boolean;
  49479. /**
  49480. * Gets the texture used for the alpha test.
  49481. */
  49482. getAlphaTestTexture(): Nullable<BaseTexture>;
  49483. /**
  49484. * Specifies that the submesh is ready to be used.
  49485. * @param mesh - BJS mesh.
  49486. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  49487. * @param useInstances - Specifies that instances should be used.
  49488. * @returns - boolean indicating that the submesh is ready or not.
  49489. */
  49490. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  49491. /**
  49492. * Specifies if the material uses metallic roughness workflow.
  49493. * @returns boolean specifiying if the material uses metallic roughness workflow.
  49494. */
  49495. isMetallicWorkflow(): boolean;
  49496. private _prepareEffect;
  49497. private _prepareDefines;
  49498. /**
  49499. * Force shader compilation
  49500. */
  49501. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
  49502. clipPlane: boolean;
  49503. }>): void;
  49504. /**
  49505. * Initializes the uniform buffer layout for the shader.
  49506. */
  49507. buildUniformLayout(): void;
  49508. /**
  49509. * Unbinds the material from the mesh
  49510. */
  49511. unbind(): void;
  49512. /**
  49513. * Binds the submesh data.
  49514. * @param world - The world matrix.
  49515. * @param mesh - The BJS mesh.
  49516. * @param subMesh - A submesh of the BJS mesh.
  49517. */
  49518. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  49519. /**
  49520. * Returns the animatable textures.
  49521. * @returns - Array of animatable textures.
  49522. */
  49523. getAnimatables(): IAnimatable[];
  49524. /**
  49525. * Returns the texture used for reflections.
  49526. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  49527. */
  49528. private _getReflectionTexture;
  49529. /**
  49530. * Returns an array of the actively used textures.
  49531. * @returns - Array of BaseTextures
  49532. */
  49533. getActiveTextures(): BaseTexture[];
  49534. /**
  49535. * Checks to see if a texture is used in the material.
  49536. * @param texture - Base texture to use.
  49537. * @returns - Boolean specifying if a texture is used in the material.
  49538. */
  49539. hasTexture(texture: BaseTexture): boolean;
  49540. /**
  49541. * Disposes the resources of the material.
  49542. * @param forceDisposeEffect - Forces the disposal of effects.
  49543. * @param forceDisposeTextures - Forces the disposal of all textures.
  49544. */
  49545. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  49546. }
  49547. }
  49548. declare module "babylonjs/Materials/PBR/pbrMaterial" {
  49549. import { Nullable } from "babylonjs/types";
  49550. import { Scene } from "babylonjs/scene";
  49551. import { Color3 } from "babylonjs/Maths/math.color";
  49552. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  49553. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  49554. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49555. import { PBRBaseMaterial } from "babylonjs/Materials/PBR/pbrBaseMaterial";
  49556. /**
  49557. * The Physically based material of BJS.
  49558. *
  49559. * This offers the main features of a standard PBR material.
  49560. * For more information, please refer to the documentation :
  49561. * https://doc.babylonjs.com/how_to/physically_based_rendering
  49562. */
  49563. export class PBRMaterial extends PBRBaseMaterial {
  49564. /**
  49565. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  49566. */
  49567. static readonly PBRMATERIAL_OPAQUE: number;
  49568. /**
  49569. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  49570. */
  49571. static readonly PBRMATERIAL_ALPHATEST: number;
  49572. /**
  49573. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  49574. */
  49575. static readonly PBRMATERIAL_ALPHABLEND: number;
  49576. /**
  49577. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  49578. * They are also discarded below the alpha cutoff threshold to improve performances.
  49579. */
  49580. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  49581. /**
  49582. * Defines the default value of how much AO map is occluding the analytical lights
  49583. * (point spot...).
  49584. */
  49585. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  49586. /**
  49587. * Intensity of the direct lights e.g. the four lights available in your scene.
  49588. * This impacts both the direct diffuse and specular highlights.
  49589. */
  49590. directIntensity: number;
  49591. /**
  49592. * Intensity of the emissive part of the material.
  49593. * This helps controlling the emissive effect without modifying the emissive color.
  49594. */
  49595. emissiveIntensity: number;
  49596. /**
  49597. * Intensity of the environment e.g. how much the environment will light the object
  49598. * either through harmonics for rough material or through the refelction for shiny ones.
  49599. */
  49600. environmentIntensity: number;
  49601. /**
  49602. * This is a special control allowing the reduction of the specular highlights coming from the
  49603. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  49604. */
  49605. specularIntensity: number;
  49606. /**
  49607. * Debug Control allowing disabling the bump map on this material.
  49608. */
  49609. disableBumpMap: boolean;
  49610. /**
  49611. * AKA Diffuse Texture in standard nomenclature.
  49612. */
  49613. albedoTexture: BaseTexture;
  49614. /**
  49615. * AKA Occlusion Texture in other nomenclature.
  49616. */
  49617. ambientTexture: BaseTexture;
  49618. /**
  49619. * AKA Occlusion Texture Intensity in other nomenclature.
  49620. */
  49621. ambientTextureStrength: number;
  49622. /**
  49623. * Defines how much the AO map is occluding the analytical lights (point spot...).
  49624. * 1 means it completely occludes it
  49625. * 0 mean it has no impact
  49626. */
  49627. ambientTextureImpactOnAnalyticalLights: number;
  49628. /**
  49629. * Stores the alpha values in a texture.
  49630. */
  49631. opacityTexture: BaseTexture;
  49632. /**
  49633. * Stores the reflection values in a texture.
  49634. */
  49635. reflectionTexture: Nullable<BaseTexture>;
  49636. /**
  49637. * Stores the emissive values in a texture.
  49638. */
  49639. emissiveTexture: BaseTexture;
  49640. /**
  49641. * AKA Specular texture in other nomenclature.
  49642. */
  49643. reflectivityTexture: BaseTexture;
  49644. /**
  49645. * Used to switch from specular/glossiness to metallic/roughness workflow.
  49646. */
  49647. metallicTexture: BaseTexture;
  49648. /**
  49649. * Specifies the metallic scalar of the metallic/roughness workflow.
  49650. * Can also be used to scale the metalness values of the metallic texture.
  49651. */
  49652. metallic: Nullable<number>;
  49653. /**
  49654. * Specifies the roughness scalar of the metallic/roughness workflow.
  49655. * Can also be used to scale the roughness values of the metallic texture.
  49656. */
  49657. roughness: Nullable<number>;
  49658. /**
  49659. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  49660. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  49661. */
  49662. microSurfaceTexture: BaseTexture;
  49663. /**
  49664. * Stores surface normal data used to displace a mesh in a texture.
  49665. */
  49666. bumpTexture: BaseTexture;
  49667. /**
  49668. * Stores the pre-calculated light information of a mesh in a texture.
  49669. */
  49670. lightmapTexture: BaseTexture;
  49671. /**
  49672. * Stores the refracted light information in a texture.
  49673. */
  49674. refractionTexture: Nullable<BaseTexture>;
  49675. /**
  49676. * The color of a material in ambient lighting.
  49677. */
  49678. ambientColor: Color3;
  49679. /**
  49680. * AKA Diffuse Color in other nomenclature.
  49681. */
  49682. albedoColor: Color3;
  49683. /**
  49684. * AKA Specular Color in other nomenclature.
  49685. */
  49686. reflectivityColor: Color3;
  49687. /**
  49688. * The color reflected from the material.
  49689. */
  49690. reflectionColor: Color3;
  49691. /**
  49692. * The color emitted from the material.
  49693. */
  49694. emissiveColor: Color3;
  49695. /**
  49696. * AKA Glossiness in other nomenclature.
  49697. */
  49698. microSurface: number;
  49699. /**
  49700. * source material index of refraction (IOR)' / 'destination material IOR.
  49701. */
  49702. indexOfRefraction: number;
  49703. /**
  49704. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  49705. */
  49706. invertRefractionY: boolean;
  49707. /**
  49708. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  49709. * Materials half opaque for instance using refraction could benefit from this control.
  49710. */
  49711. linkRefractionWithTransparency: boolean;
  49712. /**
  49713. * If true, the light map contains occlusion information instead of lighting info.
  49714. */
  49715. useLightmapAsShadowmap: boolean;
  49716. /**
  49717. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  49718. */
  49719. useAlphaFromAlbedoTexture: boolean;
  49720. /**
  49721. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  49722. */
  49723. forceAlphaTest: boolean;
  49724. /**
  49725. * Defines the alpha limits in alpha test mode.
  49726. */
  49727. alphaCutOff: number;
  49728. /**
  49729. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  49730. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  49731. */
  49732. useSpecularOverAlpha: boolean;
  49733. /**
  49734. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  49735. */
  49736. useMicroSurfaceFromReflectivityMapAlpha: boolean;
  49737. /**
  49738. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  49739. */
  49740. useRoughnessFromMetallicTextureAlpha: boolean;
  49741. /**
  49742. * Specifies if the metallic texture contains the roughness information in its green channel.
  49743. */
  49744. useRoughnessFromMetallicTextureGreen: boolean;
  49745. /**
  49746. * Specifies if the metallic texture contains the metallness information in its blue channel.
  49747. */
  49748. useMetallnessFromMetallicTextureBlue: boolean;
  49749. /**
  49750. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  49751. */
  49752. useAmbientOcclusionFromMetallicTextureRed: boolean;
  49753. /**
  49754. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  49755. */
  49756. useAmbientInGrayScale: boolean;
  49757. /**
  49758. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  49759. * The material will try to infer what glossiness each pixel should be.
  49760. */
  49761. useAutoMicroSurfaceFromReflectivityMap: boolean;
  49762. /**
  49763. * BJS is using an harcoded light falloff based on a manually sets up range.
  49764. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  49765. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  49766. */
  49767. /**
  49768. * BJS is using an harcoded light falloff based on a manually sets up range.
  49769. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  49770. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  49771. */
  49772. usePhysicalLightFalloff: boolean;
  49773. /**
  49774. * In order to support the falloff compatibility with gltf, a special mode has been added
  49775. * to reproduce the gltf light falloff.
  49776. */
  49777. /**
  49778. * In order to support the falloff compatibility with gltf, a special mode has been added
  49779. * to reproduce the gltf light falloff.
  49780. */
  49781. useGLTFLightFalloff: boolean;
  49782. /**
  49783. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  49784. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  49785. */
  49786. useRadianceOverAlpha: boolean;
  49787. /**
  49788. * Allows using an object space normal map (instead of tangent space).
  49789. */
  49790. useObjectSpaceNormalMap: boolean;
  49791. /**
  49792. * Allows using the bump map in parallax mode.
  49793. */
  49794. useParallax: boolean;
  49795. /**
  49796. * Allows using the bump map in parallax occlusion mode.
  49797. */
  49798. useParallaxOcclusion: boolean;
  49799. /**
  49800. * Controls the scale bias of the parallax mode.
  49801. */
  49802. parallaxScaleBias: number;
  49803. /**
  49804. * If sets to true, disables all the lights affecting the material.
  49805. */
  49806. disableLighting: boolean;
  49807. /**
  49808. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  49809. */
  49810. forceIrradianceInFragment: boolean;
  49811. /**
  49812. * Number of Simultaneous lights allowed on the material.
  49813. */
  49814. maxSimultaneousLights: number;
  49815. /**
  49816. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  49817. */
  49818. invertNormalMapX: boolean;
  49819. /**
  49820. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  49821. */
  49822. invertNormalMapY: boolean;
  49823. /**
  49824. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  49825. */
  49826. twoSidedLighting: boolean;
  49827. /**
  49828. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  49829. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  49830. */
  49831. useAlphaFresnel: boolean;
  49832. /**
  49833. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  49834. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  49835. */
  49836. useLinearAlphaFresnel: boolean;
  49837. /**
  49838. * Let user defines the brdf lookup texture used for IBL.
  49839. * A default 8bit version is embedded but you could point at :
  49840. * * Default texture: https://assets.babylonjs.com/environments/correlatedMSBRDF_RGBD.png
  49841. * * Default 16bit pixel depth texture: https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  49842. * * LEGACY Default None correlated https://assets.babylonjs.com/environments/uncorrelatedBRDF_RGBD.png
  49843. * * LEGACY Default None correlated 16bit pixel depth https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  49844. */
  49845. environmentBRDFTexture: Nullable<BaseTexture>;
  49846. /**
  49847. * Force normal to face away from face.
  49848. */
  49849. forceNormalForward: boolean;
  49850. /**
  49851. * Enables specular anti aliasing in the PBR shader.
  49852. * It will both interacts on the Geometry for analytical and IBL lighting.
  49853. * It also prefilter the roughness map based on the bump values.
  49854. */
  49855. enableSpecularAntiAliasing: boolean;
  49856. /**
  49857. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  49858. * makes the reflect vector face the model (under horizon).
  49859. */
  49860. useHorizonOcclusion: boolean;
  49861. /**
  49862. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  49863. * too much the area relying on ambient texture to define their ambient occlusion.
  49864. */
  49865. useRadianceOcclusion: boolean;
  49866. /**
  49867. * If set to true, no lighting calculations will be applied.
  49868. */
  49869. unlit: boolean;
  49870. /**
  49871. * Gets the image processing configuration used either in this material.
  49872. */
  49873. /**
  49874. * Sets the Default image processing configuration used either in the this material.
  49875. *
  49876. * If sets to null, the scene one is in use.
  49877. */
  49878. imageProcessingConfiguration: ImageProcessingConfiguration;
  49879. /**
  49880. * Gets wether the color curves effect is enabled.
  49881. */
  49882. /**
  49883. * Sets wether the color curves effect is enabled.
  49884. */
  49885. cameraColorCurvesEnabled: boolean;
  49886. /**
  49887. * Gets wether the color grading effect is enabled.
  49888. */
  49889. /**
  49890. * Gets wether the color grading effect is enabled.
  49891. */
  49892. cameraColorGradingEnabled: boolean;
  49893. /**
  49894. * Gets wether tonemapping is enabled or not.
  49895. */
  49896. /**
  49897. * Sets wether tonemapping is enabled or not
  49898. */
  49899. cameraToneMappingEnabled: boolean;
  49900. /**
  49901. * The camera exposure used on this material.
  49902. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  49903. * This corresponds to a photographic exposure.
  49904. */
  49905. /**
  49906. * The camera exposure used on this material.
  49907. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  49908. * This corresponds to a photographic exposure.
  49909. */
  49910. cameraExposure: number;
  49911. /**
  49912. * Gets The camera contrast used on this material.
  49913. */
  49914. /**
  49915. * Sets The camera contrast used on this material.
  49916. */
  49917. cameraContrast: number;
  49918. /**
  49919. * Gets the Color Grading 2D Lookup Texture.
  49920. */
  49921. /**
  49922. * Sets the Color Grading 2D Lookup Texture.
  49923. */
  49924. cameraColorGradingTexture: Nullable<BaseTexture>;
  49925. /**
  49926. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  49927. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  49928. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  49929. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  49930. */
  49931. /**
  49932. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  49933. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  49934. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  49935. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  49936. */
  49937. cameraColorCurves: Nullable<ColorCurves>;
  49938. /**
  49939. * Instantiates a new PBRMaterial instance.
  49940. *
  49941. * @param name The material name
  49942. * @param scene The scene the material will be use in.
  49943. */
  49944. constructor(name: string, scene: Scene);
  49945. /**
  49946. * Returns the name of this material class.
  49947. */
  49948. getClassName(): string;
  49949. /**
  49950. * Makes a duplicate of the current material.
  49951. * @param name - name to use for the new material.
  49952. */
  49953. clone(name: string): PBRMaterial;
  49954. /**
  49955. * Serializes this PBR Material.
  49956. * @returns - An object with the serialized material.
  49957. */
  49958. serialize(): any;
  49959. /**
  49960. * Parses a PBR Material from a serialized object.
  49961. * @param source - Serialized object.
  49962. * @param scene - BJS scene instance.
  49963. * @param rootUrl - url for the scene object
  49964. * @returns - PBRMaterial
  49965. */
  49966. static Parse(source: any, scene: Scene, rootUrl: string): PBRMaterial;
  49967. }
  49968. }
  49969. declare module "babylonjs/Misc/dds" {
  49970. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  49971. import { Engine } from "babylonjs/Engines/engine";
  49972. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49973. import { Nullable } from "babylonjs/types";
  49974. import { Scene } from "babylonjs/scene";
  49975. import "babylonjs/Engines/Extensions/engine.cubeTexture";
  49976. /**
  49977. * Direct draw surface info
  49978. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dx-graphics-dds-pguide
  49979. */
  49980. export interface DDSInfo {
  49981. /**
  49982. * Width of the texture
  49983. */
  49984. width: number;
  49985. /**
  49986. * Width of the texture
  49987. */
  49988. height: number;
  49989. /**
  49990. * Number of Mipmaps for the texture
  49991. * @see https://en.wikipedia.org/wiki/Mipmap
  49992. */
  49993. mipmapCount: number;
  49994. /**
  49995. * If the textures format is a known fourCC format
  49996. * @see https://www.fourcc.org/
  49997. */
  49998. isFourCC: boolean;
  49999. /**
  50000. * If the texture is an RGB format eg. DXGI_FORMAT_B8G8R8X8_UNORM format
  50001. */
  50002. isRGB: boolean;
  50003. /**
  50004. * If the texture is a lumincance format
  50005. */
  50006. isLuminance: boolean;
  50007. /**
  50008. * If this is a cube texture
  50009. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dds-file-layout-for-cubic-environment-maps
  50010. */
  50011. isCube: boolean;
  50012. /**
  50013. * If the texture is a compressed format eg. FOURCC_DXT1
  50014. */
  50015. isCompressed: boolean;
  50016. /**
  50017. * The dxgiFormat of the texture
  50018. * @see https://docs.microsoft.com/en-us/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format
  50019. */
  50020. dxgiFormat: number;
  50021. /**
  50022. * Texture type eg. Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT
  50023. */
  50024. textureType: number;
  50025. /**
  50026. * Sphericle polynomial created for the dds texture
  50027. */
  50028. sphericalPolynomial?: SphericalPolynomial;
  50029. }
  50030. /**
  50031. * Class used to provide DDS decompression tools
  50032. */
  50033. export class DDSTools {
  50034. /**
  50035. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  50036. */
  50037. static StoreLODInAlphaChannel: boolean;
  50038. /**
  50039. * Gets DDS information from an array buffer
  50040. * @param arrayBuffer defines the array buffer to read data from
  50041. * @returns the DDS information
  50042. */
  50043. static GetDDSInfo(arrayBuffer: any): DDSInfo;
  50044. private static _FloatView;
  50045. private static _Int32View;
  50046. private static _ToHalfFloat;
  50047. private static _FromHalfFloat;
  50048. private static _GetHalfFloatAsFloatRGBAArrayBuffer;
  50049. private static _GetHalfFloatRGBAArrayBuffer;
  50050. private static _GetFloatRGBAArrayBuffer;
  50051. private static _GetFloatAsUIntRGBAArrayBuffer;
  50052. private static _GetHalfFloatAsUIntRGBAArrayBuffer;
  50053. private static _GetRGBAArrayBuffer;
  50054. private static _ExtractLongWordOrder;
  50055. private static _GetRGBArrayBuffer;
  50056. private static _GetLuminanceArrayBuffer;
  50057. /**
  50058. * Uploads DDS Levels to a Babylon Texture
  50059. * @hidden
  50060. */
  50061. static UploadDDSLevels(engine: Engine, texture: InternalTexture, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number, lodIndex?: number, currentFace?: number): void;
  50062. }
  50063. module "babylonjs/Engines/engine" {
  50064. interface Engine {
  50065. /**
  50066. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  50067. * @param rootUrl defines the url where the file to load is located
  50068. * @param scene defines the current scene
  50069. * @param lodScale defines scale to apply to the mip map selection
  50070. * @param lodOffset defines offset to apply to the mip map selection
  50071. * @param onLoad defines an optional callback raised when the texture is loaded
  50072. * @param onError defines an optional callback raised if there is an issue to load the texture
  50073. * @param format defines the format of the data
  50074. * @param forcedExtension defines the extension to use to pick the right loader
  50075. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  50076. * @returns the cube texture as an InternalTexture
  50077. */
  50078. createPrefilteredCubeTexture(rootUrl: string, scene: Nullable<Scene>, lodScale: number, lodOffset: number, onLoad?: Nullable<(internalTexture: Nullable<InternalTexture>) => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number, forcedExtension?: any, createPolynomials?: boolean): InternalTexture;
  50079. }
  50080. }
  50081. }
  50082. declare module "babylonjs/Materials/Textures/Loaders/ddsTextureLoader" {
  50083. import { Nullable } from "babylonjs/types";
  50084. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  50085. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  50086. /**
  50087. * Implementation of the DDS Texture Loader.
  50088. * @hidden
  50089. */
  50090. export class _DDSTextureLoader implements IInternalTextureLoader {
  50091. /**
  50092. * Defines wether the loader supports cascade loading the different faces.
  50093. */
  50094. readonly supportCascades: boolean;
  50095. /**
  50096. * This returns if the loader support the current file information.
  50097. * @param extension defines the file extension of the file being loaded
  50098. * @param textureFormatInUse defines the current compressed format in use iun the engine
  50099. * @param fallback defines the fallback internal texture if any
  50100. * @param isBase64 defines whether the texture is encoded as a base64
  50101. * @param isBuffer defines whether the texture data are stored as a buffer
  50102. * @returns true if the loader can load the specified file
  50103. */
  50104. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  50105. /**
  50106. * Transform the url before loading if required.
  50107. * @param rootUrl the url of the texture
  50108. * @param textureFormatInUse defines the current compressed format in use iun the engine
  50109. * @returns the transformed texture
  50110. */
  50111. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  50112. /**
  50113. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  50114. * @param rootUrl the url of the texture
  50115. * @param textureFormatInUse defines the current compressed format in use iun the engine
  50116. * @returns the fallback texture
  50117. */
  50118. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  50119. /**
  50120. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  50121. * @param data contains the texture data
  50122. * @param texture defines the BabylonJS internal texture
  50123. * @param createPolynomials will be true if polynomials have been requested
  50124. * @param onLoad defines the callback to trigger once the texture is ready
  50125. * @param onError defines the callback to trigger in case of error
  50126. */
  50127. loadCubeData(imgs: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  50128. /**
  50129. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  50130. * @param data contains the texture data
  50131. * @param texture defines the BabylonJS internal texture
  50132. * @param callback defines the method to call once ready to upload
  50133. */
  50134. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  50135. }
  50136. }
  50137. declare module "babylonjs/Materials/Textures/Loaders/envTextureLoader" {
  50138. import { Nullable } from "babylonjs/types";
  50139. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  50140. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  50141. /**
  50142. * Implementation of the ENV Texture Loader.
  50143. * @hidden
  50144. */
  50145. export class _ENVTextureLoader implements IInternalTextureLoader {
  50146. /**
  50147. * Defines wether the loader supports cascade loading the different faces.
  50148. */
  50149. readonly supportCascades: boolean;
  50150. /**
  50151. * This returns if the loader support the current file information.
  50152. * @param extension defines the file extension of the file being loaded
  50153. * @param textureFormatInUse defines the current compressed format in use iun the engine
  50154. * @param fallback defines the fallback internal texture if any
  50155. * @param isBase64 defines whether the texture is encoded as a base64
  50156. * @param isBuffer defines whether the texture data are stored as a buffer
  50157. * @returns true if the loader can load the specified file
  50158. */
  50159. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  50160. /**
  50161. * Transform the url before loading if required.
  50162. * @param rootUrl the url of the texture
  50163. * @param textureFormatInUse defines the current compressed format in use iun the engine
  50164. * @returns the transformed texture
  50165. */
  50166. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  50167. /**
  50168. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  50169. * @param rootUrl the url of the texture
  50170. * @param textureFormatInUse defines the current compressed format in use iun the engine
  50171. * @returns the fallback texture
  50172. */
  50173. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  50174. /**
  50175. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  50176. * @param data contains the texture data
  50177. * @param texture defines the BabylonJS internal texture
  50178. * @param createPolynomials will be true if polynomials have been requested
  50179. * @param onLoad defines the callback to trigger once the texture is ready
  50180. * @param onError defines the callback to trigger in case of error
  50181. */
  50182. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  50183. /**
  50184. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  50185. * @param data contains the texture data
  50186. * @param texture defines the BabylonJS internal texture
  50187. * @param callback defines the method to call once ready to upload
  50188. */
  50189. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  50190. }
  50191. }
  50192. declare module "babylonjs/Misc/khronosTextureContainer" {
  50193. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  50194. /**
  50195. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  50196. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  50197. */
  50198. export class KhronosTextureContainer {
  50199. /** contents of the KTX container file */
  50200. arrayBuffer: any;
  50201. private static HEADER_LEN;
  50202. private static COMPRESSED_2D;
  50203. private static COMPRESSED_3D;
  50204. private static TEX_2D;
  50205. private static TEX_3D;
  50206. /**
  50207. * Gets the openGL type
  50208. */
  50209. glType: number;
  50210. /**
  50211. * Gets the openGL type size
  50212. */
  50213. glTypeSize: number;
  50214. /**
  50215. * Gets the openGL format
  50216. */
  50217. glFormat: number;
  50218. /**
  50219. * Gets the openGL internal format
  50220. */
  50221. glInternalFormat: number;
  50222. /**
  50223. * Gets the base internal format
  50224. */
  50225. glBaseInternalFormat: number;
  50226. /**
  50227. * Gets image width in pixel
  50228. */
  50229. pixelWidth: number;
  50230. /**
  50231. * Gets image height in pixel
  50232. */
  50233. pixelHeight: number;
  50234. /**
  50235. * Gets image depth in pixels
  50236. */
  50237. pixelDepth: number;
  50238. /**
  50239. * Gets the number of array elements
  50240. */
  50241. numberOfArrayElements: number;
  50242. /**
  50243. * Gets the number of faces
  50244. */
  50245. numberOfFaces: number;
  50246. /**
  50247. * Gets the number of mipmap levels
  50248. */
  50249. numberOfMipmapLevels: number;
  50250. /**
  50251. * Gets the bytes of key value data
  50252. */
  50253. bytesOfKeyValueData: number;
  50254. /**
  50255. * Gets the load type
  50256. */
  50257. loadType: number;
  50258. /**
  50259. * If the container has been made invalid (eg. constructor failed to correctly load array buffer)
  50260. */
  50261. isInvalid: boolean;
  50262. /**
  50263. * Creates a new KhronosTextureContainer
  50264. * @param arrayBuffer contents of the KTX container file
  50265. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  50266. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  50267. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  50268. */
  50269. constructor(
  50270. /** contents of the KTX container file */
  50271. arrayBuffer: any, facesExpected: number, threeDExpected?: boolean, textureArrayExpected?: boolean);
  50272. /**
  50273. * Uploads KTX content to a Babylon Texture.
  50274. * It is assumed that the texture has already been created & is currently bound
  50275. * @hidden
  50276. */
  50277. uploadLevels(texture: InternalTexture, loadMipmaps: boolean): void;
  50278. private _upload2DCompressedLevels;
  50279. }
  50280. }
  50281. declare module "babylonjs/Materials/Textures/Loaders/ktxTextureLoader" {
  50282. import { Nullable } from "babylonjs/types";
  50283. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  50284. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  50285. /**
  50286. * Implementation of the KTX Texture Loader.
  50287. * @hidden
  50288. */
  50289. export class _KTXTextureLoader implements IInternalTextureLoader {
  50290. /**
  50291. * Defines wether the loader supports cascade loading the different faces.
  50292. */
  50293. readonly supportCascades: boolean;
  50294. /**
  50295. * This returns if the loader support the current file information.
  50296. * @param extension defines the file extension of the file being loaded
  50297. * @param textureFormatInUse defines the current compressed format in use iun the engine
  50298. * @param fallback defines the fallback internal texture if any
  50299. * @param isBase64 defines whether the texture is encoded as a base64
  50300. * @param isBuffer defines whether the texture data are stored as a buffer
  50301. * @returns true if the loader can load the specified file
  50302. */
  50303. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  50304. /**
  50305. * Transform the url before loading if required.
  50306. * @param rootUrl the url of the texture
  50307. * @param textureFormatInUse defines the current compressed format in use iun the engine
  50308. * @returns the transformed texture
  50309. */
  50310. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  50311. /**
  50312. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  50313. * @param rootUrl the url of the texture
  50314. * @param textureFormatInUse defines the current compressed format in use iun the engine
  50315. * @returns the fallback texture
  50316. */
  50317. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  50318. /**
  50319. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  50320. * @param data contains the texture data
  50321. * @param texture defines the BabylonJS internal texture
  50322. * @param createPolynomials will be true if polynomials have been requested
  50323. * @param onLoad defines the callback to trigger once the texture is ready
  50324. * @param onError defines the callback to trigger in case of error
  50325. */
  50326. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  50327. /**
  50328. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  50329. * @param data contains the texture data
  50330. * @param texture defines the BabylonJS internal texture
  50331. * @param callback defines the method to call once ready to upload
  50332. */
  50333. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed: boolean) => void): void;
  50334. }
  50335. }
  50336. declare module "babylonjs/Cameras/XR/webXRDefaultExperience" {
  50337. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  50338. import { Scene } from "babylonjs/scene";
  50339. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  50340. import { WebXRControllerModelLoader } from "babylonjs/Cameras/XR/webXRControllerModelLoader";
  50341. import { WebXRControllerPointerSelection } from "babylonjs/Cameras/XR/webXRControllerPointerSelection";
  50342. import { WebXRControllerTeleportation } from "babylonjs/Cameras/XR/webXRControllerTeleportation";
  50343. import { WebXRManagedOutputCanvas } from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  50344. import { WebXREnterExitUI } from "babylonjs/Cameras/XR/webXREnterExitUI";
  50345. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  50346. /**
  50347. * Options for the default xr helper
  50348. */
  50349. export class WebXRDefaultExperienceOptions {
  50350. /**
  50351. * Floor meshes that should be used for teleporting
  50352. */
  50353. floorMeshes: Array<AbstractMesh>;
  50354. }
  50355. /**
  50356. * Default experience which provides a similar setup to the previous webVRExperience
  50357. */
  50358. export class WebXRDefaultExperience {
  50359. /**
  50360. * Base experience
  50361. */
  50362. baseExperience: WebXRExperienceHelper;
  50363. /**
  50364. * Input experience extension
  50365. */
  50366. input: WebXRInput;
  50367. /**
  50368. * Loads the controller models
  50369. */
  50370. controllerModelLoader: WebXRControllerModelLoader;
  50371. /**
  50372. * Enables laser pointer and selection
  50373. */
  50374. pointerSelection: WebXRControllerPointerSelection;
  50375. /**
  50376. * Enables teleportation
  50377. */
  50378. teleportation: WebXRControllerTeleportation;
  50379. /**
  50380. * Enables ui for enetering/exiting xr
  50381. */
  50382. enterExitUI: WebXREnterExitUI;
  50383. /**
  50384. * Default output canvas xr should render to
  50385. */
  50386. outputCanvas: WebXRManagedOutputCanvas;
  50387. /**
  50388. * Creates the default xr experience
  50389. * @param scene scene
  50390. * @param options options for basic configuration
  50391. * @returns resulting WebXRDefaultExperience
  50392. */
  50393. static CreateAsync(scene: Scene, options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  50394. private constructor();
  50395. /**
  50396. * DIsposes of the experience helper
  50397. */
  50398. dispose(): void;
  50399. }
  50400. }
  50401. declare module "babylonjs/Helpers/sceneHelpers" {
  50402. import { Nullable } from "babylonjs/types";
  50403. import { Mesh } from "babylonjs/Meshes/mesh";
  50404. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  50405. import { IEnvironmentHelperOptions, EnvironmentHelper } from "babylonjs/Helpers/environmentHelper";
  50406. import { VRExperienceHelperOptions, VRExperienceHelper } from "babylonjs/Cameras/VR/vrExperienceHelper";
  50407. import "babylonjs/Materials/Textures/Loaders/ddsTextureLoader";
  50408. import "babylonjs/Materials/Textures/Loaders/envTextureLoader";
  50409. import "babylonjs/Materials/Textures/Loaders/ktxTextureLoader";
  50410. import "babylonjs/Meshes/Builders/boxBuilder";
  50411. import { WebXRDefaultExperience, WebXRDefaultExperienceOptions } from "babylonjs/Cameras/XR/webXRDefaultExperience";
  50412. /** @hidden */
  50413. export var _forceSceneHelpersToBundle: boolean;
  50414. module "babylonjs/scene" {
  50415. interface Scene {
  50416. /**
  50417. * Creates a default light for the scene.
  50418. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-light
  50419. * @param replace has the default false, when true replaces the existing lights in the scene with a hemispheric light
  50420. */
  50421. createDefaultLight(replace?: boolean): void;
  50422. /**
  50423. * Creates a default camera for the scene.
  50424. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-camera
  50425. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  50426. * @param replace has default false, when true replaces the active camera in the scene
  50427. * @param attachCameraControls has default false, when true attaches camera controls to the canvas.
  50428. */
  50429. createDefaultCamera(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  50430. /**
  50431. * Creates a default camera and a default light.
  50432. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-camera-or-light
  50433. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  50434. * @param replace has the default false, when true replaces the active camera/light in the scene
  50435. * @param attachCameraControls has the default false, when true attaches camera controls to the canvas.
  50436. */
  50437. createDefaultCameraOrLight(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  50438. /**
  50439. * Creates a new sky box
  50440. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-skybox
  50441. * @param environmentTexture defines the texture to use as environment texture
  50442. * @param pbr has default false which requires the StandardMaterial to be used, when true PBRMaterial must be used
  50443. * @param scale defines the overall scale of the skybox
  50444. * @param blur is only available when pbr is true, default is 0, no blur, maximum value is 1
  50445. * @param setGlobalEnvTexture has default true indicating that scene.environmentTexture must match the current skybox texture
  50446. * @returns a new mesh holding the sky box
  50447. */
  50448. createDefaultSkybox(environmentTexture?: BaseTexture, pbr?: boolean, scale?: number, blur?: number, setGlobalEnvTexture?: boolean): Nullable<Mesh>;
  50449. /**
  50450. * Creates a new environment
  50451. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-environment
  50452. * @param options defines the options you can use to configure the environment
  50453. * @returns the new EnvironmentHelper
  50454. */
  50455. createDefaultEnvironment(options?: Partial<IEnvironmentHelperOptions>): Nullable<EnvironmentHelper>;
  50456. /**
  50457. * Creates a new VREXperienceHelper
  50458. * @see http://doc.babylonjs.com/how_to/webvr_helper
  50459. * @param webVROptions defines the options used to create the new VREXperienceHelper
  50460. * @returns a new VREXperienceHelper
  50461. */
  50462. createDefaultVRExperience(webVROptions?: VRExperienceHelperOptions): VRExperienceHelper;
  50463. /**
  50464. * Creates a new WebXRDefaultExperience
  50465. * @see http://doc.babylonjs.com/how_to/webxr
  50466. * @param options experience options
  50467. * @returns a promise for a new WebXRDefaultExperience
  50468. */
  50469. createDefaultXRExperienceAsync(options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  50470. }
  50471. }
  50472. }
  50473. declare module "babylonjs/Helpers/videoDome" {
  50474. import { Scene } from "babylonjs/scene";
  50475. import { TransformNode } from "babylonjs/Meshes/transformNode";
  50476. import { Mesh } from "babylonjs/Meshes/mesh";
  50477. import { VideoTexture } from "babylonjs/Materials/Textures/videoTexture";
  50478. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  50479. import "babylonjs/Meshes/Builders/sphereBuilder";
  50480. /**
  50481. * Display a 360/180 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  50482. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  50483. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  50484. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  50485. */
  50486. export class VideoDome extends TransformNode {
  50487. /**
  50488. * Define the video source as a Monoscopic panoramic 360 video.
  50489. */
  50490. static readonly MODE_MONOSCOPIC: number;
  50491. /**
  50492. * Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  50493. */
  50494. static readonly MODE_TOPBOTTOM: number;
  50495. /**
  50496. * Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  50497. */
  50498. static readonly MODE_SIDEBYSIDE: number;
  50499. private _halfDome;
  50500. private _useDirectMapping;
  50501. /**
  50502. * The video texture being displayed on the sphere
  50503. */
  50504. protected _videoTexture: VideoTexture;
  50505. /**
  50506. * Gets the video texture being displayed on the sphere
  50507. */
  50508. readonly videoTexture: VideoTexture;
  50509. /**
  50510. * The skybox material
  50511. */
  50512. protected _material: BackgroundMaterial;
  50513. /**
  50514. * The surface used for the skybox
  50515. */
  50516. protected _mesh: Mesh;
  50517. /**
  50518. * A mesh that will be used to mask the back of the video dome in case it is a 180 degree movie.
  50519. */
  50520. private _halfDomeMask;
  50521. /**
  50522. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  50523. * Also see the options.resolution property.
  50524. */
  50525. fovMultiplier: number;
  50526. private _videoMode;
  50527. /**
  50528. * Gets or set the current video mode for the video. It can be:
  50529. * * VideoDome.MODE_MONOSCOPIC : Define the video source as a Monoscopic panoramic 360 video.
  50530. * * VideoDome.MODE_TOPBOTTOM : Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  50531. * * VideoDome.MODE_SIDEBYSIDE : Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  50532. */
  50533. videoMode: number;
  50534. /**
  50535. * Is the video a 180 degrees video (half dome) or 360 video (full dome)
  50536. *
  50537. */
  50538. /**
  50539. * Set the halfDome mode. If set, only the front (180 degrees) will be displayed and the back will be blacked out.
  50540. */
  50541. halfDome: boolean;
  50542. /**
  50543. * Oberserver used in Stereoscopic VR Mode.
  50544. */
  50545. private _onBeforeCameraRenderObserver;
  50546. /**
  50547. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  50548. * @param name Element's name, child elements will append suffixes for their own names.
  50549. * @param urlsOrVideo defines the url(s) or the video element to use
  50550. * @param options An object containing optional or exposed sub element properties
  50551. */
  50552. constructor(name: string, urlsOrVideo: string | string[] | HTMLVideoElement, options: {
  50553. resolution?: number;
  50554. clickToPlay?: boolean;
  50555. autoPlay?: boolean;
  50556. loop?: boolean;
  50557. size?: number;
  50558. poster?: string;
  50559. faceForward?: boolean;
  50560. useDirectMapping?: boolean;
  50561. halfDomeMode?: boolean;
  50562. }, scene: Scene);
  50563. private _changeVideoMode;
  50564. /**
  50565. * Releases resources associated with this node.
  50566. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  50567. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  50568. */
  50569. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  50570. }
  50571. }
  50572. declare module "babylonjs/Helpers/index" {
  50573. export * from "babylonjs/Helpers/environmentHelper";
  50574. export * from "babylonjs/Helpers/photoDome";
  50575. export * from "babylonjs/Helpers/sceneHelpers";
  50576. export * from "babylonjs/Helpers/videoDome";
  50577. }
  50578. declare module "babylonjs/Instrumentation/engineInstrumentation" {
  50579. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  50580. import { IDisposable } from "babylonjs/scene";
  50581. import { Engine } from "babylonjs/Engines/engine";
  50582. /**
  50583. * This class can be used to get instrumentation data from a Babylon engine
  50584. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  50585. */
  50586. export class EngineInstrumentation implements IDisposable {
  50587. /**
  50588. * Define the instrumented engine.
  50589. */
  50590. engine: Engine;
  50591. private _captureGPUFrameTime;
  50592. private _gpuFrameTimeToken;
  50593. private _gpuFrameTime;
  50594. private _captureShaderCompilationTime;
  50595. private _shaderCompilationTime;
  50596. private _onBeginFrameObserver;
  50597. private _onEndFrameObserver;
  50598. private _onBeforeShaderCompilationObserver;
  50599. private _onAfterShaderCompilationObserver;
  50600. /**
  50601. * Gets the perf counter used for GPU frame time
  50602. */
  50603. readonly gpuFrameTimeCounter: PerfCounter;
  50604. /**
  50605. * Gets the GPU frame time capture status
  50606. */
  50607. /**
  50608. * Enable or disable the GPU frame time capture
  50609. */
  50610. captureGPUFrameTime: boolean;
  50611. /**
  50612. * Gets the perf counter used for shader compilation time
  50613. */
  50614. readonly shaderCompilationTimeCounter: PerfCounter;
  50615. /**
  50616. * Gets the shader compilation time capture status
  50617. */
  50618. /**
  50619. * Enable or disable the shader compilation time capture
  50620. */
  50621. captureShaderCompilationTime: boolean;
  50622. /**
  50623. * Instantiates a new engine instrumentation.
  50624. * This class can be used to get instrumentation data from a Babylon engine
  50625. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  50626. * @param engine Defines the engine to instrument
  50627. */
  50628. constructor(
  50629. /**
  50630. * Define the instrumented engine.
  50631. */
  50632. engine: Engine);
  50633. /**
  50634. * Dispose and release associated resources.
  50635. */
  50636. dispose(): void;
  50637. }
  50638. }
  50639. declare module "babylonjs/Instrumentation/sceneInstrumentation" {
  50640. import { Scene, IDisposable } from "babylonjs/scene";
  50641. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  50642. /**
  50643. * This class can be used to get instrumentation data from a Babylon engine
  50644. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  50645. */
  50646. export class SceneInstrumentation implements IDisposable {
  50647. /**
  50648. * Defines the scene to instrument
  50649. */
  50650. scene: Scene;
  50651. private _captureActiveMeshesEvaluationTime;
  50652. private _activeMeshesEvaluationTime;
  50653. private _captureRenderTargetsRenderTime;
  50654. private _renderTargetsRenderTime;
  50655. private _captureFrameTime;
  50656. private _frameTime;
  50657. private _captureRenderTime;
  50658. private _renderTime;
  50659. private _captureInterFrameTime;
  50660. private _interFrameTime;
  50661. private _captureParticlesRenderTime;
  50662. private _particlesRenderTime;
  50663. private _captureSpritesRenderTime;
  50664. private _spritesRenderTime;
  50665. private _capturePhysicsTime;
  50666. private _physicsTime;
  50667. private _captureAnimationsTime;
  50668. private _animationsTime;
  50669. private _captureCameraRenderTime;
  50670. private _cameraRenderTime;
  50671. private _onBeforeActiveMeshesEvaluationObserver;
  50672. private _onAfterActiveMeshesEvaluationObserver;
  50673. private _onBeforeRenderTargetsRenderObserver;
  50674. private _onAfterRenderTargetsRenderObserver;
  50675. private _onAfterRenderObserver;
  50676. private _onBeforeDrawPhaseObserver;
  50677. private _onAfterDrawPhaseObserver;
  50678. private _onBeforeAnimationsObserver;
  50679. private _onBeforeParticlesRenderingObserver;
  50680. private _onAfterParticlesRenderingObserver;
  50681. private _onBeforeSpritesRenderingObserver;
  50682. private _onAfterSpritesRenderingObserver;
  50683. private _onBeforePhysicsObserver;
  50684. private _onAfterPhysicsObserver;
  50685. private _onAfterAnimationsObserver;
  50686. private _onBeforeCameraRenderObserver;
  50687. private _onAfterCameraRenderObserver;
  50688. /**
  50689. * Gets the perf counter used for active meshes evaluation time
  50690. */
  50691. readonly activeMeshesEvaluationTimeCounter: PerfCounter;
  50692. /**
  50693. * Gets the active meshes evaluation time capture status
  50694. */
  50695. /**
  50696. * Enable or disable the active meshes evaluation time capture
  50697. */
  50698. captureActiveMeshesEvaluationTime: boolean;
  50699. /**
  50700. * Gets the perf counter used for render targets render time
  50701. */
  50702. readonly renderTargetsRenderTimeCounter: PerfCounter;
  50703. /**
  50704. * Gets the render targets render time capture status
  50705. */
  50706. /**
  50707. * Enable or disable the render targets render time capture
  50708. */
  50709. captureRenderTargetsRenderTime: boolean;
  50710. /**
  50711. * Gets the perf counter used for particles render time
  50712. */
  50713. readonly particlesRenderTimeCounter: PerfCounter;
  50714. /**
  50715. * Gets the particles render time capture status
  50716. */
  50717. /**
  50718. * Enable or disable the particles render time capture
  50719. */
  50720. captureParticlesRenderTime: boolean;
  50721. /**
  50722. * Gets the perf counter used for sprites render time
  50723. */
  50724. readonly spritesRenderTimeCounter: PerfCounter;
  50725. /**
  50726. * Gets the sprites render time capture status
  50727. */
  50728. /**
  50729. * Enable or disable the sprites render time capture
  50730. */
  50731. captureSpritesRenderTime: boolean;
  50732. /**
  50733. * Gets the perf counter used for physics time
  50734. */
  50735. readonly physicsTimeCounter: PerfCounter;
  50736. /**
  50737. * Gets the physics time capture status
  50738. */
  50739. /**
  50740. * Enable or disable the physics time capture
  50741. */
  50742. capturePhysicsTime: boolean;
  50743. /**
  50744. * Gets the perf counter used for animations time
  50745. */
  50746. readonly animationsTimeCounter: PerfCounter;
  50747. /**
  50748. * Gets the animations time capture status
  50749. */
  50750. /**
  50751. * Enable or disable the animations time capture
  50752. */
  50753. captureAnimationsTime: boolean;
  50754. /**
  50755. * Gets the perf counter used for frame time capture
  50756. */
  50757. readonly frameTimeCounter: PerfCounter;
  50758. /**
  50759. * Gets the frame time capture status
  50760. */
  50761. /**
  50762. * Enable or disable the frame time capture
  50763. */
  50764. captureFrameTime: boolean;
  50765. /**
  50766. * Gets the perf counter used for inter-frames time capture
  50767. */
  50768. readonly interFrameTimeCounter: PerfCounter;
  50769. /**
  50770. * Gets the inter-frames time capture status
  50771. */
  50772. /**
  50773. * Enable or disable the inter-frames time capture
  50774. */
  50775. captureInterFrameTime: boolean;
  50776. /**
  50777. * Gets the perf counter used for render time capture
  50778. */
  50779. readonly renderTimeCounter: PerfCounter;
  50780. /**
  50781. * Gets the render time capture status
  50782. */
  50783. /**
  50784. * Enable or disable the render time capture
  50785. */
  50786. captureRenderTime: boolean;
  50787. /**
  50788. * Gets the perf counter used for camera render time capture
  50789. */
  50790. readonly cameraRenderTimeCounter: PerfCounter;
  50791. /**
  50792. * Gets the camera render time capture status
  50793. */
  50794. /**
  50795. * Enable or disable the camera render time capture
  50796. */
  50797. captureCameraRenderTime: boolean;
  50798. /**
  50799. * Gets the perf counter used for draw calls
  50800. */
  50801. readonly drawCallsCounter: PerfCounter;
  50802. /**
  50803. * Instantiates a new scene instrumentation.
  50804. * This class can be used to get instrumentation data from a Babylon engine
  50805. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  50806. * @param scene Defines the scene to instrument
  50807. */
  50808. constructor(
  50809. /**
  50810. * Defines the scene to instrument
  50811. */
  50812. scene: Scene);
  50813. /**
  50814. * Dispose and release associated resources.
  50815. */
  50816. dispose(): void;
  50817. }
  50818. }
  50819. declare module "babylonjs/Instrumentation/index" {
  50820. export * from "babylonjs/Instrumentation/engineInstrumentation";
  50821. export * from "babylonjs/Instrumentation/sceneInstrumentation";
  50822. export * from "babylonjs/Instrumentation/timeToken";
  50823. }
  50824. declare module "babylonjs/Shaders/glowMapGeneration.fragment" {
  50825. /** @hidden */
  50826. export var glowMapGenerationPixelShader: {
  50827. name: string;
  50828. shader: string;
  50829. };
  50830. }
  50831. declare module "babylonjs/Shaders/glowMapGeneration.vertex" {
  50832. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  50833. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  50834. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  50835. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  50836. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  50837. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  50838. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  50839. /** @hidden */
  50840. export var glowMapGenerationVertexShader: {
  50841. name: string;
  50842. shader: string;
  50843. };
  50844. }
  50845. declare module "babylonjs/Layers/effectLayer" {
  50846. import { Observable } from "babylonjs/Misc/observable";
  50847. import { Nullable } from "babylonjs/types";
  50848. import { Camera } from "babylonjs/Cameras/camera";
  50849. import { Scene } from "babylonjs/scene";
  50850. import { ISize } from "babylonjs/Maths/math.size";
  50851. import { Color4 } from "babylonjs/Maths/math.color";
  50852. import { Engine } from "babylonjs/Engines/engine";
  50853. import { SubMesh } from "babylonjs/Meshes/subMesh";
  50854. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  50855. import { Mesh } from "babylonjs/Meshes/mesh";
  50856. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  50857. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  50858. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  50859. import { Effect } from "babylonjs/Materials/effect";
  50860. import { Material } from "babylonjs/Materials/material";
  50861. import "babylonjs/Shaders/glowMapGeneration.fragment";
  50862. import "babylonjs/Shaders/glowMapGeneration.vertex";
  50863. /**
  50864. * Effect layer options. This helps customizing the behaviour
  50865. * of the effect layer.
  50866. */
  50867. export interface IEffectLayerOptions {
  50868. /**
  50869. * Multiplication factor apply to the canvas size to compute the render target size
  50870. * used to generated the objects (the smaller the faster).
  50871. */
  50872. mainTextureRatio: number;
  50873. /**
  50874. * Enforces a fixed size texture to ensure effect stability across devices.
  50875. */
  50876. mainTextureFixedSize?: number;
  50877. /**
  50878. * Alpha blending mode used to apply the blur. Default depends of the implementation.
  50879. */
  50880. alphaBlendingMode: number;
  50881. /**
  50882. * The camera attached to the layer.
  50883. */
  50884. camera: Nullable<Camera>;
  50885. /**
  50886. * The rendering group to draw the layer in.
  50887. */
  50888. renderingGroupId: number;
  50889. }
  50890. /**
  50891. * The effect layer Helps adding post process effect blended with the main pass.
  50892. *
  50893. * This can be for instance use to generate glow or higlight effects on the scene.
  50894. *
  50895. * The effect layer class can not be used directly and is intented to inherited from to be
  50896. * customized per effects.
  50897. */
  50898. export abstract class EffectLayer {
  50899. private _vertexBuffers;
  50900. private _indexBuffer;
  50901. private _cachedDefines;
  50902. private _effectLayerMapGenerationEffect;
  50903. private _effectLayerOptions;
  50904. private _mergeEffect;
  50905. protected _scene: Scene;
  50906. protected _engine: Engine;
  50907. protected _maxSize: number;
  50908. protected _mainTextureDesiredSize: ISize;
  50909. protected _mainTexture: RenderTargetTexture;
  50910. protected _shouldRender: boolean;
  50911. protected _postProcesses: PostProcess[];
  50912. protected _textures: BaseTexture[];
  50913. protected _emissiveTextureAndColor: {
  50914. texture: Nullable<BaseTexture>;
  50915. color: Color4;
  50916. };
  50917. /**
  50918. * The name of the layer
  50919. */
  50920. name: string;
  50921. /**
  50922. * The clear color of the texture used to generate the glow map.
  50923. */
  50924. neutralColor: Color4;
  50925. /**
  50926. * Specifies wether the highlight layer is enabled or not.
  50927. */
  50928. isEnabled: boolean;
  50929. /**
  50930. * Gets the camera attached to the layer.
  50931. */
  50932. readonly camera: Nullable<Camera>;
  50933. /**
  50934. * Gets the rendering group id the layer should render in.
  50935. */
  50936. renderingGroupId: number;
  50937. /**
  50938. * An event triggered when the effect layer has been disposed.
  50939. */
  50940. onDisposeObservable: Observable<EffectLayer>;
  50941. /**
  50942. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  50943. */
  50944. onBeforeRenderMainTextureObservable: Observable<EffectLayer>;
  50945. /**
  50946. * An event triggered when the generated texture is being merged in the scene.
  50947. */
  50948. onBeforeComposeObservable: Observable<EffectLayer>;
  50949. /**
  50950. * An event triggered when the generated texture has been merged in the scene.
  50951. */
  50952. onAfterComposeObservable: Observable<EffectLayer>;
  50953. /**
  50954. * An event triggered when the efffect layer changes its size.
  50955. */
  50956. onSizeChangedObservable: Observable<EffectLayer>;
  50957. /** @hidden */
  50958. static _SceneComponentInitialization: (scene: Scene) => void;
  50959. /**
  50960. * Instantiates a new effect Layer and references it in the scene.
  50961. * @param name The name of the layer
  50962. * @param scene The scene to use the layer in
  50963. */
  50964. constructor(
  50965. /** The Friendly of the effect in the scene */
  50966. name: string, scene: Scene);
  50967. /**
  50968. * Get the effect name of the layer.
  50969. * @return The effect name
  50970. */
  50971. abstract getEffectName(): string;
  50972. /**
  50973. * Checks for the readiness of the element composing the layer.
  50974. * @param subMesh the mesh to check for
  50975. * @param useInstances specify wether or not to use instances to render the mesh
  50976. * @return true if ready otherwise, false
  50977. */
  50978. abstract isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  50979. /**
  50980. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  50981. * @returns true if the effect requires stencil during the main canvas render pass.
  50982. */
  50983. abstract needStencil(): boolean;
  50984. /**
  50985. * Create the merge effect. This is the shader use to blit the information back
  50986. * to the main canvas at the end of the scene rendering.
  50987. * @returns The effect containing the shader used to merge the effect on the main canvas
  50988. */
  50989. protected abstract _createMergeEffect(): Effect;
  50990. /**
  50991. * Creates the render target textures and post processes used in the effect layer.
  50992. */
  50993. protected abstract _createTextureAndPostProcesses(): void;
  50994. /**
  50995. * Implementation specific of rendering the generating effect on the main canvas.
  50996. * @param effect The effect used to render through
  50997. */
  50998. protected abstract _internalRender(effect: Effect): void;
  50999. /**
  51000. * Sets the required values for both the emissive texture and and the main color.
  51001. */
  51002. protected abstract _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  51003. /**
  51004. * Free any resources and references associated to a mesh.
  51005. * Internal use
  51006. * @param mesh The mesh to free.
  51007. */
  51008. abstract _disposeMesh(mesh: Mesh): void;
  51009. /**
  51010. * Serializes this layer (Glow or Highlight for example)
  51011. * @returns a serialized layer object
  51012. */
  51013. abstract serialize?(): any;
  51014. /**
  51015. * Initializes the effect layer with the required options.
  51016. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  51017. */
  51018. protected _init(options: Partial<IEffectLayerOptions>): void;
  51019. /**
  51020. * Generates the index buffer of the full screen quad blending to the main canvas.
  51021. */
  51022. private _generateIndexBuffer;
  51023. /**
  51024. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  51025. */
  51026. private _generateVertexBuffer;
  51027. /**
  51028. * Sets the main texture desired size which is the closest power of two
  51029. * of the engine canvas size.
  51030. */
  51031. private _setMainTextureSize;
  51032. /**
  51033. * Creates the main texture for the effect layer.
  51034. */
  51035. protected _createMainTexture(): void;
  51036. /**
  51037. * Adds specific effects defines.
  51038. * @param defines The defines to add specifics to.
  51039. */
  51040. protected _addCustomEffectDefines(defines: string[]): void;
  51041. /**
  51042. * Checks for the readiness of the element composing the layer.
  51043. * @param subMesh the mesh to check for
  51044. * @param useInstances specify wether or not to use instances to render the mesh
  51045. * @param emissiveTexture the associated emissive texture used to generate the glow
  51046. * @return true if ready otherwise, false
  51047. */
  51048. protected _isReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable<BaseTexture>): boolean;
  51049. /**
  51050. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  51051. */
  51052. render(): void;
  51053. /**
  51054. * Determine if a given mesh will be used in the current effect.
  51055. * @param mesh mesh to test
  51056. * @returns true if the mesh will be used
  51057. */
  51058. hasMesh(mesh: AbstractMesh): boolean;
  51059. /**
  51060. * Returns true if the layer contains information to display, otherwise false.
  51061. * @returns true if the glow layer should be rendered
  51062. */
  51063. shouldRender(): boolean;
  51064. /**
  51065. * Returns true if the mesh should render, otherwise false.
  51066. * @param mesh The mesh to render
  51067. * @returns true if it should render otherwise false
  51068. */
  51069. protected _shouldRenderMesh(mesh: AbstractMesh): boolean;
  51070. /**
  51071. * Returns true if the mesh can be rendered, otherwise false.
  51072. * @param mesh The mesh to render
  51073. * @param material The material used on the mesh
  51074. * @returns true if it can be rendered otherwise false
  51075. */
  51076. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  51077. /**
  51078. * Returns true if the mesh should render, otherwise false.
  51079. * @param mesh The mesh to render
  51080. * @returns true if it should render otherwise false
  51081. */
  51082. protected _shouldRenderEmissiveTextureForMesh(): boolean;
  51083. /**
  51084. * Renders the submesh passed in parameter to the generation map.
  51085. */
  51086. protected _renderSubMesh(subMesh: SubMesh, enableAlphaMode?: boolean): void;
  51087. /**
  51088. * Rebuild the required buffers.
  51089. * @hidden Internal use only.
  51090. */
  51091. _rebuild(): void;
  51092. /**
  51093. * Dispose only the render target textures and post process.
  51094. */
  51095. private _disposeTextureAndPostProcesses;
  51096. /**
  51097. * Dispose the highlight layer and free resources.
  51098. */
  51099. dispose(): void;
  51100. /**
  51101. * Gets the class name of the effect layer
  51102. * @returns the string with the class name of the effect layer
  51103. */
  51104. getClassName(): string;
  51105. /**
  51106. * Creates an effect layer from parsed effect layer data
  51107. * @param parsedEffectLayer defines effect layer data
  51108. * @param scene defines the current scene
  51109. * @param rootUrl defines the root URL containing the effect layer information
  51110. * @returns a parsed effect Layer
  51111. */
  51112. static Parse(parsedEffectLayer: any, scene: Scene, rootUrl: string): EffectLayer;
  51113. }
  51114. }
  51115. declare module "babylonjs/Layers/effectLayerSceneComponent" {
  51116. import { Scene } from "babylonjs/scene";
  51117. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  51118. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  51119. import { AbstractScene } from "babylonjs/abstractScene";
  51120. module "babylonjs/abstractScene" {
  51121. interface AbstractScene {
  51122. /**
  51123. * The list of effect layers (highlights/glow) added to the scene
  51124. * @see http://doc.babylonjs.com/how_to/highlight_layer
  51125. * @see http://doc.babylonjs.com/how_to/glow_layer
  51126. */
  51127. effectLayers: Array<EffectLayer>;
  51128. /**
  51129. * Removes the given effect layer from this scene.
  51130. * @param toRemove defines the effect layer to remove
  51131. * @returns the index of the removed effect layer
  51132. */
  51133. removeEffectLayer(toRemove: EffectLayer): number;
  51134. /**
  51135. * Adds the given effect layer to this scene
  51136. * @param newEffectLayer defines the effect layer to add
  51137. */
  51138. addEffectLayer(newEffectLayer: EffectLayer): void;
  51139. }
  51140. }
  51141. /**
  51142. * Defines the layer scene component responsible to manage any effect layers
  51143. * in a given scene.
  51144. */
  51145. export class EffectLayerSceneComponent implements ISceneSerializableComponent {
  51146. /**
  51147. * The component name helpfull to identify the component in the list of scene components.
  51148. */
  51149. readonly name: string;
  51150. /**
  51151. * The scene the component belongs to.
  51152. */
  51153. scene: Scene;
  51154. private _engine;
  51155. private _renderEffects;
  51156. private _needStencil;
  51157. private _previousStencilState;
  51158. /**
  51159. * Creates a new instance of the component for the given scene
  51160. * @param scene Defines the scene to register the component in
  51161. */
  51162. constructor(scene: Scene);
  51163. /**
  51164. * Registers the component in a given scene
  51165. */
  51166. register(): void;
  51167. /**
  51168. * Rebuilds the elements related to this component in case of
  51169. * context lost for instance.
  51170. */
  51171. rebuild(): void;
  51172. /**
  51173. * Serializes the component data to the specified json object
  51174. * @param serializationObject The object to serialize to
  51175. */
  51176. serialize(serializationObject: any): void;
  51177. /**
  51178. * Adds all the elements from the container to the scene
  51179. * @param container the container holding the elements
  51180. */
  51181. addFromContainer(container: AbstractScene): void;
  51182. /**
  51183. * Removes all the elements in the container from the scene
  51184. * @param container contains the elements to remove
  51185. * @param dispose if the removed element should be disposed (default: false)
  51186. */
  51187. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  51188. /**
  51189. * Disposes the component and the associated ressources.
  51190. */
  51191. dispose(): void;
  51192. private _isReadyForMesh;
  51193. private _renderMainTexture;
  51194. private _setStencil;
  51195. private _setStencilBack;
  51196. private _draw;
  51197. private _drawCamera;
  51198. private _drawRenderingGroup;
  51199. }
  51200. }
  51201. declare module "babylonjs/Shaders/glowMapMerge.fragment" {
  51202. /** @hidden */
  51203. export var glowMapMergePixelShader: {
  51204. name: string;
  51205. shader: string;
  51206. };
  51207. }
  51208. declare module "babylonjs/Shaders/glowMapMerge.vertex" {
  51209. /** @hidden */
  51210. export var glowMapMergeVertexShader: {
  51211. name: string;
  51212. shader: string;
  51213. };
  51214. }
  51215. declare module "babylonjs/Layers/glowLayer" {
  51216. import { Nullable } from "babylonjs/types";
  51217. import { Camera } from "babylonjs/Cameras/camera";
  51218. import { Scene } from "babylonjs/scene";
  51219. import { SubMesh } from "babylonjs/Meshes/subMesh";
  51220. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51221. import { Mesh } from "babylonjs/Meshes/mesh";
  51222. import { Texture } from "babylonjs/Materials/Textures/texture";
  51223. import { Effect } from "babylonjs/Materials/effect";
  51224. import { Material } from "babylonjs/Materials/material";
  51225. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  51226. import { Color4 } from "babylonjs/Maths/math.color";
  51227. import "babylonjs/Shaders/glowMapMerge.fragment";
  51228. import "babylonjs/Shaders/glowMapMerge.vertex";
  51229. import "babylonjs/Layers/effectLayerSceneComponent";
  51230. module "babylonjs/abstractScene" {
  51231. interface AbstractScene {
  51232. /**
  51233. * Return a the first highlight layer of the scene with a given name.
  51234. * @param name The name of the highlight layer to look for.
  51235. * @return The highlight layer if found otherwise null.
  51236. */
  51237. getGlowLayerByName(name: string): Nullable<GlowLayer>;
  51238. }
  51239. }
  51240. /**
  51241. * Glow layer options. This helps customizing the behaviour
  51242. * of the glow layer.
  51243. */
  51244. export interface IGlowLayerOptions {
  51245. /**
  51246. * Multiplication factor apply to the canvas size to compute the render target size
  51247. * used to generated the glowing objects (the smaller the faster).
  51248. */
  51249. mainTextureRatio: number;
  51250. /**
  51251. * Enforces a fixed size texture to ensure resize independant blur.
  51252. */
  51253. mainTextureFixedSize?: number;
  51254. /**
  51255. * How big is the kernel of the blur texture.
  51256. */
  51257. blurKernelSize: number;
  51258. /**
  51259. * The camera attached to the layer.
  51260. */
  51261. camera: Nullable<Camera>;
  51262. /**
  51263. * Enable MSAA by chosing the number of samples.
  51264. */
  51265. mainTextureSamples?: number;
  51266. /**
  51267. * The rendering group to draw the layer in.
  51268. */
  51269. renderingGroupId: number;
  51270. }
  51271. /**
  51272. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  51273. *
  51274. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  51275. * glowy meshes to your scene.
  51276. *
  51277. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  51278. */
  51279. export class GlowLayer extends EffectLayer {
  51280. /**
  51281. * Effect Name of the layer.
  51282. */
  51283. static readonly EffectName: string;
  51284. /**
  51285. * The default blur kernel size used for the glow.
  51286. */
  51287. static DefaultBlurKernelSize: number;
  51288. /**
  51289. * The default texture size ratio used for the glow.
  51290. */
  51291. static DefaultTextureRatio: number;
  51292. /**
  51293. * Sets the kernel size of the blur.
  51294. */
  51295. /**
  51296. * Gets the kernel size of the blur.
  51297. */
  51298. blurKernelSize: number;
  51299. /**
  51300. * Sets the glow intensity.
  51301. */
  51302. /**
  51303. * Gets the glow intensity.
  51304. */
  51305. intensity: number;
  51306. private _options;
  51307. private _intensity;
  51308. private _horizontalBlurPostprocess1;
  51309. private _verticalBlurPostprocess1;
  51310. private _horizontalBlurPostprocess2;
  51311. private _verticalBlurPostprocess2;
  51312. private _blurTexture1;
  51313. private _blurTexture2;
  51314. private _postProcesses1;
  51315. private _postProcesses2;
  51316. private _includedOnlyMeshes;
  51317. private _excludedMeshes;
  51318. /**
  51319. * Callback used to let the user override the color selection on a per mesh basis
  51320. */
  51321. customEmissiveColorSelector: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void;
  51322. /**
  51323. * Callback used to let the user override the texture selection on a per mesh basis
  51324. */
  51325. customEmissiveTextureSelector: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture;
  51326. /**
  51327. * Instantiates a new glow Layer and references it to the scene.
  51328. * @param name The name of the layer
  51329. * @param scene The scene to use the layer in
  51330. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  51331. */
  51332. constructor(name: string, scene: Scene, options?: Partial<IGlowLayerOptions>);
  51333. /**
  51334. * Get the effect name of the layer.
  51335. * @return The effect name
  51336. */
  51337. getEffectName(): string;
  51338. /**
  51339. * Create the merge effect. This is the shader use to blit the information back
  51340. * to the main canvas at the end of the scene rendering.
  51341. */
  51342. protected _createMergeEffect(): Effect;
  51343. /**
  51344. * Creates the render target textures and post processes used in the glow layer.
  51345. */
  51346. protected _createTextureAndPostProcesses(): void;
  51347. /**
  51348. * Checks for the readiness of the element composing the layer.
  51349. * @param subMesh the mesh to check for
  51350. * @param useInstances specify wether or not to use instances to render the mesh
  51351. * @param emissiveTexture the associated emissive texture used to generate the glow
  51352. * @return true if ready otherwise, false
  51353. */
  51354. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  51355. /**
  51356. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  51357. */
  51358. needStencil(): boolean;
  51359. /**
  51360. * Returns true if the mesh can be rendered, otherwise false.
  51361. * @param mesh The mesh to render
  51362. * @param material The material used on the mesh
  51363. * @returns true if it can be rendered otherwise false
  51364. */
  51365. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  51366. /**
  51367. * Implementation specific of rendering the generating effect on the main canvas.
  51368. * @param effect The effect used to render through
  51369. */
  51370. protected _internalRender(effect: Effect): void;
  51371. /**
  51372. * Sets the required values for both the emissive texture and and the main color.
  51373. */
  51374. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  51375. /**
  51376. * Returns true if the mesh should render, otherwise false.
  51377. * @param mesh The mesh to render
  51378. * @returns true if it should render otherwise false
  51379. */
  51380. protected _shouldRenderMesh(mesh: Mesh): boolean;
  51381. /**
  51382. * Adds specific effects defines.
  51383. * @param defines The defines to add specifics to.
  51384. */
  51385. protected _addCustomEffectDefines(defines: string[]): void;
  51386. /**
  51387. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  51388. * @param mesh The mesh to exclude from the glow layer
  51389. */
  51390. addExcludedMesh(mesh: Mesh): void;
  51391. /**
  51392. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  51393. * @param mesh The mesh to remove
  51394. */
  51395. removeExcludedMesh(mesh: Mesh): void;
  51396. /**
  51397. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  51398. * @param mesh The mesh to include in the glow layer
  51399. */
  51400. addIncludedOnlyMesh(mesh: Mesh): void;
  51401. /**
  51402. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  51403. * @param mesh The mesh to remove
  51404. */
  51405. removeIncludedOnlyMesh(mesh: Mesh): void;
  51406. /**
  51407. * Determine if a given mesh will be used in the glow layer
  51408. * @param mesh The mesh to test
  51409. * @returns true if the mesh will be highlighted by the current glow layer
  51410. */
  51411. hasMesh(mesh: AbstractMesh): boolean;
  51412. /**
  51413. * Free any resources and references associated to a mesh.
  51414. * Internal use
  51415. * @param mesh The mesh to free.
  51416. * @hidden
  51417. */
  51418. _disposeMesh(mesh: Mesh): void;
  51419. /**
  51420. * Gets the class name of the effect layer
  51421. * @returns the string with the class name of the effect layer
  51422. */
  51423. getClassName(): string;
  51424. /**
  51425. * Serializes this glow layer
  51426. * @returns a serialized glow layer object
  51427. */
  51428. serialize(): any;
  51429. /**
  51430. * Creates a Glow Layer from parsed glow layer data
  51431. * @param parsedGlowLayer defines glow layer data
  51432. * @param scene defines the current scene
  51433. * @param rootUrl defines the root URL containing the glow layer information
  51434. * @returns a parsed Glow Layer
  51435. */
  51436. static Parse(parsedGlowLayer: any, scene: Scene, rootUrl: string): GlowLayer;
  51437. }
  51438. }
  51439. declare module "babylonjs/Shaders/glowBlurPostProcess.fragment" {
  51440. /** @hidden */
  51441. export var glowBlurPostProcessPixelShader: {
  51442. name: string;
  51443. shader: string;
  51444. };
  51445. }
  51446. declare module "babylonjs/Layers/highlightLayer" {
  51447. import { Observable } from "babylonjs/Misc/observable";
  51448. import { Nullable } from "babylonjs/types";
  51449. import { Camera } from "babylonjs/Cameras/camera";
  51450. import { Scene } from "babylonjs/scene";
  51451. import { SubMesh } from "babylonjs/Meshes/subMesh";
  51452. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51453. import { Mesh } from "babylonjs/Meshes/mesh";
  51454. import { Effect } from "babylonjs/Materials/effect";
  51455. import { Material } from "babylonjs/Materials/material";
  51456. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  51457. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  51458. import "babylonjs/Shaders/glowMapMerge.fragment";
  51459. import "babylonjs/Shaders/glowMapMerge.vertex";
  51460. import "babylonjs/Shaders/glowBlurPostProcess.fragment";
  51461. module "babylonjs/abstractScene" {
  51462. interface AbstractScene {
  51463. /**
  51464. * Return a the first highlight layer of the scene with a given name.
  51465. * @param name The name of the highlight layer to look for.
  51466. * @return The highlight layer if found otherwise null.
  51467. */
  51468. getHighlightLayerByName(name: string): Nullable<HighlightLayer>;
  51469. }
  51470. }
  51471. /**
  51472. * Highlight layer options. This helps customizing the behaviour
  51473. * of the highlight layer.
  51474. */
  51475. export interface IHighlightLayerOptions {
  51476. /**
  51477. * Multiplication factor apply to the canvas size to compute the render target size
  51478. * used to generated the glowing objects (the smaller the faster).
  51479. */
  51480. mainTextureRatio: number;
  51481. /**
  51482. * Enforces a fixed size texture to ensure resize independant blur.
  51483. */
  51484. mainTextureFixedSize?: number;
  51485. /**
  51486. * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size
  51487. * of the picture to blur (the smaller the faster).
  51488. */
  51489. blurTextureSizeRatio: number;
  51490. /**
  51491. * How big in texel of the blur texture is the vertical blur.
  51492. */
  51493. blurVerticalSize: number;
  51494. /**
  51495. * How big in texel of the blur texture is the horizontal blur.
  51496. */
  51497. blurHorizontalSize: number;
  51498. /**
  51499. * Alpha blending mode used to apply the blur. Default is combine.
  51500. */
  51501. alphaBlendingMode: number;
  51502. /**
  51503. * The camera attached to the layer.
  51504. */
  51505. camera: Nullable<Camera>;
  51506. /**
  51507. * Should we display highlight as a solid stroke?
  51508. */
  51509. isStroke?: boolean;
  51510. /**
  51511. * The rendering group to draw the layer in.
  51512. */
  51513. renderingGroupId: number;
  51514. }
  51515. /**
  51516. * The highlight layer Helps adding a glow effect around a mesh.
  51517. *
  51518. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  51519. * glowy meshes to your scene.
  51520. *
  51521. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  51522. */
  51523. export class HighlightLayer extends EffectLayer {
  51524. name: string;
  51525. /**
  51526. * Effect Name of the highlight layer.
  51527. */
  51528. static readonly EffectName: string;
  51529. /**
  51530. * The neutral color used during the preparation of the glow effect.
  51531. * This is black by default as the blend operation is a blend operation.
  51532. */
  51533. static NeutralColor: Color4;
  51534. /**
  51535. * Stencil value used for glowing meshes.
  51536. */
  51537. static GlowingMeshStencilReference: number;
  51538. /**
  51539. * Stencil value used for the other meshes in the scene.
  51540. */
  51541. static NormalMeshStencilReference: number;
  51542. /**
  51543. * Specifies whether or not the inner glow is ACTIVE in the layer.
  51544. */
  51545. innerGlow: boolean;
  51546. /**
  51547. * Specifies whether or not the outer glow is ACTIVE in the layer.
  51548. */
  51549. outerGlow: boolean;
  51550. /**
  51551. * Specifies the horizontal size of the blur.
  51552. */
  51553. /**
  51554. * Gets the horizontal size of the blur.
  51555. */
  51556. blurHorizontalSize: number;
  51557. /**
  51558. * Specifies the vertical size of the blur.
  51559. */
  51560. /**
  51561. * Gets the vertical size of the blur.
  51562. */
  51563. blurVerticalSize: number;
  51564. /**
  51565. * An event triggered when the highlight layer is being blurred.
  51566. */
  51567. onBeforeBlurObservable: Observable<HighlightLayer>;
  51568. /**
  51569. * An event triggered when the highlight layer has been blurred.
  51570. */
  51571. onAfterBlurObservable: Observable<HighlightLayer>;
  51572. private _instanceGlowingMeshStencilReference;
  51573. private _options;
  51574. private _downSamplePostprocess;
  51575. private _horizontalBlurPostprocess;
  51576. private _verticalBlurPostprocess;
  51577. private _blurTexture;
  51578. private _meshes;
  51579. private _excludedMeshes;
  51580. /**
  51581. * Instantiates a new highlight Layer and references it to the scene..
  51582. * @param name The name of the layer
  51583. * @param scene The scene to use the layer in
  51584. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  51585. */
  51586. constructor(name: string, scene: Scene, options?: Partial<IHighlightLayerOptions>);
  51587. /**
  51588. * Get the effect name of the layer.
  51589. * @return The effect name
  51590. */
  51591. getEffectName(): string;
  51592. /**
  51593. * Create the merge effect. This is the shader use to blit the information back
  51594. * to the main canvas at the end of the scene rendering.
  51595. */
  51596. protected _createMergeEffect(): Effect;
  51597. /**
  51598. * Creates the render target textures and post processes used in the highlight layer.
  51599. */
  51600. protected _createTextureAndPostProcesses(): void;
  51601. /**
  51602. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  51603. */
  51604. needStencil(): boolean;
  51605. /**
  51606. * Checks for the readiness of the element composing the layer.
  51607. * @param subMesh the mesh to check for
  51608. * @param useInstances specify wether or not to use instances to render the mesh
  51609. * @param emissiveTexture the associated emissive texture used to generate the glow
  51610. * @return true if ready otherwise, false
  51611. */
  51612. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  51613. /**
  51614. * Implementation specific of rendering the generating effect on the main canvas.
  51615. * @param effect The effect used to render through
  51616. */
  51617. protected _internalRender(effect: Effect): void;
  51618. /**
  51619. * Returns true if the layer contains information to display, otherwise false.
  51620. */
  51621. shouldRender(): boolean;
  51622. /**
  51623. * Returns true if the mesh should render, otherwise false.
  51624. * @param mesh The mesh to render
  51625. * @returns true if it should render otherwise false
  51626. */
  51627. protected _shouldRenderMesh(mesh: Mesh): boolean;
  51628. /**
  51629. * Sets the required values for both the emissive texture and and the main color.
  51630. */
  51631. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  51632. /**
  51633. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  51634. * @param mesh The mesh to exclude from the highlight layer
  51635. */
  51636. addExcludedMesh(mesh: Mesh): void;
  51637. /**
  51638. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  51639. * @param mesh The mesh to highlight
  51640. */
  51641. removeExcludedMesh(mesh: Mesh): void;
  51642. /**
  51643. * Determine if a given mesh will be highlighted by the current HighlightLayer
  51644. * @param mesh mesh to test
  51645. * @returns true if the mesh will be highlighted by the current HighlightLayer
  51646. */
  51647. hasMesh(mesh: AbstractMesh): boolean;
  51648. /**
  51649. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  51650. * @param mesh The mesh to highlight
  51651. * @param color The color of the highlight
  51652. * @param glowEmissiveOnly Extract the glow from the emissive texture
  51653. */
  51654. addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly?: boolean): void;
  51655. /**
  51656. * Remove a mesh from the highlight layer in order to make it stop glowing.
  51657. * @param mesh The mesh to highlight
  51658. */
  51659. removeMesh(mesh: Mesh): void;
  51660. /**
  51661. * Force the stencil to the normal expected value for none glowing parts
  51662. */
  51663. private _defaultStencilReference;
  51664. /**
  51665. * Free any resources and references associated to a mesh.
  51666. * Internal use
  51667. * @param mesh The mesh to free.
  51668. * @hidden
  51669. */
  51670. _disposeMesh(mesh: Mesh): void;
  51671. /**
  51672. * Dispose the highlight layer and free resources.
  51673. */
  51674. dispose(): void;
  51675. /**
  51676. * Gets the class name of the effect layer
  51677. * @returns the string with the class name of the effect layer
  51678. */
  51679. getClassName(): string;
  51680. /**
  51681. * Serializes this Highlight layer
  51682. * @returns a serialized Highlight layer object
  51683. */
  51684. serialize(): any;
  51685. /**
  51686. * Creates a Highlight layer from parsed Highlight layer data
  51687. * @param parsedHightlightLayer defines the Highlight layer data
  51688. * @param scene defines the current scene
  51689. * @param rootUrl defines the root URL containing the Highlight layer information
  51690. * @returns a parsed Highlight layer
  51691. */
  51692. static Parse(parsedHightlightLayer: any, scene: Scene, rootUrl: string): HighlightLayer;
  51693. }
  51694. }
  51695. declare module "babylonjs/Layers/layerSceneComponent" {
  51696. import { Scene } from "babylonjs/scene";
  51697. import { ISceneComponent } from "babylonjs/sceneComponent";
  51698. import { Layer } from "babylonjs/Layers/layer";
  51699. import { AbstractScene } from "babylonjs/abstractScene";
  51700. module "babylonjs/abstractScene" {
  51701. interface AbstractScene {
  51702. /**
  51703. * The list of layers (background and foreground) of the scene
  51704. */
  51705. layers: Array<Layer>;
  51706. }
  51707. }
  51708. /**
  51709. * Defines the layer scene component responsible to manage any layers
  51710. * in a given scene.
  51711. */
  51712. export class LayerSceneComponent implements ISceneComponent {
  51713. /**
  51714. * The component name helpfull to identify the component in the list of scene components.
  51715. */
  51716. readonly name: string;
  51717. /**
  51718. * The scene the component belongs to.
  51719. */
  51720. scene: Scene;
  51721. private _engine;
  51722. /**
  51723. * Creates a new instance of the component for the given scene
  51724. * @param scene Defines the scene to register the component in
  51725. */
  51726. constructor(scene: Scene);
  51727. /**
  51728. * Registers the component in a given scene
  51729. */
  51730. register(): void;
  51731. /**
  51732. * Rebuilds the elements related to this component in case of
  51733. * context lost for instance.
  51734. */
  51735. rebuild(): void;
  51736. /**
  51737. * Disposes the component and the associated ressources.
  51738. */
  51739. dispose(): void;
  51740. private _draw;
  51741. private _drawCameraPredicate;
  51742. private _drawCameraBackground;
  51743. private _drawCameraForeground;
  51744. private _drawRenderTargetPredicate;
  51745. private _drawRenderTargetBackground;
  51746. private _drawRenderTargetForeground;
  51747. /**
  51748. * Adds all the elements from the container to the scene
  51749. * @param container the container holding the elements
  51750. */
  51751. addFromContainer(container: AbstractScene): void;
  51752. /**
  51753. * Removes all the elements in the container from the scene
  51754. * @param container contains the elements to remove
  51755. * @param dispose if the removed element should be disposed (default: false)
  51756. */
  51757. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  51758. }
  51759. }
  51760. declare module "babylonjs/Shaders/layer.fragment" {
  51761. /** @hidden */
  51762. export var layerPixelShader: {
  51763. name: string;
  51764. shader: string;
  51765. };
  51766. }
  51767. declare module "babylonjs/Shaders/layer.vertex" {
  51768. /** @hidden */
  51769. export var layerVertexShader: {
  51770. name: string;
  51771. shader: string;
  51772. };
  51773. }
  51774. declare module "babylonjs/Layers/layer" {
  51775. import { Observable } from "babylonjs/Misc/observable";
  51776. import { Nullable } from "babylonjs/types";
  51777. import { Scene } from "babylonjs/scene";
  51778. import { Vector2 } from "babylonjs/Maths/math.vector";
  51779. import { Color4 } from "babylonjs/Maths/math.color";
  51780. import { Texture } from "babylonjs/Materials/Textures/texture";
  51781. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  51782. import "babylonjs/Shaders/layer.fragment";
  51783. import "babylonjs/Shaders/layer.vertex";
  51784. /**
  51785. * This represents a full screen 2d layer.
  51786. * This can be useful to display a picture in the background of your scene for instance.
  51787. * @see https://www.babylonjs-playground.com/#08A2BS#1
  51788. */
  51789. export class Layer {
  51790. /**
  51791. * Define the name of the layer.
  51792. */
  51793. name: string;
  51794. /**
  51795. * Define the texture the layer should display.
  51796. */
  51797. texture: Nullable<Texture>;
  51798. /**
  51799. * Is the layer in background or foreground.
  51800. */
  51801. isBackground: boolean;
  51802. /**
  51803. * Define the color of the layer (instead of texture).
  51804. */
  51805. color: Color4;
  51806. /**
  51807. * Define the scale of the layer in order to zoom in out of the texture.
  51808. */
  51809. scale: Vector2;
  51810. /**
  51811. * Define an offset for the layer in order to shift the texture.
  51812. */
  51813. offset: Vector2;
  51814. /**
  51815. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  51816. */
  51817. alphaBlendingMode: number;
  51818. /**
  51819. * Define if the layer should alpha test or alpha blend with the rest of the scene.
  51820. * Alpha test will not mix with the background color in case of transparency.
  51821. * It will either use the texture color or the background depending on the alpha value of the current pixel.
  51822. */
  51823. alphaTest: boolean;
  51824. /**
  51825. * Define a mask to restrict the layer to only some of the scene cameras.
  51826. */
  51827. layerMask: number;
  51828. /**
  51829. * Define the list of render target the layer is visible into.
  51830. */
  51831. renderTargetTextures: RenderTargetTexture[];
  51832. /**
  51833. * Define if the layer is only used in renderTarget or if it also
  51834. * renders in the main frame buffer of the canvas.
  51835. */
  51836. renderOnlyInRenderTargetTextures: boolean;
  51837. private _scene;
  51838. private _vertexBuffers;
  51839. private _indexBuffer;
  51840. private _effect;
  51841. private _alphaTestEffect;
  51842. /**
  51843. * An event triggered when the layer is disposed.
  51844. */
  51845. onDisposeObservable: Observable<Layer>;
  51846. private _onDisposeObserver;
  51847. /**
  51848. * Back compatibility with callback before the onDisposeObservable existed.
  51849. * The set callback will be triggered when the layer has been disposed.
  51850. */
  51851. onDispose: () => void;
  51852. /**
  51853. * An event triggered before rendering the scene
  51854. */
  51855. onBeforeRenderObservable: Observable<Layer>;
  51856. private _onBeforeRenderObserver;
  51857. /**
  51858. * Back compatibility with callback before the onBeforeRenderObservable existed.
  51859. * The set callback will be triggered just before rendering the layer.
  51860. */
  51861. onBeforeRender: () => void;
  51862. /**
  51863. * An event triggered after rendering the scene
  51864. */
  51865. onAfterRenderObservable: Observable<Layer>;
  51866. private _onAfterRenderObserver;
  51867. /**
  51868. * Back compatibility with callback before the onAfterRenderObservable existed.
  51869. * The set callback will be triggered just after rendering the layer.
  51870. */
  51871. onAfterRender: () => void;
  51872. /**
  51873. * Instantiates a new layer.
  51874. * This represents a full screen 2d layer.
  51875. * This can be useful to display a picture in the background of your scene for instance.
  51876. * @see https://www.babylonjs-playground.com/#08A2BS#1
  51877. * @param name Define the name of the layer in the scene
  51878. * @param imgUrl Define the url of the texture to display in the layer
  51879. * @param scene Define the scene the layer belongs to
  51880. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  51881. * @param color Defines a color for the layer
  51882. */
  51883. constructor(
  51884. /**
  51885. * Define the name of the layer.
  51886. */
  51887. name: string, imgUrl: Nullable<string>, scene: Nullable<Scene>, isBackground?: boolean, color?: Color4);
  51888. private _createIndexBuffer;
  51889. /** @hidden */
  51890. _rebuild(): void;
  51891. /**
  51892. * Renders the layer in the scene.
  51893. */
  51894. render(): void;
  51895. /**
  51896. * Disposes and releases the associated ressources.
  51897. */
  51898. dispose(): void;
  51899. }
  51900. }
  51901. declare module "babylonjs/Layers/index" {
  51902. export * from "babylonjs/Layers/effectLayer";
  51903. export * from "babylonjs/Layers/effectLayerSceneComponent";
  51904. export * from "babylonjs/Layers/glowLayer";
  51905. export * from "babylonjs/Layers/highlightLayer";
  51906. export * from "babylonjs/Layers/layer";
  51907. export * from "babylonjs/Layers/layerSceneComponent";
  51908. }
  51909. declare module "babylonjs/Shaders/lensFlare.fragment" {
  51910. /** @hidden */
  51911. export var lensFlarePixelShader: {
  51912. name: string;
  51913. shader: string;
  51914. };
  51915. }
  51916. declare module "babylonjs/Shaders/lensFlare.vertex" {
  51917. /** @hidden */
  51918. export var lensFlareVertexShader: {
  51919. name: string;
  51920. shader: string;
  51921. };
  51922. }
  51923. declare module "babylonjs/LensFlares/lensFlareSystem" {
  51924. import { Scene } from "babylonjs/scene";
  51925. import { Vector3 } from "babylonjs/Maths/math.vector";
  51926. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51927. import { LensFlare } from "babylonjs/LensFlares/lensFlare";
  51928. import "babylonjs/Shaders/lensFlare.fragment";
  51929. import "babylonjs/Shaders/lensFlare.vertex";
  51930. import { Viewport } from "babylonjs/Maths/math.viewport";
  51931. /**
  51932. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  51933. * It is usually composed of several `lensFlare`.
  51934. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51935. */
  51936. export class LensFlareSystem {
  51937. /**
  51938. * Define the name of the lens flare system
  51939. */
  51940. name: string;
  51941. /**
  51942. * List of lens flares used in this system.
  51943. */
  51944. lensFlares: LensFlare[];
  51945. /**
  51946. * Define a limit from the border the lens flare can be visible.
  51947. */
  51948. borderLimit: number;
  51949. /**
  51950. * Define a viewport border we do not want to see the lens flare in.
  51951. */
  51952. viewportBorder: number;
  51953. /**
  51954. * Define a predicate which could limit the list of meshes able to occlude the effect.
  51955. */
  51956. meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;
  51957. /**
  51958. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  51959. */
  51960. layerMask: number;
  51961. /**
  51962. * Define the id of the lens flare system in the scene.
  51963. * (equal to name by default)
  51964. */
  51965. id: string;
  51966. private _scene;
  51967. private _emitter;
  51968. private _vertexBuffers;
  51969. private _indexBuffer;
  51970. private _effect;
  51971. private _positionX;
  51972. private _positionY;
  51973. private _isEnabled;
  51974. /** @hidden */
  51975. static _SceneComponentInitialization: (scene: Scene) => void;
  51976. /**
  51977. * Instantiates a lens flare system.
  51978. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  51979. * It is usually composed of several `lensFlare`.
  51980. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51981. * @param name Define the name of the lens flare system in the scene
  51982. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  51983. * @param scene Define the scene the lens flare system belongs to
  51984. */
  51985. constructor(
  51986. /**
  51987. * Define the name of the lens flare system
  51988. */
  51989. name: string, emitter: any, scene: Scene);
  51990. /**
  51991. * Define if the lens flare system is enabled.
  51992. */
  51993. isEnabled: boolean;
  51994. /**
  51995. * Get the scene the effects belongs to.
  51996. * @returns the scene holding the lens flare system
  51997. */
  51998. getScene(): Scene;
  51999. /**
  52000. * Get the emitter of the lens flare system.
  52001. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  52002. * @returns the emitter of the lens flare system
  52003. */
  52004. getEmitter(): any;
  52005. /**
  52006. * Set the emitter of the lens flare system.
  52007. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  52008. * @param newEmitter Define the new emitter of the system
  52009. */
  52010. setEmitter(newEmitter: any): void;
  52011. /**
  52012. * Get the lens flare system emitter position.
  52013. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  52014. * @returns the position
  52015. */
  52016. getEmitterPosition(): Vector3;
  52017. /**
  52018. * @hidden
  52019. */
  52020. computeEffectivePosition(globalViewport: Viewport): boolean;
  52021. /** @hidden */
  52022. _isVisible(): boolean;
  52023. /**
  52024. * @hidden
  52025. */
  52026. render(): boolean;
  52027. /**
  52028. * Dispose and release the lens flare with its associated resources.
  52029. */
  52030. dispose(): void;
  52031. /**
  52032. * Parse a lens flare system from a JSON repressentation
  52033. * @param parsedLensFlareSystem Define the JSON to parse
  52034. * @param scene Define the scene the parsed system should be instantiated in
  52035. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  52036. * @returns the parsed system
  52037. */
  52038. static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
  52039. /**
  52040. * Serialize the current Lens Flare System into a JSON representation.
  52041. * @returns the serialized JSON
  52042. */
  52043. serialize(): any;
  52044. }
  52045. }
  52046. declare module "babylonjs/LensFlares/lensFlare" {
  52047. import { Nullable } from "babylonjs/types";
  52048. import { Color3 } from "babylonjs/Maths/math.color";
  52049. import { Texture } from "babylonjs/Materials/Textures/texture";
  52050. import { LensFlareSystem } from "babylonjs/LensFlares/lensFlareSystem";
  52051. /**
  52052. * This represents one of the lens effect in a `lensFlareSystem`.
  52053. * It controls one of the indiviual texture used in the effect.
  52054. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  52055. */
  52056. export class LensFlare {
  52057. /**
  52058. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  52059. */
  52060. size: number;
  52061. /**
  52062. * Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
  52063. */
  52064. position: number;
  52065. /**
  52066. * Define the lens color.
  52067. */
  52068. color: Color3;
  52069. /**
  52070. * Define the lens texture.
  52071. */
  52072. texture: Nullable<Texture>;
  52073. /**
  52074. * Define the alpha mode to render this particular lens.
  52075. */
  52076. alphaMode: number;
  52077. private _system;
  52078. /**
  52079. * Creates a new Lens Flare.
  52080. * This represents one of the lens effect in a `lensFlareSystem`.
  52081. * It controls one of the indiviual texture used in the effect.
  52082. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  52083. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  52084. * @param position Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
  52085. * @param color Define the lens color
  52086. * @param imgUrl Define the lens texture url
  52087. * @param system Define the `lensFlareSystem` this flare is part of
  52088. * @returns The newly created Lens Flare
  52089. */
  52090. static AddFlare(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem): LensFlare;
  52091. /**
  52092. * Instantiates a new Lens Flare.
  52093. * This represents one of the lens effect in a `lensFlareSystem`.
  52094. * It controls one of the indiviual texture used in the effect.
  52095. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  52096. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  52097. * @param position Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
  52098. * @param color Define the lens color
  52099. * @param imgUrl Define the lens texture url
  52100. * @param system Define the `lensFlareSystem` this flare is part of
  52101. */
  52102. constructor(
  52103. /**
  52104. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  52105. */
  52106. size: number,
  52107. /**
  52108. * Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
  52109. */
  52110. position: number, color: Color3, imgUrl: string, system: LensFlareSystem);
  52111. /**
  52112. * Dispose and release the lens flare with its associated resources.
  52113. */
  52114. dispose(): void;
  52115. }
  52116. }
  52117. declare module "babylonjs/LensFlares/lensFlareSystemSceneComponent" {
  52118. import { Nullable } from "babylonjs/types";
  52119. import { Scene } from "babylonjs/scene";
  52120. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  52121. import { AbstractScene } from "babylonjs/abstractScene";
  52122. import { LensFlareSystem } from "babylonjs/LensFlares/lensFlareSystem";
  52123. module "babylonjs/abstractScene" {
  52124. interface AbstractScene {
  52125. /**
  52126. * The list of lens flare system added to the scene
  52127. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  52128. */
  52129. lensFlareSystems: Array<LensFlareSystem>;
  52130. /**
  52131. * Removes the given lens flare system from this scene.
  52132. * @param toRemove The lens flare system to remove
  52133. * @returns The index of the removed lens flare system
  52134. */
  52135. removeLensFlareSystem(toRemove: LensFlareSystem): number;
  52136. /**
  52137. * Adds the given lens flare system to this scene
  52138. * @param newLensFlareSystem The lens flare system to add
  52139. */
  52140. addLensFlareSystem(newLensFlareSystem: LensFlareSystem): void;
  52141. /**
  52142. * Gets a lens flare system using its name
  52143. * @param name defines the name to look for
  52144. * @returns the lens flare system or null if not found
  52145. */
  52146. getLensFlareSystemByName(name: string): Nullable<LensFlareSystem>;
  52147. /**
  52148. * Gets a lens flare system using its id
  52149. * @param id defines the id to look for
  52150. * @returns the lens flare system or null if not found
  52151. */
  52152. getLensFlareSystemByID(id: string): Nullable<LensFlareSystem>;
  52153. }
  52154. }
  52155. /**
  52156. * Defines the lens flare scene component responsible to manage any lens flares
  52157. * in a given scene.
  52158. */
  52159. export class LensFlareSystemSceneComponent implements ISceneSerializableComponent {
  52160. /**
  52161. * The component name helpfull to identify the component in the list of scene components.
  52162. */
  52163. readonly name: string;
  52164. /**
  52165. * The scene the component belongs to.
  52166. */
  52167. scene: Scene;
  52168. /**
  52169. * Creates a new instance of the component for the given scene
  52170. * @param scene Defines the scene to register the component in
  52171. */
  52172. constructor(scene: Scene);
  52173. /**
  52174. * Registers the component in a given scene
  52175. */
  52176. register(): void;
  52177. /**
  52178. * Rebuilds the elements related to this component in case of
  52179. * context lost for instance.
  52180. */
  52181. rebuild(): void;
  52182. /**
  52183. * Adds all the elements from the container to the scene
  52184. * @param container the container holding the elements
  52185. */
  52186. addFromContainer(container: AbstractScene): void;
  52187. /**
  52188. * Removes all the elements in the container from the scene
  52189. * @param container contains the elements to remove
  52190. * @param dispose if the removed element should be disposed (default: false)
  52191. */
  52192. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  52193. /**
  52194. * Serializes the component data to the specified json object
  52195. * @param serializationObject The object to serialize to
  52196. */
  52197. serialize(serializationObject: any): void;
  52198. /**
  52199. * Disposes the component and the associated ressources.
  52200. */
  52201. dispose(): void;
  52202. private _draw;
  52203. }
  52204. }
  52205. declare module "babylonjs/LensFlares/index" {
  52206. export * from "babylonjs/LensFlares/lensFlare";
  52207. export * from "babylonjs/LensFlares/lensFlareSystem";
  52208. export * from "babylonjs/LensFlares/lensFlareSystemSceneComponent";
  52209. }
  52210. declare module "babylonjs/Lights/Shadows/shadowGeneratorSceneComponent" {
  52211. import { Scene } from "babylonjs/scene";
  52212. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  52213. import { AbstractScene } from "babylonjs/abstractScene";
  52214. /**
  52215. * Defines the shadow generator component responsible to manage any shadow generators
  52216. * in a given scene.
  52217. */
  52218. export class ShadowGeneratorSceneComponent implements ISceneSerializableComponent {
  52219. /**
  52220. * The component name helpfull to identify the component in the list of scene components.
  52221. */
  52222. readonly name: string;
  52223. /**
  52224. * The scene the component belongs to.
  52225. */
  52226. scene: Scene;
  52227. /**
  52228. * Creates a new instance of the component for the given scene
  52229. * @param scene Defines the scene to register the component in
  52230. */
  52231. constructor(scene: Scene);
  52232. /**
  52233. * Registers the component in a given scene
  52234. */
  52235. register(): void;
  52236. /**
  52237. * Rebuilds the elements related to this component in case of
  52238. * context lost for instance.
  52239. */
  52240. rebuild(): void;
  52241. /**
  52242. * Serializes the component data to the specified json object
  52243. * @param serializationObject The object to serialize to
  52244. */
  52245. serialize(serializationObject: any): void;
  52246. /**
  52247. * Adds all the elements from the container to the scene
  52248. * @param container the container holding the elements
  52249. */
  52250. addFromContainer(container: AbstractScene): void;
  52251. /**
  52252. * Removes all the elements in the container from the scene
  52253. * @param container contains the elements to remove
  52254. * @param dispose if the removed element should be disposed (default: false)
  52255. */
  52256. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  52257. /**
  52258. * Rebuilds the elements related to this component in case of
  52259. * context lost for instance.
  52260. */
  52261. dispose(): void;
  52262. private _gatherRenderTargets;
  52263. }
  52264. }
  52265. declare module "babylonjs/Lights/Shadows/index" {
  52266. export * from "babylonjs/Lights/Shadows/shadowGenerator";
  52267. export * from "babylonjs/Lights/Shadows/shadowGeneratorSceneComponent";
  52268. }
  52269. declare module "babylonjs/Lights/pointLight" {
  52270. import { Scene } from "babylonjs/scene";
  52271. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  52272. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52273. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  52274. import { Effect } from "babylonjs/Materials/effect";
  52275. /**
  52276. * A point light is a light defined by an unique point in world space.
  52277. * The light is emitted in every direction from this point.
  52278. * A good example of a point light is a standard light bulb.
  52279. * Documentation: https://doc.babylonjs.com/babylon101/lights
  52280. */
  52281. export class PointLight extends ShadowLight {
  52282. private _shadowAngle;
  52283. /**
  52284. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52285. * This specifies what angle the shadow will use to be created.
  52286. *
  52287. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  52288. */
  52289. /**
  52290. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52291. * This specifies what angle the shadow will use to be created.
  52292. *
  52293. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  52294. */
  52295. shadowAngle: number;
  52296. /**
  52297. * Gets the direction if it has been set.
  52298. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52299. */
  52300. /**
  52301. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52302. */
  52303. direction: Vector3;
  52304. /**
  52305. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  52306. * A PointLight emits the light in every direction.
  52307. * It can cast shadows.
  52308. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  52309. * ```javascript
  52310. * var pointLight = new PointLight("pl", camera.position, scene);
  52311. * ```
  52312. * Documentation : https://doc.babylonjs.com/babylon101/lights
  52313. * @param name The light friendly name
  52314. * @param position The position of the point light in the scene
  52315. * @param scene The scene the lights belongs to
  52316. */
  52317. constructor(name: string, position: Vector3, scene: Scene);
  52318. /**
  52319. * Returns the string "PointLight"
  52320. * @returns the class name
  52321. */
  52322. getClassName(): string;
  52323. /**
  52324. * Returns the integer 0.
  52325. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  52326. */
  52327. getTypeID(): number;
  52328. /**
  52329. * Specifies wether or not the shadowmap should be a cube texture.
  52330. * @returns true if the shadowmap needs to be a cube texture.
  52331. */
  52332. needCube(): boolean;
  52333. /**
  52334. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  52335. * @param faceIndex The index of the face we are computed the direction to generate shadow
  52336. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  52337. */
  52338. getShadowDirection(faceIndex?: number): Vector3;
  52339. /**
  52340. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  52341. * - fov = PI / 2
  52342. * - aspect ratio : 1.0
  52343. * - z-near and far equal to the active camera minZ and maxZ.
  52344. * Returns the PointLight.
  52345. */
  52346. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  52347. protected _buildUniformLayout(): void;
  52348. /**
  52349. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  52350. * @param effect The effect to update
  52351. * @param lightIndex The index of the light in the effect to update
  52352. * @returns The point light
  52353. */
  52354. transferToEffect(effect: Effect, lightIndex: string): PointLight;
  52355. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  52356. /**
  52357. * Prepares the list of defines specific to the light type.
  52358. * @param defines the list of defines
  52359. * @param lightIndex defines the index of the light for the effect
  52360. */
  52361. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  52362. }
  52363. }
  52364. declare module "babylonjs/Lights/index" {
  52365. export * from "babylonjs/Lights/light";
  52366. export * from "babylonjs/Lights/shadowLight";
  52367. export * from "babylonjs/Lights/Shadows/index";
  52368. export * from "babylonjs/Lights/directionalLight";
  52369. export * from "babylonjs/Lights/hemisphericLight";
  52370. export * from "babylonjs/Lights/pointLight";
  52371. export * from "babylonjs/Lights/spotLight";
  52372. }
  52373. declare module "babylonjs/Misc/HighDynamicRange/hdr" {
  52374. import { CubeMapInfo } from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  52375. /**
  52376. * Header information of HDR texture files.
  52377. */
  52378. export interface HDRInfo {
  52379. /**
  52380. * The height of the texture in pixels.
  52381. */
  52382. height: number;
  52383. /**
  52384. * The width of the texture in pixels.
  52385. */
  52386. width: number;
  52387. /**
  52388. * The index of the beginning of the data in the binary file.
  52389. */
  52390. dataPosition: number;
  52391. }
  52392. /**
  52393. * This groups tools to convert HDR texture to native colors array.
  52394. */
  52395. export class HDRTools {
  52396. private static Ldexp;
  52397. private static Rgbe2float;
  52398. private static readStringLine;
  52399. /**
  52400. * Reads header information from an RGBE texture stored in a native array.
  52401. * More information on this format are available here:
  52402. * https://en.wikipedia.org/wiki/RGBE_image_format
  52403. *
  52404. * @param uint8array The binary file stored in native array.
  52405. * @return The header information.
  52406. */
  52407. static RGBE_ReadHeader(uint8array: Uint8Array): HDRInfo;
  52408. /**
  52409. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  52410. * This RGBE texture needs to store the information as a panorama.
  52411. *
  52412. * More information on this format are available here:
  52413. * https://en.wikipedia.org/wiki/RGBE_image_format
  52414. *
  52415. * @param buffer The binary file stored in an array buffer.
  52416. * @param size The expected size of the extracted cubemap.
  52417. * @return The Cube Map information.
  52418. */
  52419. static GetCubeMapTextureData(buffer: ArrayBuffer, size: number): CubeMapInfo;
  52420. /**
  52421. * Returns the pixels data extracted from an RGBE texture.
  52422. * This pixels will be stored left to right up to down in the R G B order in one array.
  52423. *
  52424. * More information on this format are available here:
  52425. * https://en.wikipedia.org/wiki/RGBE_image_format
  52426. *
  52427. * @param uint8array The binary file stored in an array buffer.
  52428. * @param hdrInfo The header information of the file.
  52429. * @return The pixels data in RGB right to left up to down order.
  52430. */
  52431. static RGBE_ReadPixels(uint8array: Uint8Array, hdrInfo: HDRInfo): Float32Array;
  52432. private static RGBE_ReadPixels_RLE;
  52433. }
  52434. }
  52435. declare module "babylonjs/Materials/Textures/hdrCubeTexture" {
  52436. import { Nullable } from "babylonjs/types";
  52437. import { Scene } from "babylonjs/scene";
  52438. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  52439. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  52440. import "babylonjs/Engines/Extensions/engine.rawTexture";
  52441. /**
  52442. * This represents a texture coming from an HDR input.
  52443. *
  52444. * The only supported format is currently panorama picture stored in RGBE format.
  52445. * Example of such files can be found on HDRLib: http://hdrlib.com/
  52446. */
  52447. export class HDRCubeTexture extends BaseTexture {
  52448. private static _facesMapping;
  52449. private _generateHarmonics;
  52450. private _noMipmap;
  52451. private _textureMatrix;
  52452. private _size;
  52453. private _onLoad;
  52454. private _onError;
  52455. /**
  52456. * The texture URL.
  52457. */
  52458. url: string;
  52459. /**
  52460. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  52461. */
  52462. coordinatesMode: number;
  52463. protected _isBlocking: boolean;
  52464. /**
  52465. * Sets wether or not the texture is blocking during loading.
  52466. */
  52467. /**
  52468. * Gets wether or not the texture is blocking during loading.
  52469. */
  52470. isBlocking: boolean;
  52471. protected _rotationY: number;
  52472. /**
  52473. * Sets texture matrix rotation angle around Y axis in radians.
  52474. */
  52475. /**
  52476. * Gets texture matrix rotation angle around Y axis radians.
  52477. */
  52478. rotationY: number;
  52479. /**
  52480. * Gets or sets the center of the bounding box associated with the cube texture
  52481. * It must define where the camera used to render the texture was set
  52482. */
  52483. boundingBoxPosition: Vector3;
  52484. private _boundingBoxSize;
  52485. /**
  52486. * Gets or sets the size of the bounding box associated with the cube texture
  52487. * When defined, the cubemap will switch to local mode
  52488. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  52489. * @example https://www.babylonjs-playground.com/#RNASML
  52490. */
  52491. boundingBoxSize: Vector3;
  52492. /**
  52493. * Instantiates an HDRTexture from the following parameters.
  52494. *
  52495. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  52496. * @param scene The scene the texture will be used in
  52497. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  52498. * @param noMipmap Forces to not generate the mipmap if true
  52499. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  52500. * @param gammaSpace Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  52501. * @param reserved Reserved flag for internal use.
  52502. */
  52503. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  52504. /**
  52505. * Get the current class name of the texture useful for serialization or dynamic coding.
  52506. * @returns "HDRCubeTexture"
  52507. */
  52508. getClassName(): string;
  52509. /**
  52510. * Occurs when the file is raw .hdr file.
  52511. */
  52512. private loadTexture;
  52513. clone(): HDRCubeTexture;
  52514. delayLoad(): void;
  52515. /**
  52516. * Get the texture reflection matrix used to rotate/transform the reflection.
  52517. * @returns the reflection matrix
  52518. */
  52519. getReflectionTextureMatrix(): Matrix;
  52520. /**
  52521. * Set the texture reflection matrix used to rotate/transform the reflection.
  52522. * @param value Define the reflection matrix to set
  52523. */
  52524. setReflectionTextureMatrix(value: Matrix): void;
  52525. /**
  52526. * Parses a JSON representation of an HDR Texture in order to create the texture
  52527. * @param parsedTexture Define the JSON representation
  52528. * @param scene Define the scene the texture should be created in
  52529. * @param rootUrl Define the root url in case we need to load relative dependencies
  52530. * @returns the newly created texture after parsing
  52531. */
  52532. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<HDRCubeTexture>;
  52533. serialize(): any;
  52534. }
  52535. }
  52536. declare module "babylonjs/Physics/physicsEngine" {
  52537. import { Nullable } from "babylonjs/types";
  52538. import { Vector3 } from "babylonjs/Maths/math.vector";
  52539. import { IPhysicsEngine, IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  52540. import { PhysicsImpostor, IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  52541. import { PhysicsJoint } from "babylonjs/Physics/physicsJoint";
  52542. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  52543. /**
  52544. * Class used to control physics engine
  52545. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  52546. */
  52547. export class PhysicsEngine implements IPhysicsEngine {
  52548. private _physicsPlugin;
  52549. /**
  52550. * Global value used to control the smallest number supported by the simulation
  52551. */
  52552. static Epsilon: number;
  52553. private _impostors;
  52554. private _joints;
  52555. /**
  52556. * Gets the gravity vector used by the simulation
  52557. */
  52558. gravity: Vector3;
  52559. /**
  52560. * Factory used to create the default physics plugin.
  52561. * @returns The default physics plugin
  52562. */
  52563. static DefaultPluginFactory(): IPhysicsEnginePlugin;
  52564. /**
  52565. * Creates a new Physics Engine
  52566. * @param gravity defines the gravity vector used by the simulation
  52567. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  52568. */
  52569. constructor(gravity: Nullable<Vector3>, _physicsPlugin?: IPhysicsEnginePlugin);
  52570. /**
  52571. * Sets the gravity vector used by the simulation
  52572. * @param gravity defines the gravity vector to use
  52573. */
  52574. setGravity(gravity: Vector3): void;
  52575. /**
  52576. * Set the time step of the physics engine.
  52577. * Default is 1/60.
  52578. * To slow it down, enter 1/600 for example.
  52579. * To speed it up, 1/30
  52580. * @param newTimeStep defines the new timestep to apply to this world.
  52581. */
  52582. setTimeStep(newTimeStep?: number): void;
  52583. /**
  52584. * Get the time step of the physics engine.
  52585. * @returns the current time step
  52586. */
  52587. getTimeStep(): number;
  52588. /**
  52589. * Release all resources
  52590. */
  52591. dispose(): void;
  52592. /**
  52593. * Gets the name of the current physics plugin
  52594. * @returns the name of the plugin
  52595. */
  52596. getPhysicsPluginName(): string;
  52597. /**
  52598. * Adding a new impostor for the impostor tracking.
  52599. * This will be done by the impostor itself.
  52600. * @param impostor the impostor to add
  52601. */
  52602. addImpostor(impostor: PhysicsImpostor): void;
  52603. /**
  52604. * Remove an impostor from the engine.
  52605. * This impostor and its mesh will not longer be updated by the physics engine.
  52606. * @param impostor the impostor to remove
  52607. */
  52608. removeImpostor(impostor: PhysicsImpostor): void;
  52609. /**
  52610. * Add a joint to the physics engine
  52611. * @param mainImpostor defines the main impostor to which the joint is added.
  52612. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  52613. * @param joint defines the joint that will connect both impostors.
  52614. */
  52615. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  52616. /**
  52617. * Removes a joint from the simulation
  52618. * @param mainImpostor defines the impostor used with the joint
  52619. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  52620. * @param joint defines the joint to remove
  52621. */
  52622. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  52623. /**
  52624. * Called by the scene. No need to call it.
  52625. * @param delta defines the timespam between frames
  52626. */
  52627. _step(delta: number): void;
  52628. /**
  52629. * Gets the current plugin used to run the simulation
  52630. * @returns current plugin
  52631. */
  52632. getPhysicsPlugin(): IPhysicsEnginePlugin;
  52633. /**
  52634. * Gets the list of physic impostors
  52635. * @returns an array of PhysicsImpostor
  52636. */
  52637. getImpostors(): Array<PhysicsImpostor>;
  52638. /**
  52639. * Gets the impostor for a physics enabled object
  52640. * @param object defines the object impersonated by the impostor
  52641. * @returns the PhysicsImpostor or null if not found
  52642. */
  52643. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  52644. /**
  52645. * Gets the impostor for a physics body object
  52646. * @param body defines physics body used by the impostor
  52647. * @returns the PhysicsImpostor or null if not found
  52648. */
  52649. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  52650. /**
  52651. * Does a raycast in the physics world
  52652. * @param from when should the ray start?
  52653. * @param to when should the ray end?
  52654. * @returns PhysicsRaycastResult
  52655. */
  52656. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  52657. }
  52658. }
  52659. declare module "babylonjs/Physics/Plugins/cannonJSPlugin" {
  52660. import { Nullable } from "babylonjs/types";
  52661. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  52662. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52663. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  52664. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  52665. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  52666. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  52667. /** @hidden */
  52668. export class CannonJSPlugin implements IPhysicsEnginePlugin {
  52669. private _useDeltaForWorldStep;
  52670. world: any;
  52671. name: string;
  52672. private _physicsMaterials;
  52673. private _fixedTimeStep;
  52674. private _cannonRaycastResult;
  52675. private _raycastResult;
  52676. private _physicsBodysToRemoveAfterStep;
  52677. BJSCANNON: any;
  52678. constructor(_useDeltaForWorldStep?: boolean, iterations?: number, cannonInjection?: any);
  52679. setGravity(gravity: Vector3): void;
  52680. setTimeStep(timeStep: number): void;
  52681. getTimeStep(): number;
  52682. executeStep(delta: number): void;
  52683. private _removeMarkedPhysicsBodiesFromWorld;
  52684. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  52685. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  52686. generatePhysicsBody(impostor: PhysicsImpostor): void;
  52687. private _processChildMeshes;
  52688. removePhysicsBody(impostor: PhysicsImpostor): void;
  52689. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  52690. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  52691. private _addMaterial;
  52692. private _checkWithEpsilon;
  52693. private _createShape;
  52694. private _createHeightmap;
  52695. private _minus90X;
  52696. private _plus90X;
  52697. private _tmpPosition;
  52698. private _tmpDeltaPosition;
  52699. private _tmpUnityRotation;
  52700. private _updatePhysicsBodyTransformation;
  52701. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  52702. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  52703. isSupported(): boolean;
  52704. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  52705. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  52706. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  52707. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  52708. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  52709. getBodyMass(impostor: PhysicsImpostor): number;
  52710. getBodyFriction(impostor: PhysicsImpostor): number;
  52711. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  52712. getBodyRestitution(impostor: PhysicsImpostor): number;
  52713. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  52714. sleepBody(impostor: PhysicsImpostor): void;
  52715. wakeUpBody(impostor: PhysicsImpostor): void;
  52716. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number): void;
  52717. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  52718. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  52719. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  52720. getRadius(impostor: PhysicsImpostor): number;
  52721. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  52722. dispose(): void;
  52723. private _extendNamespace;
  52724. /**
  52725. * Does a raycast in the physics world
  52726. * @param from when should the ray start?
  52727. * @param to when should the ray end?
  52728. * @returns PhysicsRaycastResult
  52729. */
  52730. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  52731. }
  52732. }
  52733. declare module "babylonjs/Physics/Plugins/oimoJSPlugin" {
  52734. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  52735. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  52736. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  52737. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52738. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  52739. import { Nullable } from "babylonjs/types";
  52740. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  52741. /** @hidden */
  52742. export class OimoJSPlugin implements IPhysicsEnginePlugin {
  52743. world: any;
  52744. name: string;
  52745. BJSOIMO: any;
  52746. private _raycastResult;
  52747. constructor(iterations?: number, oimoInjection?: any);
  52748. setGravity(gravity: Vector3): void;
  52749. setTimeStep(timeStep: number): void;
  52750. getTimeStep(): number;
  52751. private _tmpImpostorsArray;
  52752. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  52753. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  52754. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  52755. generatePhysicsBody(impostor: PhysicsImpostor): void;
  52756. private _tmpPositionVector;
  52757. removePhysicsBody(impostor: PhysicsImpostor): void;
  52758. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  52759. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  52760. isSupported(): boolean;
  52761. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  52762. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  52763. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  52764. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  52765. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  52766. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  52767. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  52768. getBodyMass(impostor: PhysicsImpostor): number;
  52769. getBodyFriction(impostor: PhysicsImpostor): number;
  52770. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  52771. getBodyRestitution(impostor: PhysicsImpostor): number;
  52772. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  52773. sleepBody(impostor: PhysicsImpostor): void;
  52774. wakeUpBody(impostor: PhysicsImpostor): void;
  52775. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  52776. setMotor(joint: IMotorEnabledJoint, speed: number, force?: number, motorIndex?: number): void;
  52777. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  52778. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  52779. getRadius(impostor: PhysicsImpostor): number;
  52780. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  52781. dispose(): void;
  52782. /**
  52783. * Does a raycast in the physics world
  52784. * @param from when should the ray start?
  52785. * @param to when should the ray end?
  52786. * @returns PhysicsRaycastResult
  52787. */
  52788. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  52789. }
  52790. }
  52791. declare module "babylonjs/Meshes/Builders/ribbonBuilder" {
  52792. import { Nullable } from "babylonjs/types";
  52793. import { Scene } from "babylonjs/scene";
  52794. import { Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  52795. import { Color4 } from "babylonjs/Maths/math.color";
  52796. import { Mesh } from "babylonjs/Meshes/mesh";
  52797. /**
  52798. * Class containing static functions to help procedurally build meshes
  52799. */
  52800. export class RibbonBuilder {
  52801. /**
  52802. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  52803. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  52804. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  52805. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  52806. * * The parameter `offset` (positive integer, default : rounded half size of the pathArray length), is taken in account only if the `pathArray` is containing a single path
  52807. * * It's the offset to join the points from the same path. Ex : offset = 10 means the point 1 is joined to the point 11
  52808. * * The optional parameter `instance` is an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#ribbon
  52809. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  52810. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  52811. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  52812. * * The parameter `uvs` is an optional flat array of `Vector2` to update/set each ribbon vertex with its own custom UV values instead of the computed ones
  52813. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  52814. * * Note that if you use the parameters `uvs` or `colors`, the passed arrays must be populated with the right number of elements, it is to say the number of ribbon vertices. Remember that if you set `closePath` to `true`, there's one extra vertex per path in the geometry
  52815. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  52816. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  52817. * @param name defines the name of the mesh
  52818. * @param options defines the options used to create the mesh
  52819. * @param scene defines the hosting scene
  52820. * @returns the ribbon mesh
  52821. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  52822. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  52823. */
  52824. static CreateRibbon(name: string, options: {
  52825. pathArray: Vector3[][];
  52826. closeArray?: boolean;
  52827. closePath?: boolean;
  52828. offset?: number;
  52829. updatable?: boolean;
  52830. sideOrientation?: number;
  52831. frontUVs?: Vector4;
  52832. backUVs?: Vector4;
  52833. instance?: Mesh;
  52834. invertUV?: boolean;
  52835. uvs?: Vector2[];
  52836. colors?: Color4[];
  52837. }, scene?: Nullable<Scene>): Mesh;
  52838. }
  52839. }
  52840. declare module "babylonjs/Meshes/Builders/shapeBuilder" {
  52841. import { Nullable } from "babylonjs/types";
  52842. import { Scene } from "babylonjs/scene";
  52843. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  52844. import { Mesh } from "babylonjs/Meshes/mesh";
  52845. /**
  52846. * Class containing static functions to help procedurally build meshes
  52847. */
  52848. export class ShapeBuilder {
  52849. /**
  52850. * Creates an extruded shape mesh. The extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  52851. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.
  52852. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  52853. * * The parameter `rotation` (float, default 0 radians) is the angle value to rotate the shape each step (each path point), from the former step (so rotation added each step) along the curve.
  52854. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  52855. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  52856. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  52857. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  52858. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  52859. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  52860. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  52861. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  52862. * @param name defines the name of the mesh
  52863. * @param options defines the options used to create the mesh
  52864. * @param scene defines the hosting scene
  52865. * @returns the extruded shape mesh
  52866. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  52867. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  52868. */
  52869. static ExtrudeShape(name: string, options: {
  52870. shape: Vector3[];
  52871. path: Vector3[];
  52872. scale?: number;
  52873. rotation?: number;
  52874. cap?: number;
  52875. updatable?: boolean;
  52876. sideOrientation?: number;
  52877. frontUVs?: Vector4;
  52878. backUVs?: Vector4;
  52879. instance?: Mesh;
  52880. invertUV?: boolean;
  52881. }, scene?: Nullable<Scene>): Mesh;
  52882. /**
  52883. * Creates an custom extruded shape mesh.
  52884. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  52885. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.
  52886. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  52887. * * The parameter `rotationFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the begining of the path
  52888. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  52889. * * The parameter `scaleFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the begining of the path
  52890. * * It must returns a float value that will be the scale value applied to the shape on each path point
  52891. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  52892. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  52893. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  52894. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  52895. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  52896. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  52897. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  52898. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  52899. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  52900. * @param name defines the name of the mesh
  52901. * @param options defines the options used to create the mesh
  52902. * @param scene defines the hosting scene
  52903. * @returns the custom extruded shape mesh
  52904. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  52905. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  52906. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  52907. */
  52908. static ExtrudeShapeCustom(name: string, options: {
  52909. shape: Vector3[];
  52910. path: Vector3[];
  52911. scaleFunction?: any;
  52912. rotationFunction?: any;
  52913. ribbonCloseArray?: boolean;
  52914. ribbonClosePath?: boolean;
  52915. cap?: number;
  52916. updatable?: boolean;
  52917. sideOrientation?: number;
  52918. frontUVs?: Vector4;
  52919. backUVs?: Vector4;
  52920. instance?: Mesh;
  52921. invertUV?: boolean;
  52922. }, scene?: Nullable<Scene>): Mesh;
  52923. private static _ExtrudeShapeGeneric;
  52924. }
  52925. }
  52926. declare module "babylonjs/Physics/Plugins/ammoJSPlugin" {
  52927. import { Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  52928. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  52929. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  52930. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  52931. import { Nullable } from "babylonjs/types";
  52932. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52933. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  52934. /**
  52935. * AmmoJS Physics plugin
  52936. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  52937. * @see https://github.com/kripken/ammo.js/
  52938. */
  52939. export class AmmoJSPlugin implements IPhysicsEnginePlugin {
  52940. private _useDeltaForWorldStep;
  52941. /**
  52942. * Reference to the Ammo library
  52943. */
  52944. bjsAMMO: any;
  52945. /**
  52946. * Created ammoJS world which physics bodies are added to
  52947. */
  52948. world: any;
  52949. /**
  52950. * Name of the plugin
  52951. */
  52952. name: string;
  52953. private _timeStep;
  52954. private _fixedTimeStep;
  52955. private _maxSteps;
  52956. private _tmpQuaternion;
  52957. private _tmpAmmoTransform;
  52958. private _tmpAmmoQuaternion;
  52959. private _tmpAmmoConcreteContactResultCallback;
  52960. private _collisionConfiguration;
  52961. private _dispatcher;
  52962. private _overlappingPairCache;
  52963. private _solver;
  52964. private _softBodySolver;
  52965. private _tmpAmmoVectorA;
  52966. private _tmpAmmoVectorB;
  52967. private _tmpAmmoVectorC;
  52968. private _tmpAmmoVectorD;
  52969. private _tmpContactCallbackResult;
  52970. private _tmpAmmoVectorRCA;
  52971. private _tmpAmmoVectorRCB;
  52972. private _raycastResult;
  52973. private static readonly DISABLE_COLLISION_FLAG;
  52974. private static readonly KINEMATIC_FLAG;
  52975. private static readonly DISABLE_DEACTIVATION_FLAG;
  52976. /**
  52977. * Initializes the ammoJS plugin
  52978. * @param _useDeltaForWorldStep if the time between frames should be used when calculating physics steps (Default: true)
  52979. * @param ammoInjection can be used to inject your own ammo reference
  52980. * @param overlappingPairCache can be used to specify your own overlapping pair cache
  52981. */
  52982. constructor(_useDeltaForWorldStep?: boolean, ammoInjection?: any, overlappingPairCache?: any);
  52983. /**
  52984. * Sets the gravity of the physics world (m/(s^2))
  52985. * @param gravity Gravity to set
  52986. */
  52987. setGravity(gravity: Vector3): void;
  52988. /**
  52989. * Amount of time to step forward on each frame (only used if useDeltaForWorldStep is false in the constructor)
  52990. * @param timeStep timestep to use in seconds
  52991. */
  52992. setTimeStep(timeStep: number): void;
  52993. /**
  52994. * Increment to step forward in the physics engine (If timeStep is set to 1/60 and fixedTimeStep is set to 1/120 the physics engine should run 2 steps per frame) (Default: 1/60)
  52995. * @param fixedTimeStep fixedTimeStep to use in seconds
  52996. */
  52997. setFixedTimeStep(fixedTimeStep: number): void;
  52998. /**
  52999. * Sets the maximum number of steps by the physics engine per frame (Default: 5)
  53000. * @param maxSteps the maximum number of steps by the physics engine per frame
  53001. */
  53002. setMaxSteps(maxSteps: number): void;
  53003. /**
  53004. * Gets the current timestep (only used if useDeltaForWorldStep is false in the constructor)
  53005. * @returns the current timestep in seconds
  53006. */
  53007. getTimeStep(): number;
  53008. private _isImpostorInContact;
  53009. private _isImpostorPairInContact;
  53010. private _stepSimulation;
  53011. /**
  53012. * Moves the physics simulation forward delta seconds and updates the given physics imposters
  53013. * Prior to the step the imposters physics location is set to the position of the babylon meshes
  53014. * After the step the babylon meshes are set to the position of the physics imposters
  53015. * @param delta amount of time to step forward
  53016. * @param impostors array of imposters to update before/after the step
  53017. */
  53018. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  53019. /**
  53020. * Update babylon mesh to match physics world object
  53021. * @param impostor imposter to match
  53022. */
  53023. private _afterSoftStep;
  53024. /**
  53025. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  53026. * @param impostor imposter to match
  53027. */
  53028. private _ropeStep;
  53029. /**
  53030. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  53031. * @param impostor imposter to match
  53032. */
  53033. private _softbodyOrClothStep;
  53034. private _tmpVector;
  53035. private _tmpMatrix;
  53036. /**
  53037. * Applies an impulse on the imposter
  53038. * @param impostor imposter to apply impulse to
  53039. * @param force amount of force to be applied to the imposter
  53040. * @param contactPoint the location to apply the impulse on the imposter
  53041. */
  53042. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  53043. /**
  53044. * Applies a force on the imposter
  53045. * @param impostor imposter to apply force
  53046. * @param force amount of force to be applied to the imposter
  53047. * @param contactPoint the location to apply the force on the imposter
  53048. */
  53049. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  53050. /**
  53051. * Creates a physics body using the plugin
  53052. * @param impostor the imposter to create the physics body on
  53053. */
  53054. generatePhysicsBody(impostor: PhysicsImpostor): void;
  53055. /**
  53056. * Removes the physics body from the imposter and disposes of the body's memory
  53057. * @param impostor imposter to remove the physics body from
  53058. */
  53059. removePhysicsBody(impostor: PhysicsImpostor): void;
  53060. /**
  53061. * Generates a joint
  53062. * @param impostorJoint the imposter joint to create the joint with
  53063. */
  53064. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  53065. /**
  53066. * Removes a joint
  53067. * @param impostorJoint the imposter joint to remove the joint from
  53068. */
  53069. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  53070. private _addMeshVerts;
  53071. /**
  53072. * Initialise the soft body vertices to match its object's (mesh) vertices
  53073. * Softbody vertices (nodes) are in world space and to match this
  53074. * The object's position and rotation is set to zero and so its vertices are also then set in world space
  53075. * @param impostor to create the softbody for
  53076. */
  53077. private _softVertexData;
  53078. /**
  53079. * Create an impostor's soft body
  53080. * @param impostor to create the softbody for
  53081. */
  53082. private _createSoftbody;
  53083. /**
  53084. * Create cloth for an impostor
  53085. * @param impostor to create the softbody for
  53086. */
  53087. private _createCloth;
  53088. /**
  53089. * Create rope for an impostor
  53090. * @param impostor to create the softbody for
  53091. */
  53092. private _createRope;
  53093. private _addHullVerts;
  53094. private _createShape;
  53095. /**
  53096. * Sets the physics body position/rotation from the babylon mesh's position/rotation
  53097. * @param impostor imposter containing the physics body and babylon object
  53098. */
  53099. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  53100. /**
  53101. * Sets the babylon object's position/rotation from the physics body's position/rotation
  53102. * @param impostor imposter containing the physics body and babylon object
  53103. * @param newPosition new position
  53104. * @param newRotation new rotation
  53105. */
  53106. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  53107. /**
  53108. * If this plugin is supported
  53109. * @returns true if its supported
  53110. */
  53111. isSupported(): boolean;
  53112. /**
  53113. * Sets the linear velocity of the physics body
  53114. * @param impostor imposter to set the velocity on
  53115. * @param velocity velocity to set
  53116. */
  53117. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  53118. /**
  53119. * Sets the angular velocity of the physics body
  53120. * @param impostor imposter to set the velocity on
  53121. * @param velocity velocity to set
  53122. */
  53123. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  53124. /**
  53125. * gets the linear velocity
  53126. * @param impostor imposter to get linear velocity from
  53127. * @returns linear velocity
  53128. */
  53129. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  53130. /**
  53131. * gets the angular velocity
  53132. * @param impostor imposter to get angular velocity from
  53133. * @returns angular velocity
  53134. */
  53135. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  53136. /**
  53137. * Sets the mass of physics body
  53138. * @param impostor imposter to set the mass on
  53139. * @param mass mass to set
  53140. */
  53141. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  53142. /**
  53143. * Gets the mass of the physics body
  53144. * @param impostor imposter to get the mass from
  53145. * @returns mass
  53146. */
  53147. getBodyMass(impostor: PhysicsImpostor): number;
  53148. /**
  53149. * Gets friction of the impostor
  53150. * @param impostor impostor to get friction from
  53151. * @returns friction value
  53152. */
  53153. getBodyFriction(impostor: PhysicsImpostor): number;
  53154. /**
  53155. * Sets friction of the impostor
  53156. * @param impostor impostor to set friction on
  53157. * @param friction friction value
  53158. */
  53159. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  53160. /**
  53161. * Gets restitution of the impostor
  53162. * @param impostor impostor to get restitution from
  53163. * @returns restitution value
  53164. */
  53165. getBodyRestitution(impostor: PhysicsImpostor): number;
  53166. /**
  53167. * Sets resitution of the impostor
  53168. * @param impostor impostor to set resitution on
  53169. * @param restitution resitution value
  53170. */
  53171. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  53172. /**
  53173. * Gets pressure inside the impostor
  53174. * @param impostor impostor to get pressure from
  53175. * @returns pressure value
  53176. */
  53177. getBodyPressure(impostor: PhysicsImpostor): number;
  53178. /**
  53179. * Sets pressure inside a soft body impostor
  53180. * Cloth and rope must remain 0 pressure
  53181. * @param impostor impostor to set pressure on
  53182. * @param pressure pressure value
  53183. */
  53184. setBodyPressure(impostor: PhysicsImpostor, pressure: number): void;
  53185. /**
  53186. * Gets stiffness of the impostor
  53187. * @param impostor impostor to get stiffness from
  53188. * @returns pressure value
  53189. */
  53190. getBodyStiffness(impostor: PhysicsImpostor): number;
  53191. /**
  53192. * Sets stiffness of the impostor
  53193. * @param impostor impostor to set stiffness on
  53194. * @param stiffness stiffness value from 0 to 1
  53195. */
  53196. setBodyStiffness(impostor: PhysicsImpostor, stiffness: number): void;
  53197. /**
  53198. * Gets velocityIterations of the impostor
  53199. * @param impostor impostor to get velocity iterations from
  53200. * @returns velocityIterations value
  53201. */
  53202. getBodyVelocityIterations(impostor: PhysicsImpostor): number;
  53203. /**
  53204. * Sets velocityIterations of the impostor
  53205. * @param impostor impostor to set velocity iterations on
  53206. * @param velocityIterations velocityIterations value
  53207. */
  53208. setBodyVelocityIterations(impostor: PhysicsImpostor, velocityIterations: number): void;
  53209. /**
  53210. * Gets positionIterations of the impostor
  53211. * @param impostor impostor to get position iterations from
  53212. * @returns positionIterations value
  53213. */
  53214. getBodyPositionIterations(impostor: PhysicsImpostor): number;
  53215. /**
  53216. * Sets positionIterations of the impostor
  53217. * @param impostor impostor to set position on
  53218. * @param positionIterations positionIterations value
  53219. */
  53220. setBodyPositionIterations(impostor: PhysicsImpostor, positionIterations: number): void;
  53221. /**
  53222. * Append an anchor to a cloth object
  53223. * @param impostor is the cloth impostor to add anchor to
  53224. * @param otherImpostor is the rigid impostor to anchor to
  53225. * @param width ratio across width from 0 to 1
  53226. * @param height ratio up height from 0 to 1
  53227. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  53228. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  53229. */
  53230. appendAnchor(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  53231. /**
  53232. * Append an hook to a rope object
  53233. * @param impostor is the rope impostor to add hook to
  53234. * @param otherImpostor is the rigid impostor to hook to
  53235. * @param length ratio along the rope from 0 to 1
  53236. * @param influence the elasticity between soft impostor and anchor from 0, very stretchy to 1, little strech
  53237. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  53238. */
  53239. appendHook(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  53240. /**
  53241. * Sleeps the physics body and stops it from being active
  53242. * @param impostor impostor to sleep
  53243. */
  53244. sleepBody(impostor: PhysicsImpostor): void;
  53245. /**
  53246. * Activates the physics body
  53247. * @param impostor impostor to activate
  53248. */
  53249. wakeUpBody(impostor: PhysicsImpostor): void;
  53250. /**
  53251. * Updates the distance parameters of the joint
  53252. * @param joint joint to update
  53253. * @param maxDistance maximum distance of the joint
  53254. * @param minDistance minimum distance of the joint
  53255. */
  53256. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  53257. /**
  53258. * Sets a motor on the joint
  53259. * @param joint joint to set motor on
  53260. * @param speed speed of the motor
  53261. * @param maxForce maximum force of the motor
  53262. * @param motorIndex index of the motor
  53263. */
  53264. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  53265. /**
  53266. * Sets the motors limit
  53267. * @param joint joint to set limit on
  53268. * @param upperLimit upper limit
  53269. * @param lowerLimit lower limit
  53270. */
  53271. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  53272. /**
  53273. * Syncs the position and rotation of a mesh with the impostor
  53274. * @param mesh mesh to sync
  53275. * @param impostor impostor to update the mesh with
  53276. */
  53277. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  53278. /**
  53279. * Gets the radius of the impostor
  53280. * @param impostor impostor to get radius from
  53281. * @returns the radius
  53282. */
  53283. getRadius(impostor: PhysicsImpostor): number;
  53284. /**
  53285. * Gets the box size of the impostor
  53286. * @param impostor impostor to get box size from
  53287. * @param result the resulting box size
  53288. */
  53289. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  53290. /**
  53291. * Disposes of the impostor
  53292. */
  53293. dispose(): void;
  53294. /**
  53295. * Does a raycast in the physics world
  53296. * @param from when should the ray start?
  53297. * @param to when should the ray end?
  53298. * @returns PhysicsRaycastResult
  53299. */
  53300. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  53301. }
  53302. }
  53303. declare module "babylonjs/Probes/reflectionProbe" {
  53304. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  53305. import { Vector3 } from "babylonjs/Maths/math.vector";
  53306. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  53307. import { Nullable } from "babylonjs/types";
  53308. import { Scene } from "babylonjs/scene";
  53309. module "babylonjs/abstractScene" {
  53310. interface AbstractScene {
  53311. /**
  53312. * The list of reflection probes added to the scene
  53313. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  53314. */
  53315. reflectionProbes: Array<ReflectionProbe>;
  53316. /**
  53317. * Removes the given reflection probe from this scene.
  53318. * @param toRemove The reflection probe to remove
  53319. * @returns The index of the removed reflection probe
  53320. */
  53321. removeReflectionProbe(toRemove: ReflectionProbe): number;
  53322. /**
  53323. * Adds the given reflection probe to this scene.
  53324. * @param newReflectionProbe The reflection probe to add
  53325. */
  53326. addReflectionProbe(newReflectionProbe: ReflectionProbe): void;
  53327. }
  53328. }
  53329. /**
  53330. * Class used to generate realtime reflection / refraction cube textures
  53331. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  53332. */
  53333. export class ReflectionProbe {
  53334. /** defines the name of the probe */
  53335. name: string;
  53336. private _scene;
  53337. private _renderTargetTexture;
  53338. private _projectionMatrix;
  53339. private _viewMatrix;
  53340. private _target;
  53341. private _add;
  53342. private _attachedMesh;
  53343. private _invertYAxis;
  53344. /** Gets or sets probe position (center of the cube map) */
  53345. position: Vector3;
  53346. /**
  53347. * Creates a new reflection probe
  53348. * @param name defines the name of the probe
  53349. * @param size defines the texture resolution (for each face)
  53350. * @param scene defines the hosting scene
  53351. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  53352. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  53353. */
  53354. constructor(
  53355. /** defines the name of the probe */
  53356. name: string, size: number, scene: Scene, generateMipMaps?: boolean, useFloat?: boolean);
  53357. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  53358. samples: number;
  53359. /** Gets or sets the refresh rate to use (on every frame by default) */
  53360. refreshRate: number;
  53361. /**
  53362. * Gets the hosting scene
  53363. * @returns a Scene
  53364. */
  53365. getScene(): Scene;
  53366. /** Gets the internal CubeTexture used to render to */
  53367. readonly cubeTexture: RenderTargetTexture;
  53368. /** Gets the list of meshes to render */
  53369. readonly renderList: Nullable<AbstractMesh[]>;
  53370. /**
  53371. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  53372. * @param mesh defines the mesh to attach to
  53373. */
  53374. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  53375. /**
  53376. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  53377. * @param renderingGroupId The rendering group id corresponding to its index
  53378. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  53379. */
  53380. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  53381. /**
  53382. * Clean all associated resources
  53383. */
  53384. dispose(): void;
  53385. /**
  53386. * Converts the reflection probe information to a readable string for debug purpose.
  53387. * @param fullDetails Supports for multiple levels of logging within scene loading
  53388. * @returns the human readable reflection probe info
  53389. */
  53390. toString(fullDetails?: boolean): string;
  53391. /**
  53392. * Get the class name of the relfection probe.
  53393. * @returns "ReflectionProbe"
  53394. */
  53395. getClassName(): string;
  53396. /**
  53397. * Serialize the reflection probe to a JSON representation we can easily use in the resepective Parse function.
  53398. * @returns The JSON representation of the texture
  53399. */
  53400. serialize(): any;
  53401. /**
  53402. * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.
  53403. * @param parsedReflectionProbe Define the JSON representation of the reflection probe
  53404. * @param scene Define the scene the parsed reflection probe should be instantiated in
  53405. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  53406. * @returns The parsed reflection probe if successful
  53407. */
  53408. static Parse(parsedReflectionProbe: any, scene: Scene, rootUrl: string): Nullable<ReflectionProbe>;
  53409. }
  53410. }
  53411. declare module "babylonjs/Loading/Plugins/babylonFileLoader" {
  53412. /** @hidden */
  53413. export var _BabylonLoaderRegistered: boolean;
  53414. }
  53415. declare module "babylonjs/Loading/Plugins/index" {
  53416. export * from "babylonjs/Loading/Plugins/babylonFileLoader";
  53417. }
  53418. declare module "babylonjs/Loading/index" {
  53419. export * from "babylonjs/Loading/loadingScreen";
  53420. export * from "babylonjs/Loading/Plugins/index";
  53421. export * from "babylonjs/Loading/sceneLoader";
  53422. export * from "babylonjs/Loading/sceneLoaderFlags";
  53423. }
  53424. declare module "babylonjs/Materials/Background/index" {
  53425. export * from "babylonjs/Materials/Background/backgroundMaterial";
  53426. }
  53427. declare module "babylonjs/Materials/PBR/pbrBaseSimpleMaterial" {
  53428. import { Scene } from "babylonjs/scene";
  53429. import { Color3 } from "babylonjs/Maths/math.color";
  53430. import { PBRBaseMaterial } from "babylonjs/Materials/PBR/pbrBaseMaterial";
  53431. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53432. /**
  53433. * The Physically based simple base material of BJS.
  53434. *
  53435. * This enables better naming and convention enforcements on top of the pbrMaterial.
  53436. * It is used as the base class for both the specGloss and metalRough conventions.
  53437. */
  53438. export abstract class PBRBaseSimpleMaterial extends PBRBaseMaterial {
  53439. /**
  53440. * Number of Simultaneous lights allowed on the material.
  53441. */
  53442. maxSimultaneousLights: number;
  53443. /**
  53444. * If sets to true, disables all the lights affecting the material.
  53445. */
  53446. disableLighting: boolean;
  53447. /**
  53448. * Environment Texture used in the material (this is use for both reflection and environment lighting).
  53449. */
  53450. environmentTexture: BaseTexture;
  53451. /**
  53452. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  53453. */
  53454. invertNormalMapX: boolean;
  53455. /**
  53456. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  53457. */
  53458. invertNormalMapY: boolean;
  53459. /**
  53460. * Normal map used in the model.
  53461. */
  53462. normalTexture: BaseTexture;
  53463. /**
  53464. * Emissivie color used to self-illuminate the model.
  53465. */
  53466. emissiveColor: Color3;
  53467. /**
  53468. * Emissivie texture used to self-illuminate the model.
  53469. */
  53470. emissiveTexture: BaseTexture;
  53471. /**
  53472. * Occlusion Channel Strenght.
  53473. */
  53474. occlusionStrength: number;
  53475. /**
  53476. * Occlusion Texture of the material (adding extra occlusion effects).
  53477. */
  53478. occlusionTexture: BaseTexture;
  53479. /**
  53480. * Defines the alpha limits in alpha test mode.
  53481. */
  53482. alphaCutOff: number;
  53483. /**
  53484. * Gets the current double sided mode.
  53485. */
  53486. /**
  53487. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  53488. */
  53489. doubleSided: boolean;
  53490. /**
  53491. * Stores the pre-calculated light information of a mesh in a texture.
  53492. */
  53493. lightmapTexture: BaseTexture;
  53494. /**
  53495. * If true, the light map contains occlusion information instead of lighting info.
  53496. */
  53497. useLightmapAsShadowmap: boolean;
  53498. /**
  53499. * Instantiates a new PBRMaterial instance.
  53500. *
  53501. * @param name The material name
  53502. * @param scene The scene the material will be use in.
  53503. */
  53504. constructor(name: string, scene: Scene);
  53505. getClassName(): string;
  53506. }
  53507. }
  53508. declare module "babylonjs/Materials/PBR/pbrMetallicRoughnessMaterial" {
  53509. import { Scene } from "babylonjs/scene";
  53510. import { Color3 } from "babylonjs/Maths/math.color";
  53511. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53512. import { PBRBaseSimpleMaterial } from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  53513. /**
  53514. * The PBR material of BJS following the metal roughness convention.
  53515. *
  53516. * This fits to the PBR convention in the GLTF definition:
  53517. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  53518. */
  53519. export class PBRMetallicRoughnessMaterial extends PBRBaseSimpleMaterial {
  53520. /**
  53521. * The base color has two different interpretations depending on the value of metalness.
  53522. * When the material is a metal, the base color is the specific measured reflectance value
  53523. * at normal incidence (F0). For a non-metal the base color represents the reflected diffuse color
  53524. * of the material.
  53525. */
  53526. baseColor: Color3;
  53527. /**
  53528. * Base texture of the metallic workflow. It contains both the baseColor information in RGB as
  53529. * well as opacity information in the alpha channel.
  53530. */
  53531. baseTexture: BaseTexture;
  53532. /**
  53533. * Specifies the metallic scalar value of the material.
  53534. * Can also be used to scale the metalness values of the metallic texture.
  53535. */
  53536. metallic: number;
  53537. /**
  53538. * Specifies the roughness scalar value of the material.
  53539. * Can also be used to scale the roughness values of the metallic texture.
  53540. */
  53541. roughness: number;
  53542. /**
  53543. * Texture containing both the metallic value in the B channel and the
  53544. * roughness value in the G channel to keep better precision.
  53545. */
  53546. metallicRoughnessTexture: BaseTexture;
  53547. /**
  53548. * Instantiates a new PBRMetalRoughnessMaterial instance.
  53549. *
  53550. * @param name The material name
  53551. * @param scene The scene the material will be use in.
  53552. */
  53553. constructor(name: string, scene: Scene);
  53554. /**
  53555. * Return the currrent class name of the material.
  53556. */
  53557. getClassName(): string;
  53558. /**
  53559. * Makes a duplicate of the current material.
  53560. * @param name - name to use for the new material.
  53561. */
  53562. clone(name: string): PBRMetallicRoughnessMaterial;
  53563. /**
  53564. * Serialize the material to a parsable JSON object.
  53565. */
  53566. serialize(): any;
  53567. /**
  53568. * Parses a JSON object correponding to the serialize function.
  53569. */
  53570. static Parse(source: any, scene: Scene, rootUrl: string): PBRMetallicRoughnessMaterial;
  53571. }
  53572. }
  53573. declare module "babylonjs/Materials/PBR/pbrSpecularGlossinessMaterial" {
  53574. import { Scene } from "babylonjs/scene";
  53575. import { Color3 } from "babylonjs/Maths/math.color";
  53576. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53577. import { PBRBaseSimpleMaterial } from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  53578. /**
  53579. * The PBR material of BJS following the specular glossiness convention.
  53580. *
  53581. * This fits to the PBR convention in the GLTF definition:
  53582. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  53583. */
  53584. export class PBRSpecularGlossinessMaterial extends PBRBaseSimpleMaterial {
  53585. /**
  53586. * Specifies the diffuse color of the material.
  53587. */
  53588. diffuseColor: Color3;
  53589. /**
  53590. * Specifies the diffuse texture of the material. This can also contains the opcity value in its alpha
  53591. * channel.
  53592. */
  53593. diffuseTexture: BaseTexture;
  53594. /**
  53595. * Specifies the specular color of the material. This indicates how reflective is the material (none to mirror).
  53596. */
  53597. specularColor: Color3;
  53598. /**
  53599. * Specifies the glossiness of the material. This indicates "how sharp is the reflection".
  53600. */
  53601. glossiness: number;
  53602. /**
  53603. * Specifies both the specular color RGB and the glossiness A of the material per pixels.
  53604. */
  53605. specularGlossinessTexture: BaseTexture;
  53606. /**
  53607. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  53608. *
  53609. * @param name The material name
  53610. * @param scene The scene the material will be use in.
  53611. */
  53612. constructor(name: string, scene: Scene);
  53613. /**
  53614. * Return the currrent class name of the material.
  53615. */
  53616. getClassName(): string;
  53617. /**
  53618. * Makes a duplicate of the current material.
  53619. * @param name - name to use for the new material.
  53620. */
  53621. clone(name: string): PBRSpecularGlossinessMaterial;
  53622. /**
  53623. * Serialize the material to a parsable JSON object.
  53624. */
  53625. serialize(): any;
  53626. /**
  53627. * Parses a JSON object correponding to the serialize function.
  53628. */
  53629. static Parse(source: any, scene: Scene, rootUrl: string): PBRSpecularGlossinessMaterial;
  53630. }
  53631. }
  53632. declare module "babylonjs/Materials/PBR/index" {
  53633. export * from "babylonjs/Materials/PBR/pbrBaseMaterial";
  53634. export * from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  53635. export * from "babylonjs/Materials/PBR/pbrMaterial";
  53636. export * from "babylonjs/Materials/PBR/pbrMetallicRoughnessMaterial";
  53637. export * from "babylonjs/Materials/PBR/pbrSpecularGlossinessMaterial";
  53638. }
  53639. declare module "babylonjs/Materials/Textures/colorGradingTexture" {
  53640. import { Nullable } from "babylonjs/types";
  53641. import { Scene } from "babylonjs/scene";
  53642. import { Matrix } from "babylonjs/Maths/math.vector";
  53643. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53644. /**
  53645. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  53646. * It can help converting any input color in a desired output one. This can then be used to create effects
  53647. * from sepia, black and white to sixties or futuristic rendering...
  53648. *
  53649. * The only supported format is currently 3dl.
  53650. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  53651. */
  53652. export class ColorGradingTexture extends BaseTexture {
  53653. /**
  53654. * The current texture matrix. (will always be identity in color grading texture)
  53655. */
  53656. private _textureMatrix;
  53657. /**
  53658. * The texture URL.
  53659. */
  53660. url: string;
  53661. /**
  53662. * Empty line regex stored for GC.
  53663. */
  53664. private static _noneEmptyLineRegex;
  53665. private _engine;
  53666. /**
  53667. * Instantiates a ColorGradingTexture from the following parameters.
  53668. *
  53669. * @param url The location of the color gradind data (currently only supporting 3dl)
  53670. * @param scene The scene the texture will be used in
  53671. */
  53672. constructor(url: string, scene: Scene);
  53673. /**
  53674. * Returns the texture matrix used in most of the material.
  53675. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  53676. */
  53677. getTextureMatrix(): Matrix;
  53678. /**
  53679. * Occurs when the file being loaded is a .3dl LUT file.
  53680. */
  53681. private load3dlTexture;
  53682. /**
  53683. * Starts the loading process of the texture.
  53684. */
  53685. private loadTexture;
  53686. /**
  53687. * Clones the color gradind texture.
  53688. */
  53689. clone(): ColorGradingTexture;
  53690. /**
  53691. * Called during delayed load for textures.
  53692. */
  53693. delayLoad(): void;
  53694. /**
  53695. * Parses a color grading texture serialized by Babylon.
  53696. * @param parsedTexture The texture information being parsedTexture
  53697. * @param scene The scene to load the texture in
  53698. * @param rootUrl The root url of the data assets to load
  53699. * @return A color gradind texture
  53700. */
  53701. static Parse(parsedTexture: any, scene: Scene): Nullable<ColorGradingTexture>;
  53702. /**
  53703. * Serializes the LUT texture to json format.
  53704. */
  53705. serialize(): any;
  53706. }
  53707. }
  53708. declare module "babylonjs/Materials/Textures/equiRectangularCubeTexture" {
  53709. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53710. import { Scene } from "babylonjs/scene";
  53711. import { Nullable } from "babylonjs/types";
  53712. import "babylonjs/Engines/Extensions/engine.rawTexture";
  53713. /**
  53714. * This represents a texture coming from an equirectangular image supported by the web browser canvas.
  53715. */
  53716. export class EquiRectangularCubeTexture extends BaseTexture {
  53717. /** The six faces of the cube. */
  53718. private static _FacesMapping;
  53719. private _noMipmap;
  53720. private _onLoad;
  53721. private _onError;
  53722. /** The size of the cubemap. */
  53723. private _size;
  53724. /** The buffer of the image. */
  53725. private _buffer;
  53726. /** The width of the input image. */
  53727. private _width;
  53728. /** The height of the input image. */
  53729. private _height;
  53730. /** The URL to the image. */
  53731. url: string;
  53732. /** The texture coordinates mode. As this texture is stored in a cube format, please modify carefully. */
  53733. coordinatesMode: number;
  53734. /**
  53735. * Instantiates an EquiRectangularCubeTexture from the following parameters.
  53736. * @param url The location of the image
  53737. * @param scene The scene the texture will be used in
  53738. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  53739. * @param noMipmap Forces to not generate the mipmap if true
  53740. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  53741. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  53742. * @param onLoad — defines a callback called when texture is loaded
  53743. * @param onError — defines a callback called if there is an error
  53744. */
  53745. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, gammaSpace?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  53746. /**
  53747. * Load the image data, by putting the image on a canvas and extracting its buffer.
  53748. */
  53749. private loadImage;
  53750. /**
  53751. * Convert the image buffer into a cubemap and create a CubeTexture.
  53752. */
  53753. private loadTexture;
  53754. /**
  53755. * Convert the ArrayBuffer into a Float32Array and drop the transparency channel.
  53756. * @param buffer The ArrayBuffer that should be converted.
  53757. * @returns The buffer as Float32Array.
  53758. */
  53759. private getFloat32ArrayFromArrayBuffer;
  53760. /**
  53761. * Get the current class name of the texture useful for serialization or dynamic coding.
  53762. * @returns "EquiRectangularCubeTexture"
  53763. */
  53764. getClassName(): string;
  53765. /**
  53766. * Create a clone of the current EquiRectangularCubeTexture and return it.
  53767. * @returns A clone of the current EquiRectangularCubeTexture.
  53768. */
  53769. clone(): EquiRectangularCubeTexture;
  53770. }
  53771. }
  53772. declare module "babylonjs/Misc/tga" {
  53773. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  53774. /**
  53775. * Based on jsTGALoader - Javascript loader for TGA file
  53776. * By Vincent Thibault
  53777. * @see http://blog.robrowser.com/javascript-tga-loader.html
  53778. */
  53779. export class TGATools {
  53780. private static _TYPE_INDEXED;
  53781. private static _TYPE_RGB;
  53782. private static _TYPE_GREY;
  53783. private static _TYPE_RLE_INDEXED;
  53784. private static _TYPE_RLE_RGB;
  53785. private static _TYPE_RLE_GREY;
  53786. private static _ORIGIN_MASK;
  53787. private static _ORIGIN_SHIFT;
  53788. private static _ORIGIN_BL;
  53789. private static _ORIGIN_BR;
  53790. private static _ORIGIN_UL;
  53791. private static _ORIGIN_UR;
  53792. /**
  53793. * Gets the header of a TGA file
  53794. * @param data defines the TGA data
  53795. * @returns the header
  53796. */
  53797. static GetTGAHeader(data: Uint8Array): any;
  53798. /**
  53799. * Uploads TGA content to a Babylon Texture
  53800. * @hidden
  53801. */
  53802. static UploadContent(texture: InternalTexture, data: Uint8Array): void;
  53803. /** @hidden */
  53804. 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;
  53805. /** @hidden */
  53806. 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;
  53807. /** @hidden */
  53808. 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;
  53809. /** @hidden */
  53810. 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;
  53811. /** @hidden */
  53812. 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;
  53813. /** @hidden */
  53814. 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;
  53815. }
  53816. }
  53817. declare module "babylonjs/Materials/Textures/Loaders/tgaTextureLoader" {
  53818. import { Nullable } from "babylonjs/types";
  53819. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  53820. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  53821. /**
  53822. * Implementation of the TGA Texture Loader.
  53823. * @hidden
  53824. */
  53825. export class _TGATextureLoader implements IInternalTextureLoader {
  53826. /**
  53827. * Defines wether the loader supports cascade loading the different faces.
  53828. */
  53829. readonly supportCascades: boolean;
  53830. /**
  53831. * This returns if the loader support the current file information.
  53832. * @param extension defines the file extension of the file being loaded
  53833. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53834. * @param fallback defines the fallback internal texture if any
  53835. * @param isBase64 defines whether the texture is encoded as a base64
  53836. * @param isBuffer defines whether the texture data are stored as a buffer
  53837. * @returns true if the loader can load the specified file
  53838. */
  53839. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  53840. /**
  53841. * Transform the url before loading if required.
  53842. * @param rootUrl the url of the texture
  53843. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53844. * @returns the transformed texture
  53845. */
  53846. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  53847. /**
  53848. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  53849. * @param rootUrl the url of the texture
  53850. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53851. * @returns the fallback texture
  53852. */
  53853. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  53854. /**
  53855. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  53856. * @param data contains the texture data
  53857. * @param texture defines the BabylonJS internal texture
  53858. * @param createPolynomials will be true if polynomials have been requested
  53859. * @param onLoad defines the callback to trigger once the texture is ready
  53860. * @param onError defines the callback to trigger in case of error
  53861. */
  53862. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  53863. /**
  53864. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  53865. * @param data contains the texture data
  53866. * @param texture defines the BabylonJS internal texture
  53867. * @param callback defines the method to call once ready to upload
  53868. */
  53869. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  53870. }
  53871. }
  53872. declare module "babylonjs/Misc/basis" {
  53873. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  53874. /**
  53875. * Info about the .basis files
  53876. */
  53877. class BasisFileInfo {
  53878. /**
  53879. * If the file has alpha
  53880. */
  53881. hasAlpha: boolean;
  53882. /**
  53883. * Info about each image of the basis file
  53884. */
  53885. images: Array<{
  53886. levels: Array<{
  53887. width: number;
  53888. height: number;
  53889. transcodedPixels: ArrayBufferView;
  53890. }>;
  53891. }>;
  53892. }
  53893. /**
  53894. * Result of transcoding a basis file
  53895. */
  53896. class TranscodeResult {
  53897. /**
  53898. * Info about the .basis file
  53899. */
  53900. fileInfo: BasisFileInfo;
  53901. /**
  53902. * Format to use when loading the file
  53903. */
  53904. format: number;
  53905. }
  53906. /**
  53907. * Configuration options for the Basis transcoder
  53908. */
  53909. export class BasisTranscodeConfiguration {
  53910. /**
  53911. * Supported compression formats used to determine the supported output format of the transcoder
  53912. */
  53913. supportedCompressionFormats?: {
  53914. /**
  53915. * etc1 compression format
  53916. */
  53917. etc1?: boolean;
  53918. /**
  53919. * s3tc compression format
  53920. */
  53921. s3tc?: boolean;
  53922. /**
  53923. * pvrtc compression format
  53924. */
  53925. pvrtc?: boolean;
  53926. /**
  53927. * etc2 compression format
  53928. */
  53929. etc2?: boolean;
  53930. };
  53931. /**
  53932. * If mipmap levels should be loaded for transcoded images (Default: true)
  53933. */
  53934. loadMipmapLevels?: boolean;
  53935. /**
  53936. * Index of a single image to load (Default: all images)
  53937. */
  53938. loadSingleImage?: number;
  53939. }
  53940. /**
  53941. * Used to load .Basis files
  53942. * See https://github.com/BinomialLLC/basis_universal/tree/master/webgl
  53943. */
  53944. export class BasisTools {
  53945. private static _IgnoreSupportedFormats;
  53946. /**
  53947. * URL to use when loading the basis transcoder
  53948. */
  53949. static JSModuleURL: string;
  53950. /**
  53951. * URL to use when loading the wasm module for the transcoder
  53952. */
  53953. static WasmModuleURL: string;
  53954. /**
  53955. * Get the internal format to be passed to texImage2D corresponding to the .basis format value
  53956. * @param basisFormat format chosen from GetSupportedTranscodeFormat
  53957. * @returns internal format corresponding to the Basis format
  53958. */
  53959. static GetInternalFormatFromBasisFormat(basisFormat: number): number;
  53960. private static _WorkerPromise;
  53961. private static _Worker;
  53962. private static _actionId;
  53963. private static _CreateWorkerAsync;
  53964. /**
  53965. * Transcodes a loaded image file to compressed pixel data
  53966. * @param imageData image data to transcode
  53967. * @param config configuration options for the transcoding
  53968. * @returns a promise resulting in the transcoded image
  53969. */
  53970. static TranscodeAsync(imageData: ArrayBuffer, config: BasisTranscodeConfiguration): Promise<TranscodeResult>;
  53971. /**
  53972. * Loads a texture from the transcode result
  53973. * @param texture texture load to
  53974. * @param transcodeResult the result of transcoding the basis file to load from
  53975. */
  53976. static LoadTextureFromTranscodeResult(texture: InternalTexture, transcodeResult: TranscodeResult): void;
  53977. }
  53978. }
  53979. declare module "babylonjs/Materials/Textures/Loaders/basisTextureLoader" {
  53980. import { Nullable } from "babylonjs/types";
  53981. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  53982. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  53983. /**
  53984. * Loader for .basis file format
  53985. */
  53986. export class _BasisTextureLoader implements IInternalTextureLoader {
  53987. /**
  53988. * Defines whether the loader supports cascade loading the different faces.
  53989. */
  53990. readonly supportCascades: boolean;
  53991. /**
  53992. * This returns if the loader support the current file information.
  53993. * @param extension defines the file extension of the file being loaded
  53994. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53995. * @param fallback defines the fallback internal texture if any
  53996. * @param isBase64 defines whether the texture is encoded as a base64
  53997. * @param isBuffer defines whether the texture data are stored as a buffer
  53998. * @returns true if the loader can load the specified file
  53999. */
  54000. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  54001. /**
  54002. * Transform the url before loading if required.
  54003. * @param rootUrl the url of the texture
  54004. * @param textureFormatInUse defines the current compressed format in use iun the engine
  54005. * @returns the transformed texture
  54006. */
  54007. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  54008. /**
  54009. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  54010. * @param rootUrl the url of the texture
  54011. * @param textureFormatInUse defines the current compressed format in use iun the engine
  54012. * @returns the fallback texture
  54013. */
  54014. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  54015. /**
  54016. * Uploads the cube texture data to the WebGl Texture. It has already been bound.
  54017. * @param data contains the texture data
  54018. * @param texture defines the BabylonJS internal texture
  54019. * @param createPolynomials will be true if polynomials have been requested
  54020. * @param onLoad defines the callback to trigger once the texture is ready
  54021. * @param onError defines the callback to trigger in case of error
  54022. */
  54023. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  54024. /**
  54025. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  54026. * @param data contains the texture data
  54027. * @param texture defines the BabylonJS internal texture
  54028. * @param callback defines the method to call once ready to upload
  54029. */
  54030. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  54031. }
  54032. }
  54033. declare module "babylonjs/Materials/Textures/Loaders/index" {
  54034. export * from "babylonjs/Materials/Textures/Loaders/ddsTextureLoader";
  54035. export * from "babylonjs/Materials/Textures/Loaders/envTextureLoader";
  54036. export * from "babylonjs/Materials/Textures/Loaders/ktxTextureLoader";
  54037. export * from "babylonjs/Materials/Textures/Loaders/tgaTextureLoader";
  54038. export * from "babylonjs/Materials/Textures/Loaders/basisTextureLoader";
  54039. }
  54040. declare module "babylonjs/Materials/Textures/Procedurals/customProceduralTexture" {
  54041. import { Scene } from "babylonjs/scene";
  54042. import { Texture } from "babylonjs/Materials/Textures/texture";
  54043. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  54044. /**
  54045. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.
  54046. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  54047. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  54048. */
  54049. export class CustomProceduralTexture extends ProceduralTexture {
  54050. private _animate;
  54051. private _time;
  54052. private _config;
  54053. private _texturePath;
  54054. /**
  54055. * Instantiates a new Custom Procedural Texture.
  54056. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.
  54057. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  54058. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  54059. * @param name Define the name of the texture
  54060. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  54061. * @param size Define the size of the texture to create
  54062. * @param scene Define the scene the texture belongs to
  54063. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  54064. * @param generateMipMaps Define if the texture should creates mip maps or not
  54065. */
  54066. constructor(name: string, texturePath: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  54067. private _loadJson;
  54068. /**
  54069. * Is the texture ready to be used ? (rendered at least once)
  54070. * @returns true if ready, otherwise, false.
  54071. */
  54072. isReady(): boolean;
  54073. /**
  54074. * Render the texture to its associated render target.
  54075. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  54076. */
  54077. render(useCameraPostProcess?: boolean): void;
  54078. /**
  54079. * Update the list of dependant textures samplers in the shader.
  54080. */
  54081. updateTextures(): void;
  54082. /**
  54083. * Update the uniform values of the procedural texture in the shader.
  54084. */
  54085. updateShaderUniforms(): void;
  54086. /**
  54087. * Define if the texture animates or not.
  54088. */
  54089. animate: boolean;
  54090. }
  54091. }
  54092. declare module "babylonjs/Shaders/noise.fragment" {
  54093. /** @hidden */
  54094. export var noisePixelShader: {
  54095. name: string;
  54096. shader: string;
  54097. };
  54098. }
  54099. declare module "babylonjs/Materials/Textures/Procedurals/noiseProceduralTexture" {
  54100. import { Nullable } from "babylonjs/types";
  54101. import { Scene } from "babylonjs/scene";
  54102. import { Texture } from "babylonjs/Materials/Textures/texture";
  54103. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  54104. import "babylonjs/Shaders/noise.fragment";
  54105. /**
  54106. * Class used to generate noise procedural textures
  54107. */
  54108. export class NoiseProceduralTexture extends ProceduralTexture {
  54109. private _time;
  54110. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  54111. brightness: number;
  54112. /** Defines the number of octaves to process */
  54113. octaves: number;
  54114. /** Defines the level of persistence (0.8 by default) */
  54115. persistence: number;
  54116. /** Gets or sets animation speed factor (default is 1) */
  54117. animationSpeedFactor: number;
  54118. /**
  54119. * Creates a new NoiseProceduralTexture
  54120. * @param name defines the name fo the texture
  54121. * @param size defines the size of the texture (default is 256)
  54122. * @param scene defines the hosting scene
  54123. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  54124. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  54125. */
  54126. constructor(name: string, size?: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
  54127. private _updateShaderUniforms;
  54128. protected _getDefines(): string;
  54129. /** Generate the current state of the procedural texture */
  54130. render(useCameraPostProcess?: boolean): void;
  54131. /**
  54132. * Serializes this noise procedural texture
  54133. * @returns a serialized noise procedural texture object
  54134. */
  54135. serialize(): any;
  54136. /**
  54137. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  54138. * @param parsedTexture defines parsed texture data
  54139. * @param scene defines the current scene
  54140. * @param rootUrl defines the root URL containing noise procedural texture information
  54141. * @returns a parsed NoiseProceduralTexture
  54142. */
  54143. static Parse(parsedTexture: any, scene: Scene): NoiseProceduralTexture;
  54144. }
  54145. }
  54146. declare module "babylonjs/Materials/Textures/Procedurals/index" {
  54147. export * from "babylonjs/Materials/Textures/Procedurals/customProceduralTexture";
  54148. export * from "babylonjs/Materials/Textures/Procedurals/noiseProceduralTexture";
  54149. export * from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  54150. export * from "babylonjs/Materials/Textures/Procedurals/proceduralTextureSceneComponent";
  54151. }
  54152. declare module "babylonjs/Materials/Textures/rawCubeTexture" {
  54153. import { Nullable } from "babylonjs/types";
  54154. import { Scene } from "babylonjs/scene";
  54155. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  54156. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  54157. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  54158. import "babylonjs/Engines/Extensions/engine.rawTexture";
  54159. /**
  54160. * Raw cube texture where the raw buffers are passed in
  54161. */
  54162. export class RawCubeTexture extends CubeTexture {
  54163. /**
  54164. * Creates a cube texture where the raw buffers are passed in.
  54165. * @param scene defines the scene the texture is attached to
  54166. * @param data defines the array of data to use to create each face
  54167. * @param size defines the size of the textures
  54168. * @param format defines the format of the data
  54169. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  54170. * @param generateMipMaps defines if the engine should generate the mip levels
  54171. * @param invertY defines if data must be stored with Y axis inverted
  54172. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  54173. * @param compression defines the compression used (null by default)
  54174. */
  54175. constructor(scene: Scene, data: Nullable<ArrayBufferView[]>, size: number, format?: number, type?: number, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, compression?: Nullable<string>);
  54176. /**
  54177. * Updates the raw cube texture.
  54178. * @param data defines the data to store
  54179. * @param format defines the data format
  54180. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  54181. * @param invertY defines if data must be stored with Y axis inverted
  54182. * @param compression defines the compression used (null by default)
  54183. * @param level defines which level of the texture to update
  54184. */
  54185. update(data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression?: Nullable<string>): void;
  54186. /**
  54187. * Updates a raw cube texture with RGBD encoded data.
  54188. * @param data defines the array of data [mipmap][face] to use to create each face
  54189. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  54190. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  54191. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  54192. * @returns a promsie that resolves when the operation is complete
  54193. */
  54194. updateRGBDAsync(data: ArrayBufferView[][], sphericalPolynomial?: Nullable<SphericalPolynomial>, lodScale?: number, lodOffset?: number): Promise<void>;
  54195. /**
  54196. * Clones the raw cube texture.
  54197. * @return a new cube texture
  54198. */
  54199. clone(): CubeTexture;
  54200. /** @hidden */
  54201. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  54202. }
  54203. }
  54204. declare module "babylonjs/Materials/Textures/rawTexture3D" {
  54205. import { Scene } from "babylonjs/scene";
  54206. import { Texture } from "babylonjs/Materials/Textures/texture";
  54207. import "babylonjs/Engines/Extensions/engine.rawTexture";
  54208. /**
  54209. * Class used to store 3D textures containing user data
  54210. */
  54211. export class RawTexture3D extends Texture {
  54212. /** Gets or sets the texture format to use */
  54213. format: number;
  54214. private _engine;
  54215. /**
  54216. * Create a new RawTexture3D
  54217. * @param data defines the data of the texture
  54218. * @param width defines the width of the texture
  54219. * @param height defines the height of the texture
  54220. * @param depth defines the depth of the texture
  54221. * @param format defines the texture format to use
  54222. * @param scene defines the hosting scene
  54223. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  54224. * @param invertY defines if texture must be stored with Y axis inverted
  54225. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  54226. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  54227. */
  54228. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  54229. /** Gets or sets the texture format to use */
  54230. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  54231. /**
  54232. * Update the texture with new data
  54233. * @param data defines the data to store in the texture
  54234. */
  54235. update(data: ArrayBufferView): void;
  54236. }
  54237. }
  54238. declare module "babylonjs/Materials/Textures/refractionTexture" {
  54239. import { Scene } from "babylonjs/scene";
  54240. import { Plane } from "babylonjs/Maths/math.plane";
  54241. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  54242. /**
  54243. * Creates a refraction texture used by refraction channel of the standard material.
  54244. * It is like a mirror but to see through a material.
  54245. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  54246. */
  54247. export class RefractionTexture extends RenderTargetTexture {
  54248. /**
  54249. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  54250. * It is possible to directly set the refractionPlane by directly using a Plane(a, b, c, d) where a, b and c give the plane normal vector (a, b, c) and d is a scalar displacement from the refractionPlane to the origin. However in all but the very simplest of situations it is more straight forward to set it to the refractor as stated in the doc.
  54251. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  54252. */
  54253. refractionPlane: Plane;
  54254. /**
  54255. * Define how deep under the surface we should see.
  54256. */
  54257. depth: number;
  54258. /**
  54259. * Creates a refraction texture used by refraction channel of the standard material.
  54260. * It is like a mirror but to see through a material.
  54261. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  54262. * @param name Define the texture name
  54263. * @param size Define the size of the underlying texture
  54264. * @param scene Define the scene the refraction belongs to
  54265. * @param generateMipMaps Define if we need to generate mips level for the refraction
  54266. */
  54267. constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
  54268. /**
  54269. * Clone the refraction texture.
  54270. * @returns the cloned texture
  54271. */
  54272. clone(): RefractionTexture;
  54273. /**
  54274. * Serialize the texture to a JSON representation you could use in Parse later on
  54275. * @returns the serialized JSON representation
  54276. */
  54277. serialize(): any;
  54278. }
  54279. }
  54280. declare module "babylonjs/Materials/Textures/htmlElementTexture" {
  54281. import { Nullable } from "babylonjs/types";
  54282. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54283. import { Matrix } from "babylonjs/Maths/math.vector";
  54284. import { Engine } from "babylonjs/Engines/engine";
  54285. import { Scene } from "babylonjs/scene";
  54286. /**
  54287. * Defines the options related to the creation of an HtmlElementTexture
  54288. */
  54289. export interface IHtmlElementTextureOptions {
  54290. /**
  54291. * Defines wether mip maps should be created or not.
  54292. */
  54293. generateMipMaps?: boolean;
  54294. /**
  54295. * Defines the sampling mode of the texture.
  54296. */
  54297. samplingMode?: number;
  54298. /**
  54299. * Defines the engine instance to use the texture with. It is not mandatory if you define a scene.
  54300. */
  54301. engine: Nullable<Engine>;
  54302. /**
  54303. * Defines the scene the texture belongs to. It is not mandatory if you define an engine.
  54304. */
  54305. scene: Nullable<Scene>;
  54306. }
  54307. /**
  54308. * This represents the smallest workload to use an already existing element (Canvas or Video) as a texture.
  54309. * To be as efficient as possible depending on your constraints nothing aside the first upload
  54310. * is automatically managed.
  54311. * It is a cheap VideoTexture or DynamicTexture if you prefer to keep full control of the elements
  54312. * in your application.
  54313. *
  54314. * As the update is not automatic, you need to call them manually.
  54315. */
  54316. export class HtmlElementTexture extends BaseTexture {
  54317. /**
  54318. * The texture URL.
  54319. */
  54320. element: HTMLVideoElement | HTMLCanvasElement;
  54321. private static readonly DefaultOptions;
  54322. private _textureMatrix;
  54323. private _engine;
  54324. private _isVideo;
  54325. private _generateMipMaps;
  54326. private _samplingMode;
  54327. /**
  54328. * Instantiates a HtmlElementTexture from the following parameters.
  54329. *
  54330. * @param name Defines the name of the texture
  54331. * @param element Defines the video or canvas the texture is filled with
  54332. * @param options Defines the other none mandatory texture creation options
  54333. */
  54334. constructor(name: string, element: HTMLVideoElement | HTMLCanvasElement, options: IHtmlElementTextureOptions);
  54335. private _createInternalTexture;
  54336. /**
  54337. * Returns the texture matrix used in most of the material.
  54338. */
  54339. getTextureMatrix(): Matrix;
  54340. /**
  54341. * Updates the content of the texture.
  54342. * @param invertY Defines wether the texture should be inverted on Y (false by default on video and true on canvas)
  54343. */
  54344. update(invertY?: Nullable<boolean>): void;
  54345. }
  54346. }
  54347. declare module "babylonjs/Materials/Textures/index" {
  54348. export * from "babylonjs/Materials/Textures/baseTexture";
  54349. export * from "babylonjs/Materials/Textures/colorGradingTexture";
  54350. export * from "babylonjs/Materials/Textures/cubeTexture";
  54351. export * from "babylonjs/Materials/Textures/dynamicTexture";
  54352. export * from "babylonjs/Materials/Textures/equiRectangularCubeTexture";
  54353. export * from "babylonjs/Materials/Textures/hdrCubeTexture";
  54354. export * from "babylonjs/Materials/Textures/internalTexture";
  54355. export * from "babylonjs/Materials/Textures/internalTextureLoader";
  54356. export * from "babylonjs/Materials/Textures/Loaders/index";
  54357. export * from "babylonjs/Materials/Textures/mirrorTexture";
  54358. export * from "babylonjs/Materials/Textures/multiRenderTarget";
  54359. export * from "babylonjs/Materials/Textures/Procedurals/index";
  54360. export * from "babylonjs/Materials/Textures/rawCubeTexture";
  54361. export * from "babylonjs/Materials/Textures/rawTexture";
  54362. export * from "babylonjs/Materials/Textures/rawTexture3D";
  54363. export * from "babylonjs/Materials/Textures/refractionTexture";
  54364. export * from "babylonjs/Materials/Textures/renderTargetTexture";
  54365. export * from "babylonjs/Materials/Textures/texture";
  54366. export * from "babylonjs/Materials/Textures/videoTexture";
  54367. export * from "babylonjs/Materials/Textures/htmlElementTexture";
  54368. }
  54369. declare module "babylonjs/Materials/Node/nodeMaterialBlockTargets" {
  54370. /**
  54371. * Enum used to define the target of a block
  54372. */
  54373. export enum NodeMaterialBlockTargets {
  54374. /** Vertex shader */
  54375. Vertex = 1,
  54376. /** Fragment shader */
  54377. Fragment = 2,
  54378. /** Neutral */
  54379. Neutral = 4,
  54380. /** Vertex and Fragment */
  54381. VertexAndFragment = 3
  54382. }
  54383. }
  54384. declare module "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes" {
  54385. /**
  54386. * Defines the kind of connection point for node based material
  54387. */
  54388. export enum NodeMaterialBlockConnectionPointTypes {
  54389. /** Float */
  54390. Float = 1,
  54391. /** Int */
  54392. Int = 2,
  54393. /** Vector2 */
  54394. Vector2 = 4,
  54395. /** Vector3 */
  54396. Vector3 = 8,
  54397. /** Vector4 */
  54398. Vector4 = 16,
  54399. /** Color3 */
  54400. Color3 = 32,
  54401. /** Color4 */
  54402. Color4 = 64,
  54403. /** Matrix */
  54404. Matrix = 128,
  54405. /** Detect type based on connection */
  54406. AutoDetect = 1024,
  54407. /** Output type that will be defined by input type */
  54408. BasedOnInput = 2048
  54409. }
  54410. }
  54411. declare module "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer" {
  54412. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54413. /**
  54414. * Root class for all node material optimizers
  54415. */
  54416. export class NodeMaterialOptimizer {
  54417. /**
  54418. * Function used to optimize a NodeMaterial graph
  54419. * @param vertexOutputNodes defines the list of output nodes for the vertex shader
  54420. * @param fragmentOutputNodes defines the list of output nodes for the fragment shader
  54421. */
  54422. optimize(vertexOutputNodes: NodeMaterialBlock[], fragmentOutputNodes: NodeMaterialBlock[]): void;
  54423. }
  54424. }
  54425. declare module "babylonjs/Materials/Node/Blocks/transformBlock" {
  54426. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54427. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54428. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54429. import { Scene } from "babylonjs/scene";
  54430. /**
  54431. * Block used to transform a vector (2, 3 or 4) with a matrix. It will generate a Vector4
  54432. */
  54433. export class TransformBlock extends NodeMaterialBlock {
  54434. /**
  54435. * Defines the value to use to complement W value to transform it to a Vector4
  54436. */
  54437. complementW: number;
  54438. /**
  54439. * Defines the value to use to complement z value to transform it to a Vector4
  54440. */
  54441. complementZ: number;
  54442. /**
  54443. * Creates a new TransformBlock
  54444. * @param name defines the block name
  54445. */
  54446. constructor(name: string);
  54447. /**
  54448. * Gets the current class name
  54449. * @returns the class name
  54450. */
  54451. getClassName(): string;
  54452. /**
  54453. * Gets the vector input
  54454. */
  54455. readonly vector: NodeMaterialConnectionPoint;
  54456. /**
  54457. * Gets the output component
  54458. */
  54459. readonly output: NodeMaterialConnectionPoint;
  54460. /**
  54461. * Gets the matrix transform input
  54462. */
  54463. readonly transform: NodeMaterialConnectionPoint;
  54464. protected _buildBlock(state: NodeMaterialBuildState): this;
  54465. serialize(): any;
  54466. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  54467. protected _dumpPropertiesCode(): string;
  54468. }
  54469. }
  54470. declare module "babylonjs/Materials/Node/Blocks/Vertex/vertexOutputBlock" {
  54471. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54472. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54473. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54474. /**
  54475. * Block used to output the vertex position
  54476. */
  54477. export class VertexOutputBlock extends NodeMaterialBlock {
  54478. /**
  54479. * Creates a new VertexOutputBlock
  54480. * @param name defines the block name
  54481. */
  54482. constructor(name: string);
  54483. /**
  54484. * Gets the current class name
  54485. * @returns the class name
  54486. */
  54487. getClassName(): string;
  54488. /**
  54489. * Gets the vector input component
  54490. */
  54491. readonly vector: NodeMaterialConnectionPoint;
  54492. protected _buildBlock(state: NodeMaterialBuildState): this;
  54493. }
  54494. }
  54495. declare module "babylonjs/Materials/Node/Blocks/Fragment/fragmentOutputBlock" {
  54496. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54497. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54498. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54499. /**
  54500. * Block used to output the final color
  54501. */
  54502. export class FragmentOutputBlock extends NodeMaterialBlock {
  54503. /**
  54504. * Create a new FragmentOutputBlock
  54505. * @param name defines the block name
  54506. */
  54507. constructor(name: string);
  54508. /**
  54509. * Gets the current class name
  54510. * @returns the class name
  54511. */
  54512. getClassName(): string;
  54513. /**
  54514. * Gets the rgba input component
  54515. */
  54516. readonly rgba: NodeMaterialConnectionPoint;
  54517. /**
  54518. * Gets the rgb input component
  54519. */
  54520. readonly rgb: NodeMaterialConnectionPoint;
  54521. /**
  54522. * Gets the a input component
  54523. */
  54524. readonly a: NodeMaterialConnectionPoint;
  54525. protected _buildBlock(state: NodeMaterialBuildState): this;
  54526. }
  54527. }
  54528. declare module "babylonjs/Materials/Node/nodeMaterialSystemValues" {
  54529. /**
  54530. * Enum used to define system values e.g. values automatically provided by the system
  54531. */
  54532. export enum NodeMaterialSystemValues {
  54533. /** World */
  54534. World = 1,
  54535. /** View */
  54536. View = 2,
  54537. /** Projection */
  54538. Projection = 3,
  54539. /** ViewProjection */
  54540. ViewProjection = 4,
  54541. /** WorldView */
  54542. WorldView = 5,
  54543. /** WorldViewProjection */
  54544. WorldViewProjection = 6,
  54545. /** CameraPosition */
  54546. CameraPosition = 7,
  54547. /** Fog Color */
  54548. FogColor = 8
  54549. }
  54550. }
  54551. declare module "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock" {
  54552. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54553. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54554. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54555. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54556. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54557. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  54558. import { Effect } from "babylonjs/Materials/effect";
  54559. import { Mesh } from "babylonjs/Meshes/mesh";
  54560. import { Nullable } from "babylonjs/types";
  54561. import { Scene } from "babylonjs/scene";
  54562. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  54563. /**
  54564. * Block used to read a reflection texture from a sampler
  54565. */
  54566. export class ReflectionTextureBlock extends NodeMaterialBlock {
  54567. private _define3DName;
  54568. private _defineCubicName;
  54569. private _defineExplicitName;
  54570. private _defineProjectionName;
  54571. private _defineLocalCubicName;
  54572. private _defineSphericalName;
  54573. private _definePlanarName;
  54574. private _defineEquirectangularName;
  54575. private _defineMirroredEquirectangularFixedName;
  54576. private _defineEquirectangularFixedName;
  54577. private _defineSkyboxName;
  54578. private _cubeSamplerName;
  54579. private _2DSamplerName;
  54580. private _positionUVWName;
  54581. private _directionWName;
  54582. private _reflectionCoordsName;
  54583. private _reflection2DCoordsName;
  54584. private _reflectionColorName;
  54585. private _reflectionMatrixName;
  54586. /**
  54587. * Gets or sets the texture associated with the node
  54588. */
  54589. texture: Nullable<BaseTexture>;
  54590. /**
  54591. * Create a new TextureBlock
  54592. * @param name defines the block name
  54593. */
  54594. constructor(name: string);
  54595. /**
  54596. * Gets the current class name
  54597. * @returns the class name
  54598. */
  54599. getClassName(): string;
  54600. /**
  54601. * Gets the world position input component
  54602. */
  54603. readonly position: NodeMaterialConnectionPoint;
  54604. /**
  54605. * Gets the world position input component
  54606. */
  54607. readonly worldPosition: NodeMaterialConnectionPoint;
  54608. /**
  54609. * Gets the world normal input component
  54610. */
  54611. readonly worldNormal: NodeMaterialConnectionPoint;
  54612. /**
  54613. * Gets the world input component
  54614. */
  54615. readonly world: NodeMaterialConnectionPoint;
  54616. /**
  54617. * Gets the camera (or eye) position component
  54618. */
  54619. readonly cameraPosition: NodeMaterialConnectionPoint;
  54620. /**
  54621. * Gets the view input component
  54622. */
  54623. readonly view: NodeMaterialConnectionPoint;
  54624. /**
  54625. * Gets the rgb output component
  54626. */
  54627. readonly rgb: NodeMaterialConnectionPoint;
  54628. /**
  54629. * Gets the r output component
  54630. */
  54631. readonly r: NodeMaterialConnectionPoint;
  54632. /**
  54633. * Gets the g output component
  54634. */
  54635. readonly g: NodeMaterialConnectionPoint;
  54636. /**
  54637. * Gets the b output component
  54638. */
  54639. readonly b: NodeMaterialConnectionPoint;
  54640. autoConfigure(material: NodeMaterial): void;
  54641. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  54642. isReady(): boolean;
  54643. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  54644. private _injectVertexCode;
  54645. private _writeOutput;
  54646. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  54647. serialize(): any;
  54648. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  54649. }
  54650. }
  54651. declare module "babylonjs/Materials/Node/nodeMaterial" {
  54652. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54653. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  54654. import { Scene } from "babylonjs/scene";
  54655. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54656. import { Matrix } from "babylonjs/Maths/math.vector";
  54657. import { Mesh } from "babylonjs/Meshes/mesh";
  54658. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54659. import { Observable } from "babylonjs/Misc/observable";
  54660. import { SubMesh } from "babylonjs/Meshes/subMesh";
  54661. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  54662. import { NodeMaterialOptimizer } from "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer";
  54663. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  54664. import { Nullable } from "babylonjs/types";
  54665. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  54666. import { TextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  54667. import { ReflectionTextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock";
  54668. /**
  54669. * Interface used to configure the node material editor
  54670. */
  54671. export interface INodeMaterialEditorOptions {
  54672. /** Define the URl to load node editor script */
  54673. editorURL?: string;
  54674. }
  54675. /** @hidden */
  54676. export class NodeMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  54677. /** BONES */
  54678. NUM_BONE_INFLUENCERS: number;
  54679. BonesPerMesh: number;
  54680. BONETEXTURE: boolean;
  54681. /** MORPH TARGETS */
  54682. MORPHTARGETS: boolean;
  54683. MORPHTARGETS_NORMAL: boolean;
  54684. MORPHTARGETS_TANGENT: boolean;
  54685. MORPHTARGETS_UV: boolean;
  54686. NUM_MORPH_INFLUENCERS: number;
  54687. /** IMAGE PROCESSING */
  54688. IMAGEPROCESSING: boolean;
  54689. VIGNETTE: boolean;
  54690. VIGNETTEBLENDMODEMULTIPLY: boolean;
  54691. VIGNETTEBLENDMODEOPAQUE: boolean;
  54692. TONEMAPPING: boolean;
  54693. TONEMAPPING_ACES: boolean;
  54694. CONTRAST: boolean;
  54695. EXPOSURE: boolean;
  54696. COLORCURVES: boolean;
  54697. COLORGRADING: boolean;
  54698. COLORGRADING3D: boolean;
  54699. SAMPLER3DGREENDEPTH: boolean;
  54700. SAMPLER3DBGRMAP: boolean;
  54701. IMAGEPROCESSINGPOSTPROCESS: boolean;
  54702. /** MISC. */
  54703. BUMPDIRECTUV: number;
  54704. constructor();
  54705. setValue(name: string, value: boolean): void;
  54706. }
  54707. /**
  54708. * Class used to configure NodeMaterial
  54709. */
  54710. export interface INodeMaterialOptions {
  54711. /**
  54712. * Defines if blocks should emit comments
  54713. */
  54714. emitComments: boolean;
  54715. }
  54716. /**
  54717. * Class used to create a node based material built by assembling shader blocks
  54718. */
  54719. export class NodeMaterial extends PushMaterial {
  54720. private static _BuildIdGenerator;
  54721. private _options;
  54722. private _vertexCompilationState;
  54723. private _fragmentCompilationState;
  54724. private _sharedData;
  54725. private _buildId;
  54726. private _buildWasSuccessful;
  54727. private _cachedWorldViewMatrix;
  54728. private _cachedWorldViewProjectionMatrix;
  54729. private _optimizers;
  54730. private _animationFrame;
  54731. /** Define the URl to load node editor script */
  54732. static EditorURL: string;
  54733. private BJSNODEMATERIALEDITOR;
  54734. /** Get the inspector from bundle or global */
  54735. private _getGlobalNodeMaterialEditor;
  54736. /**
  54737. * Gets or sets a boolean indicating that alpha value must be ignored (This will turn alpha blending off even if an alpha value is produced by the material)
  54738. */
  54739. ignoreAlpha: boolean;
  54740. /**
  54741. * Defines the maximum number of lights that can be used in the material
  54742. */
  54743. maxSimultaneousLights: number;
  54744. /**
  54745. * Observable raised when the material is built
  54746. */
  54747. onBuildObservable: Observable<NodeMaterial>;
  54748. /**
  54749. * Gets or sets the root nodes of the material vertex shader
  54750. */
  54751. _vertexOutputNodes: NodeMaterialBlock[];
  54752. /**
  54753. * Gets or sets the root nodes of the material fragment (pixel) shader
  54754. */
  54755. _fragmentOutputNodes: NodeMaterialBlock[];
  54756. /** Gets or sets options to control the node material overall behavior */
  54757. options: INodeMaterialOptions;
  54758. /**
  54759. * Default configuration related to image processing available in the standard Material.
  54760. */
  54761. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  54762. /**
  54763. * Gets the image processing configuration used either in this material.
  54764. */
  54765. /**
  54766. * Sets the Default image processing configuration used either in the this material.
  54767. *
  54768. * If sets to null, the scene one is in use.
  54769. */
  54770. imageProcessingConfiguration: ImageProcessingConfiguration;
  54771. /**
  54772. * Gets an array of blocks that needs to be serialized even if they are not yet connected
  54773. */
  54774. attachedBlocks: NodeMaterialBlock[];
  54775. /**
  54776. * Create a new node based material
  54777. * @param name defines the material name
  54778. * @param scene defines the hosting scene
  54779. * @param options defines creation option
  54780. */
  54781. constructor(name: string, scene?: Scene, options?: Partial<INodeMaterialOptions>);
  54782. /**
  54783. * Gets the current class name of the material e.g. "NodeMaterial"
  54784. * @returns the class name
  54785. */
  54786. getClassName(): string;
  54787. /**
  54788. * Keep track of the image processing observer to allow dispose and replace.
  54789. */
  54790. private _imageProcessingObserver;
  54791. /**
  54792. * Attaches a new image processing configuration to the Standard Material.
  54793. * @param configuration
  54794. */
  54795. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  54796. /**
  54797. * Get a block by its name
  54798. * @param name defines the name of the block to retrieve
  54799. * @returns the required block or null if not found
  54800. */
  54801. getBlockByName(name: string): Nullable<NodeMaterialBlock>;
  54802. /**
  54803. * Get a block by its name
  54804. * @param predicate defines the predicate used to find the good candidate
  54805. * @returns the required block or null if not found
  54806. */
  54807. getBlockByPredicate(predicate: (block: NodeMaterialBlock) => boolean): Nullable<NodeMaterialBlock>;
  54808. /**
  54809. * Get an input block by its name
  54810. * @param predicate defines the predicate used to find the good candidate
  54811. * @returns the required input block or null if not found
  54812. */
  54813. getInputBlockByPredicate(predicate: (block: InputBlock) => boolean): Nullable<InputBlock>;
  54814. /**
  54815. * Gets the list of input blocks attached to this material
  54816. * @returns an array of InputBlocks
  54817. */
  54818. getInputBlocks(): InputBlock[];
  54819. /**
  54820. * Adds a new optimizer to the list of optimizers
  54821. * @param optimizer defines the optimizers to add
  54822. * @returns the current material
  54823. */
  54824. registerOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  54825. /**
  54826. * Remove an optimizer from the list of optimizers
  54827. * @param optimizer defines the optimizers to remove
  54828. * @returns the current material
  54829. */
  54830. unregisterOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  54831. /**
  54832. * Add a new block to the list of output nodes
  54833. * @param node defines the node to add
  54834. * @returns the current material
  54835. */
  54836. addOutputNode(node: NodeMaterialBlock): this;
  54837. /**
  54838. * Remove a block from the list of root nodes
  54839. * @param node defines the node to remove
  54840. * @returns the current material
  54841. */
  54842. removeOutputNode(node: NodeMaterialBlock): this;
  54843. private _addVertexOutputNode;
  54844. private _removeVertexOutputNode;
  54845. private _addFragmentOutputNode;
  54846. private _removeFragmentOutputNode;
  54847. /**
  54848. * Specifies if the material will require alpha blending
  54849. * @returns a boolean specifying if alpha blending is needed
  54850. */
  54851. needAlphaBlending(): boolean;
  54852. /**
  54853. * Specifies if this material should be rendered in alpha test mode
  54854. * @returns a boolean specifying if an alpha test is needed.
  54855. */
  54856. needAlphaTesting(): boolean;
  54857. private _initializeBlock;
  54858. private _resetDualBlocks;
  54859. /**
  54860. * Build the material and generates the inner effect
  54861. * @param verbose defines if the build should log activity
  54862. */
  54863. build(verbose?: boolean): void;
  54864. /**
  54865. * Runs an otpimization phase to try to improve the shader code
  54866. */
  54867. optimize(): void;
  54868. private _prepareDefinesForAttributes;
  54869. /**
  54870. * Get if the submesh is ready to be used and all its information available.
  54871. * Child classes can use it to update shaders
  54872. * @param mesh defines the mesh to check
  54873. * @param subMesh defines which submesh to check
  54874. * @param useInstances specifies that instances should be used
  54875. * @returns a boolean indicating that the submesh is ready or not
  54876. */
  54877. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  54878. /**
  54879. * Get a string representing the shaders built by the current node graph
  54880. */
  54881. readonly compiledShaders: string;
  54882. /**
  54883. * Binds the world matrix to the material
  54884. * @param world defines the world transformation matrix
  54885. */
  54886. bindOnlyWorldMatrix(world: Matrix): void;
  54887. /**
  54888. * Binds the submesh to this material by preparing the effect and shader to draw
  54889. * @param world defines the world transformation matrix
  54890. * @param mesh defines the mesh containing the submesh
  54891. * @param subMesh defines the submesh to bind the material to
  54892. */
  54893. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  54894. /**
  54895. * Gets the active textures from the material
  54896. * @returns an array of textures
  54897. */
  54898. getActiveTextures(): BaseTexture[];
  54899. /**
  54900. * Gets the list of texture blocks
  54901. * @returns an array of texture blocks
  54902. */
  54903. getTextureBlocks(): (TextureBlock | ReflectionTextureBlock)[];
  54904. /**
  54905. * Specifies if the material uses a texture
  54906. * @param texture defines the texture to check against the material
  54907. * @returns a boolean specifying if the material uses the texture
  54908. */
  54909. hasTexture(texture: BaseTexture): boolean;
  54910. /**
  54911. * Disposes the material
  54912. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  54913. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  54914. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  54915. */
  54916. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  54917. /** Creates the node editor window. */
  54918. private _createNodeEditor;
  54919. /**
  54920. * Launch the node material editor
  54921. * @param config Define the configuration of the editor
  54922. * @return a promise fulfilled when the node editor is visible
  54923. */
  54924. edit(config?: INodeMaterialEditorOptions): Promise<void>;
  54925. /**
  54926. * Clear the current material
  54927. */
  54928. clear(): void;
  54929. /**
  54930. * Clear the current material and set it to a default state
  54931. */
  54932. setToDefault(): void;
  54933. /**
  54934. * Loads the current Node Material from a url pointing to a file save by the Node Material Editor
  54935. * @param url defines the url to load from
  54936. * @returns a promise that will fullfil when the material is fully loaded
  54937. */
  54938. loadAsync(url: string): Promise<unknown>;
  54939. private _gatherBlocks;
  54940. /**
  54941. * Generate a string containing the code declaration required to create an equivalent of this material
  54942. * @returns a string
  54943. */
  54944. generateCode(): string;
  54945. /**
  54946. * Serializes this material in a JSON representation
  54947. * @returns the serialized material object
  54948. */
  54949. serialize(): any;
  54950. private _restoreConnections;
  54951. /**
  54952. * Clear the current graph and load a new one from a serialization object
  54953. * @param source defines the JSON representation of the material
  54954. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  54955. */
  54956. loadFromSerialization(source: any, rootUrl?: string): void;
  54957. /**
  54958. * Creates a node material from parsed material data
  54959. * @param source defines the JSON representation of the material
  54960. * @param scene defines the hosting scene
  54961. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  54962. * @returns a new node material
  54963. */
  54964. static Parse(source: any, scene: Scene, rootUrl?: string): NodeMaterial;
  54965. /**
  54966. * Creates a new node material set to default basic configuration
  54967. * @param name defines the name of the material
  54968. * @param scene defines the hosting scene
  54969. * @returns a new NodeMaterial
  54970. */
  54971. static CreateDefault(name: string, scene?: Scene): NodeMaterial;
  54972. }
  54973. }
  54974. declare module "babylonjs/Materials/Node/Blocks/Dual/textureBlock" {
  54975. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54976. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54977. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  54978. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54979. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54980. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  54981. import { Effect } from "babylonjs/Materials/effect";
  54982. import { Mesh } from "babylonjs/Meshes/mesh";
  54983. import { Nullable } from "babylonjs/types";
  54984. import { Texture } from "babylonjs/Materials/Textures/texture";
  54985. import { Scene } from "babylonjs/scene";
  54986. /**
  54987. * Block used to read a texture from a sampler
  54988. */
  54989. export class TextureBlock extends NodeMaterialBlock {
  54990. private _defineName;
  54991. private _samplerName;
  54992. private _transformedUVName;
  54993. private _textureTransformName;
  54994. private _textureInfoName;
  54995. private _mainUVName;
  54996. private _mainUVDefineName;
  54997. /**
  54998. * Gets or sets the texture associated with the node
  54999. */
  55000. texture: Nullable<Texture>;
  55001. /**
  55002. * Create a new TextureBlock
  55003. * @param name defines the block name
  55004. */
  55005. constructor(name: string);
  55006. /**
  55007. * Gets the current class name
  55008. * @returns the class name
  55009. */
  55010. getClassName(): string;
  55011. /**
  55012. * Gets the uv input component
  55013. */
  55014. readonly uv: NodeMaterialConnectionPoint;
  55015. /**
  55016. * Gets the rgba output component
  55017. */
  55018. readonly rgba: NodeMaterialConnectionPoint;
  55019. /**
  55020. * Gets the rgb output component
  55021. */
  55022. readonly rgb: NodeMaterialConnectionPoint;
  55023. /**
  55024. * Gets the r output component
  55025. */
  55026. readonly r: NodeMaterialConnectionPoint;
  55027. /**
  55028. * Gets the g output component
  55029. */
  55030. readonly g: NodeMaterialConnectionPoint;
  55031. /**
  55032. * Gets the b output component
  55033. */
  55034. readonly b: NodeMaterialConnectionPoint;
  55035. /**
  55036. * Gets the a output component
  55037. */
  55038. readonly a: NodeMaterialConnectionPoint;
  55039. readonly target: NodeMaterialBlockTargets;
  55040. autoConfigure(material: NodeMaterial): void;
  55041. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  55042. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55043. isReady(): boolean;
  55044. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55045. private readonly _isMixed;
  55046. private _injectVertexCode;
  55047. private _writeOutput;
  55048. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  55049. protected _dumpPropertiesCode(): string;
  55050. serialize(): any;
  55051. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  55052. }
  55053. }
  55054. declare module "babylonjs/Materials/Node/nodeMaterialBuildStateSharedData" {
  55055. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55056. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55057. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  55058. import { TextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  55059. import { ReflectionTextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock";
  55060. /**
  55061. * Class used to store shared data between 2 NodeMaterialBuildState
  55062. */
  55063. export class NodeMaterialBuildStateSharedData {
  55064. /**
  55065. * Gets the list of emitted varyings
  55066. */
  55067. temps: string[];
  55068. /**
  55069. * Gets the list of emitted varyings
  55070. */
  55071. varyings: string[];
  55072. /**
  55073. * Gets the varying declaration string
  55074. */
  55075. varyingDeclaration: string;
  55076. /**
  55077. * Input blocks
  55078. */
  55079. inputBlocks: InputBlock[];
  55080. /**
  55081. * Input blocks
  55082. */
  55083. textureBlocks: (ReflectionTextureBlock | TextureBlock)[];
  55084. /**
  55085. * Bindable blocks (Blocks that need to set data to the effect)
  55086. */
  55087. bindableBlocks: NodeMaterialBlock[];
  55088. /**
  55089. * List of blocks that can provide a compilation fallback
  55090. */
  55091. blocksWithFallbacks: NodeMaterialBlock[];
  55092. /**
  55093. * List of blocks that can provide a define update
  55094. */
  55095. blocksWithDefines: NodeMaterialBlock[];
  55096. /**
  55097. * List of blocks that can provide a repeatable content
  55098. */
  55099. repeatableContentBlocks: NodeMaterialBlock[];
  55100. /**
  55101. * List of blocks that can provide a dynamic list of uniforms
  55102. */
  55103. dynamicUniformBlocks: NodeMaterialBlock[];
  55104. /**
  55105. * List of blocks that can block the isReady function for the material
  55106. */
  55107. blockingBlocks: NodeMaterialBlock[];
  55108. /**
  55109. * Gets the list of animated inputs
  55110. */
  55111. animatedInputs: InputBlock[];
  55112. /**
  55113. * Build Id used to avoid multiple recompilations
  55114. */
  55115. buildId: number;
  55116. /** List of emitted variables */
  55117. variableNames: {
  55118. [key: string]: number;
  55119. };
  55120. /** List of emitted defines */
  55121. defineNames: {
  55122. [key: string]: number;
  55123. };
  55124. /** Should emit comments? */
  55125. emitComments: boolean;
  55126. /** Emit build activity */
  55127. verbose: boolean;
  55128. /**
  55129. * Gets the compilation hints emitted at compilation time
  55130. */
  55131. hints: {
  55132. needWorldViewMatrix: boolean;
  55133. needWorldViewProjectionMatrix: boolean;
  55134. needAlphaBlending: boolean;
  55135. needAlphaTesting: boolean;
  55136. };
  55137. /**
  55138. * List of compilation checks
  55139. */
  55140. checks: {
  55141. emitVertex: boolean;
  55142. emitFragment: boolean;
  55143. notConnectedNonOptionalInputs: NodeMaterialConnectionPoint[];
  55144. };
  55145. /** Creates a new shared data */
  55146. constructor();
  55147. /**
  55148. * Emits console errors and exceptions if there is a failing check
  55149. */
  55150. emitErrors(): void;
  55151. }
  55152. }
  55153. declare module "babylonjs/Materials/Node/nodeMaterialBuildState" {
  55154. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  55155. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  55156. import { NodeMaterialBuildStateSharedData } from "babylonjs/Materials/Node/nodeMaterialBuildStateSharedData";
  55157. /**
  55158. * Class used to store node based material build state
  55159. */
  55160. export class NodeMaterialBuildState {
  55161. /** Gets or sets a boolean indicating if the current state can emit uniform buffers */
  55162. supportUniformBuffers: boolean;
  55163. /**
  55164. * Gets the list of emitted attributes
  55165. */
  55166. attributes: string[];
  55167. /**
  55168. * Gets the list of emitted uniforms
  55169. */
  55170. uniforms: string[];
  55171. /**
  55172. * Gets the list of emitted uniform buffers
  55173. */
  55174. uniformBuffers: string[];
  55175. /**
  55176. * Gets the list of emitted samplers
  55177. */
  55178. samplers: string[];
  55179. /**
  55180. * Gets the list of emitted functions
  55181. */
  55182. functions: {
  55183. [key: string]: string;
  55184. };
  55185. /**
  55186. * Gets the list of emitted extensions
  55187. */
  55188. extensions: {
  55189. [key: string]: string;
  55190. };
  55191. /**
  55192. * Gets the target of the compilation state
  55193. */
  55194. target: NodeMaterialBlockTargets;
  55195. /**
  55196. * Gets the list of emitted counters
  55197. */
  55198. counters: {
  55199. [key: string]: number;
  55200. };
  55201. /**
  55202. * Shared data between multiple NodeMaterialBuildState instances
  55203. */
  55204. sharedData: NodeMaterialBuildStateSharedData;
  55205. /** @hidden */
  55206. _vertexState: NodeMaterialBuildState;
  55207. /** @hidden */
  55208. _attributeDeclaration: string;
  55209. /** @hidden */
  55210. _uniformDeclaration: string;
  55211. /** @hidden */
  55212. _samplerDeclaration: string;
  55213. /** @hidden */
  55214. _varyingTransfer: string;
  55215. private _repeatableContentAnchorIndex;
  55216. /** @hidden */
  55217. _builtCompilationString: string;
  55218. /**
  55219. * Gets the emitted compilation strings
  55220. */
  55221. compilationString: string;
  55222. /**
  55223. * Finalize the compilation strings
  55224. * @param state defines the current compilation state
  55225. */
  55226. finalize(state: NodeMaterialBuildState): void;
  55227. /** @hidden */
  55228. readonly _repeatableContentAnchor: string;
  55229. /** @hidden */
  55230. _getFreeVariableName(prefix: string): string;
  55231. /** @hidden */
  55232. _getFreeDefineName(prefix: string): string;
  55233. /** @hidden */
  55234. _excludeVariableName(name: string): void;
  55235. /** @hidden */
  55236. _getGLType(type: NodeMaterialBlockConnectionPointTypes): string;
  55237. /** @hidden */
  55238. _emitExtension(name: string, extension: string): void;
  55239. /** @hidden */
  55240. _emitFunction(name: string, code: string, comments: string): void;
  55241. /** @hidden */
  55242. _emitCodeFromInclude(includeName: string, comments: string, options?: {
  55243. replaceStrings?: {
  55244. search: RegExp;
  55245. replace: string;
  55246. }[];
  55247. repeatKey?: string;
  55248. }): string;
  55249. /** @hidden */
  55250. _emitFunctionFromInclude(includeName: string, comments: string, options?: {
  55251. repeatKey?: string;
  55252. removeAttributes?: boolean;
  55253. removeUniforms?: boolean;
  55254. removeVaryings?: boolean;
  55255. removeIfDef?: boolean;
  55256. replaceStrings?: {
  55257. search: RegExp;
  55258. replace: string;
  55259. }[];
  55260. }, storeKey?: string): void;
  55261. /** @hidden */
  55262. _registerTempVariable(name: string): boolean;
  55263. /** @hidden */
  55264. _emitVaryingFromString(name: string, type: string, define?: string, notDefine?: boolean): boolean;
  55265. /** @hidden */
  55266. _emitUniformFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  55267. }
  55268. }
  55269. declare module "babylonjs/Materials/Node/nodeMaterialBlock" {
  55270. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  55271. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55272. import { Nullable } from "babylonjs/types";
  55273. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55274. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  55275. import { Effect, EffectFallbacks } from "babylonjs/Materials/effect";
  55276. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55277. import { Mesh } from "babylonjs/Meshes/mesh";
  55278. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55279. import { Scene } from "babylonjs/scene";
  55280. /**
  55281. * Defines a block that can be used inside a node based material
  55282. */
  55283. export class NodeMaterialBlock {
  55284. private _buildId;
  55285. private _buildTarget;
  55286. private _target;
  55287. private _isFinalMerger;
  55288. private _isInput;
  55289. /** @hidden */
  55290. _codeVariableName: string;
  55291. /** @hidden */
  55292. _inputs: NodeMaterialConnectionPoint[];
  55293. /** @hidden */
  55294. _outputs: NodeMaterialConnectionPoint[];
  55295. /** @hidden */
  55296. _preparationId: number;
  55297. /**
  55298. * Gets or sets the name of the block
  55299. */
  55300. name: string;
  55301. /**
  55302. * Gets or sets the unique id of the node
  55303. */
  55304. uniqueId: number;
  55305. /**
  55306. * Gets a boolean indicating that this block is an end block (e.g. it is generating a system value)
  55307. */
  55308. readonly isFinalMerger: boolean;
  55309. /**
  55310. * Gets a boolean indicating that this block is an input (e.g. it sends data to the shader)
  55311. */
  55312. readonly isInput: boolean;
  55313. /**
  55314. * Gets or sets the build Id
  55315. */
  55316. buildId: number;
  55317. /**
  55318. * Gets or sets the target of the block
  55319. */
  55320. target: NodeMaterialBlockTargets;
  55321. /**
  55322. * Gets the list of input points
  55323. */
  55324. readonly inputs: NodeMaterialConnectionPoint[];
  55325. /** Gets the list of output points */
  55326. readonly outputs: NodeMaterialConnectionPoint[];
  55327. /**
  55328. * Find an input by its name
  55329. * @param name defines the name of the input to look for
  55330. * @returns the input or null if not found
  55331. */
  55332. getInputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  55333. /**
  55334. * Find an output by its name
  55335. * @param name defines the name of the outputto look for
  55336. * @returns the output or null if not found
  55337. */
  55338. getOutputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  55339. /**
  55340. * Creates a new NodeMaterialBlock
  55341. * @param name defines the block name
  55342. * @param target defines the target of that block (Vertex by default)
  55343. * @param isFinalMerger defines a boolean indicating that this block is an end block (e.g. it is generating a system value). Default is false
  55344. * @param isInput defines a boolean indicating that this block is an input (e.g. it sends data to the shader). Default is false
  55345. */
  55346. constructor(name: string, target?: NodeMaterialBlockTargets, isFinalMerger?: boolean, isInput?: boolean);
  55347. /**
  55348. * Initialize the block and prepare the context for build
  55349. * @param state defines the state that will be used for the build
  55350. */
  55351. initialize(state: NodeMaterialBuildState): void;
  55352. /**
  55353. * Bind data to effect. Will only be called for blocks with isBindable === true
  55354. * @param effect defines the effect to bind data to
  55355. * @param nodeMaterial defines the hosting NodeMaterial
  55356. * @param mesh defines the mesh that will be rendered
  55357. */
  55358. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55359. protected _declareOutput(output: NodeMaterialConnectionPoint, state: NodeMaterialBuildState): string;
  55360. protected _writeVariable(currentPoint: NodeMaterialConnectionPoint): string;
  55361. protected _writeFloat(value: number): string;
  55362. /**
  55363. * Gets the current class name e.g. "NodeMaterialBlock"
  55364. * @returns the class name
  55365. */
  55366. getClassName(): string;
  55367. /**
  55368. * Register a new input. Must be called inside a block constructor
  55369. * @param name defines the connection point name
  55370. * @param type defines the connection point type
  55371. * @param isOptional defines a boolean indicating that this input can be omitted
  55372. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  55373. * @returns the current block
  55374. */
  55375. registerInput(name: string, type: NodeMaterialBlockConnectionPointTypes, isOptional?: boolean, target?: NodeMaterialBlockTargets): this;
  55376. /**
  55377. * Register a new output. Must be called inside a block constructor
  55378. * @param name defines the connection point name
  55379. * @param type defines the connection point type
  55380. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  55381. * @returns the current block
  55382. */
  55383. registerOutput(name: string, type: NodeMaterialBlockConnectionPointTypes, target?: NodeMaterialBlockTargets): this;
  55384. /**
  55385. * Will return the first available input e.g. the first one which is not an uniform or an attribute
  55386. * @param forOutput defines an optional connection point to check compatibility with
  55387. * @returns the first available input or null
  55388. */
  55389. getFirstAvailableInput(forOutput?: Nullable<NodeMaterialConnectionPoint>): Nullable<NodeMaterialConnectionPoint>;
  55390. /**
  55391. * Will return the first available output e.g. the first one which is not yet connected and not a varying
  55392. * @param forBlock defines an optional block to check compatibility with
  55393. * @returns the first available input or null
  55394. */
  55395. getFirstAvailableOutput(forBlock?: Nullable<NodeMaterialBlock>): Nullable<NodeMaterialConnectionPoint>;
  55396. /**
  55397. * Gets the sibling of the given output
  55398. * @param current defines the current output
  55399. * @returns the next output in the list or null
  55400. */
  55401. getSiblingOutput(current: NodeMaterialConnectionPoint): Nullable<NodeMaterialConnectionPoint>;
  55402. /**
  55403. * Connect current block with another block
  55404. * @param other defines the block to connect with
  55405. * @param options define the various options to help pick the right connections
  55406. * @returns the current block
  55407. */
  55408. connectTo(other: NodeMaterialBlock, options?: {
  55409. input?: string;
  55410. output?: string;
  55411. outputSwizzle?: string;
  55412. }): this | undefined;
  55413. protected _buildBlock(state: NodeMaterialBuildState): void;
  55414. /**
  55415. * Add uniforms, samplers and uniform buffers at compilation time
  55416. * @param state defines the state to update
  55417. * @param nodeMaterial defines the node material requesting the update
  55418. * @param defines defines the material defines to update
  55419. */
  55420. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55421. /**
  55422. * Add potential fallbacks if shader compilation fails
  55423. * @param mesh defines the mesh to be rendered
  55424. * @param fallbacks defines the current prioritized list of fallbacks
  55425. */
  55426. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  55427. /**
  55428. * Update defines for shader compilation
  55429. * @param mesh defines the mesh to be rendered
  55430. * @param nodeMaterial defines the node material requesting the update
  55431. * @param defines defines the material defines to update
  55432. * @param useInstances specifies that instances should be used
  55433. */
  55434. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  55435. /**
  55436. * Initialize defines for shader compilation
  55437. * @param mesh defines the mesh to be rendered
  55438. * @param nodeMaterial defines the node material requesting the update
  55439. * @param defines defines the material defines to be prepared
  55440. * @param useInstances specifies that instances should be used
  55441. */
  55442. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  55443. /**
  55444. * Lets the block try to connect some inputs automatically
  55445. * @param material defines the hosting NodeMaterial
  55446. */
  55447. autoConfigure(material: NodeMaterial): void;
  55448. /**
  55449. * Function called when a block is declared as repeatable content generator
  55450. * @param vertexShaderState defines the current compilation state for the vertex shader
  55451. * @param fragmentShaderState defines the current compilation state for the fragment shader
  55452. * @param mesh defines the mesh to be rendered
  55453. * @param defines defines the material defines to update
  55454. */
  55455. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  55456. /**
  55457. * Checks if the block is ready
  55458. * @param mesh defines the mesh to be rendered
  55459. * @param nodeMaterial defines the node material requesting the update
  55460. * @param defines defines the material defines to update
  55461. * @param useInstances specifies that instances should be used
  55462. * @returns true if the block is ready
  55463. */
  55464. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): boolean;
  55465. protected _linkConnectionTypes(inputIndex0: number, inputIndex1: number): void;
  55466. private _processBuild;
  55467. /**
  55468. * Compile the current node and generate the shader code
  55469. * @param state defines the current compilation state (uniforms, samplers, current string)
  55470. * @param activeBlocks defines the list of active blocks (i.e. blocks to compile)
  55471. * @returns true if already built
  55472. */
  55473. build(state: NodeMaterialBuildState, activeBlocks: NodeMaterialBlock[]): boolean;
  55474. protected _inputRename(name: string): string;
  55475. protected _outputRename(name: string): string;
  55476. protected _dumpPropertiesCode(): string;
  55477. /** @hidden */
  55478. _dumpCode(uniqueNames: string[], alreadyDumped: NodeMaterialBlock[]): string;
  55479. /**
  55480. * Clone the current block to a new identical block
  55481. * @param scene defines the hosting scene
  55482. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  55483. * @returns a copy of the current block
  55484. */
  55485. clone(scene: Scene, rootUrl?: string): Nullable<NodeMaterialBlock>;
  55486. /**
  55487. * Serializes this block in a JSON representation
  55488. * @returns the serialized block object
  55489. */
  55490. serialize(): any;
  55491. /** @hidden */
  55492. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  55493. }
  55494. }
  55495. declare module "babylonjs/Materials/Node/NodeMaterialBlockConnectionPointMode" {
  55496. /**
  55497. * Enum defining the mode of a NodeMaterialBlockConnectionPoint
  55498. */
  55499. export enum NodeMaterialBlockConnectionPointMode {
  55500. /** Value is an uniform */
  55501. Uniform = 0,
  55502. /** Value is a mesh attribute */
  55503. Attribute = 1,
  55504. /** Value is a varying between vertex and fragment shaders */
  55505. Varying = 2,
  55506. /** Mode is undefined */
  55507. Undefined = 3
  55508. }
  55509. }
  55510. declare module "babylonjs/Materials/Node/Blocks/Input/animatedInputBlockTypes" {
  55511. /**
  55512. * Enum defining the type of animations supported by InputBlock
  55513. */
  55514. export enum AnimatedInputBlockTypes {
  55515. /** No animation */
  55516. None = 0,
  55517. /** Time based animation. Will only work for floats */
  55518. Time = 1
  55519. }
  55520. }
  55521. declare module "babylonjs/Materials/Node/Blocks/Input/inputBlock" {
  55522. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55523. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  55524. import { NodeMaterialSystemValues } from "babylonjs/Materials/Node/nodeMaterialSystemValues";
  55525. import { Nullable } from "babylonjs/types";
  55526. import { Effect } from "babylonjs/Materials/effect";
  55527. import { Matrix } from "babylonjs/Maths/math.vector";
  55528. import { Scene } from "babylonjs/scene";
  55529. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55530. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55531. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  55532. import { AnimatedInputBlockTypes } from "babylonjs/Materials/Node/Blocks/Input/animatedInputBlockTypes";
  55533. /**
  55534. * Block used to expose an input value
  55535. */
  55536. export class InputBlock extends NodeMaterialBlock {
  55537. private _mode;
  55538. private _associatedVariableName;
  55539. private _storedValue;
  55540. private _valueCallback;
  55541. private _type;
  55542. private _animationType;
  55543. /** Gets or set a value used to limit the range of float values */
  55544. min: number;
  55545. /** Gets or set a value used to limit the range of float values */
  55546. max: number;
  55547. /** Gets or sets a value used by the Node Material editor to determine how to configure the current value if it is a matrix */
  55548. matrixMode: number;
  55549. /** @hidden */
  55550. _systemValue: Nullable<NodeMaterialSystemValues>;
  55551. /** Gets or sets a boolean indicating that this input can be edited in the Inspector (false by default) */
  55552. visibleInInspector: boolean;
  55553. /**
  55554. * Gets or sets the connection point type (default is float)
  55555. */
  55556. readonly type: NodeMaterialBlockConnectionPointTypes;
  55557. /**
  55558. * Creates a new InputBlock
  55559. * @param name defines the block name
  55560. * @param target defines the target of that block (Vertex by default)
  55561. * @param type defines the type of the input (can be set to NodeMaterialBlockConnectionPointTypes.AutoDetect)
  55562. */
  55563. constructor(name: string, target?: NodeMaterialBlockTargets, type?: NodeMaterialBlockConnectionPointTypes);
  55564. /**
  55565. * Gets the output component
  55566. */
  55567. readonly output: NodeMaterialConnectionPoint;
  55568. /**
  55569. * Set the source of this connection point to a vertex attribute
  55570. * @param attributeName defines the attribute name (position, uv, normal, etc...). If not specified it will take the connection point name
  55571. * @returns the current connection point
  55572. */
  55573. setAsAttribute(attributeName?: string): InputBlock;
  55574. /**
  55575. * Set the source of this connection point to a system value
  55576. * @param value define the system value to use (world, view, etc...) or null to switch to manual value
  55577. * @returns the current connection point
  55578. */
  55579. setAsSystemValue(value: Nullable<NodeMaterialSystemValues>): InputBlock;
  55580. /**
  55581. * Gets or sets the value of that point.
  55582. * Please note that this value will be ignored if valueCallback is defined
  55583. */
  55584. value: any;
  55585. /**
  55586. * Gets or sets a callback used to get the value of that point.
  55587. * Please note that setting this value will force the connection point to ignore the value property
  55588. */
  55589. valueCallback: () => any;
  55590. /**
  55591. * Gets or sets the associated variable name in the shader
  55592. */
  55593. associatedVariableName: string;
  55594. /** Gets or sets the type of animation applied to the input */
  55595. animationType: AnimatedInputBlockTypes;
  55596. /**
  55597. * Gets a boolean indicating that this connection point not defined yet
  55598. */
  55599. readonly isUndefined: boolean;
  55600. /**
  55601. * Gets or sets a boolean indicating that this connection point is coming from an uniform.
  55602. * In this case the connection point name must be the name of the uniform to use.
  55603. * Can only be set on inputs
  55604. */
  55605. isUniform: boolean;
  55606. /**
  55607. * Gets or sets a boolean indicating that this connection point is coming from an attribute.
  55608. * In this case the connection point name must be the name of the attribute to use
  55609. * Can only be set on inputs
  55610. */
  55611. isAttribute: boolean;
  55612. /**
  55613. * Gets or sets a boolean indicating that this connection point is generating a varying variable.
  55614. * Can only be set on exit points
  55615. */
  55616. isVarying: boolean;
  55617. /**
  55618. * Gets a boolean indicating that the current connection point is a system value
  55619. */
  55620. readonly isSystemValue: boolean;
  55621. /**
  55622. * Gets or sets the current well known value or null if not defined as a system value
  55623. */
  55624. systemValue: Nullable<NodeMaterialSystemValues>;
  55625. /**
  55626. * Gets the current class name
  55627. * @returns the class name
  55628. */
  55629. getClassName(): string;
  55630. /**
  55631. * Animate the input if animationType !== None
  55632. * @param scene defines the rendering scene
  55633. */
  55634. animate(scene: Scene): void;
  55635. private _emitDefine;
  55636. initialize(state: NodeMaterialBuildState): void;
  55637. /**
  55638. * Set the input block to its default value (based on its type)
  55639. */
  55640. setDefaultValue(): void;
  55641. protected _dumpPropertiesCode(): string;
  55642. private _emit;
  55643. /** @hidden */
  55644. _transmitWorld(effect: Effect, world: Matrix, worldView: Matrix, worldViewProjection: Matrix): void;
  55645. /** @hidden */
  55646. _transmit(effect: Effect, scene: Scene): void;
  55647. protected _buildBlock(state: NodeMaterialBuildState): void;
  55648. serialize(): any;
  55649. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  55650. }
  55651. }
  55652. declare module "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint" {
  55653. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  55654. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  55655. import { Nullable } from "babylonjs/types";
  55656. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  55657. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55658. /**
  55659. * Defines a connection point for a block
  55660. */
  55661. export class NodeMaterialConnectionPoint {
  55662. /** @hidden */
  55663. _ownerBlock: NodeMaterialBlock;
  55664. /** @hidden */
  55665. _connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  55666. private _endpoints;
  55667. private _associatedVariableName;
  55668. /** @hidden */
  55669. _typeConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  55670. /** @hidden */
  55671. _linkedConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  55672. private _type;
  55673. /** @hidden */
  55674. _enforceAssociatedVariableName: boolean;
  55675. /**
  55676. * Gets or sets the additional types supported byt this connection point
  55677. */
  55678. acceptedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  55679. /**
  55680. * Gets or sets the associated variable name in the shader
  55681. */
  55682. associatedVariableName: string;
  55683. /**
  55684. * Gets or sets the connection point type (default is float)
  55685. */
  55686. type: NodeMaterialBlockConnectionPointTypes;
  55687. /**
  55688. * Gets or sets the connection point name
  55689. */
  55690. name: string;
  55691. /**
  55692. * Gets or sets a boolean indicating that this connection point can be omitted
  55693. */
  55694. isOptional: boolean;
  55695. /**
  55696. * Gets or sets a string indicating that this uniform must be defined under a #ifdef
  55697. */
  55698. define: string;
  55699. /** Gets or sets the target of that connection point */
  55700. target: NodeMaterialBlockTargets;
  55701. /**
  55702. * Gets a boolean indicating that the current point is connected
  55703. */
  55704. readonly isConnected: boolean;
  55705. /**
  55706. * Gets a boolean indicating that the current point is connected to an input block
  55707. */
  55708. readonly isConnectedToInputBlock: boolean;
  55709. /**
  55710. * Gets a the connected input block (if any)
  55711. */
  55712. readonly connectInputBlock: Nullable<InputBlock>;
  55713. /** Get the other side of the connection (if any) */
  55714. readonly connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  55715. /** Get the block that owns this connection point */
  55716. readonly ownerBlock: NodeMaterialBlock;
  55717. /** Get the block connected on the other side of this connection (if any) */
  55718. readonly sourceBlock: Nullable<NodeMaterialBlock>;
  55719. /** Get the block connected on the endpoints of this connection (if any) */
  55720. readonly connectedBlocks: Array<NodeMaterialBlock>;
  55721. /** Gets the list of connected endpoints */
  55722. readonly endpoints: NodeMaterialConnectionPoint[];
  55723. /** Gets a boolean indicating if that output point is connected to at least one input */
  55724. readonly hasEndpoints: boolean;
  55725. /**
  55726. * Creates a new connection point
  55727. * @param name defines the connection point name
  55728. * @param ownerBlock defines the block hosting this connection point
  55729. */
  55730. constructor(name: string, ownerBlock: NodeMaterialBlock);
  55731. /**
  55732. * Gets the current class name e.g. "NodeMaterialConnectionPoint"
  55733. * @returns the class name
  55734. */
  55735. getClassName(): string;
  55736. /**
  55737. * Gets an boolean indicating if the current point can be connected to another point
  55738. * @param connectionPoint defines the other connection point
  55739. * @returns true if the connection is possible
  55740. */
  55741. canConnectTo(connectionPoint: NodeMaterialConnectionPoint): boolean;
  55742. /**
  55743. * Connect this point to another connection point
  55744. * @param connectionPoint defines the other connection point
  55745. * @param ignoreConstraints defines if the system will ignore connection type constraints (default is false)
  55746. * @returns the current connection point
  55747. */
  55748. connectTo(connectionPoint: NodeMaterialConnectionPoint, ignoreConstraints?: boolean): NodeMaterialConnectionPoint;
  55749. /**
  55750. * Disconnect this point from one of his endpoint
  55751. * @param endpoint defines the other connection point
  55752. * @returns the current connection point
  55753. */
  55754. disconnectFrom(endpoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  55755. /**
  55756. * Serializes this point in a JSON representation
  55757. * @returns the serialized point object
  55758. */
  55759. serialize(): any;
  55760. }
  55761. }
  55762. declare module "babylonjs/Materials/Node/Blocks/Vertex/bonesBlock" {
  55763. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55764. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55765. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55766. import { Mesh } from "babylonjs/Meshes/mesh";
  55767. import { Effect, EffectFallbacks } from "babylonjs/Materials/effect";
  55768. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55769. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55770. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  55771. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  55772. /**
  55773. * Block used to add support for vertex skinning (bones)
  55774. */
  55775. export class BonesBlock extends NodeMaterialBlock {
  55776. /**
  55777. * Creates a new BonesBlock
  55778. * @param name defines the block name
  55779. */
  55780. constructor(name: string);
  55781. /**
  55782. * Initialize the block and prepare the context for build
  55783. * @param state defines the state that will be used for the build
  55784. */
  55785. initialize(state: NodeMaterialBuildState): void;
  55786. /**
  55787. * Gets the current class name
  55788. * @returns the class name
  55789. */
  55790. getClassName(): string;
  55791. /**
  55792. * Gets the matrix indices input component
  55793. */
  55794. readonly matricesIndices: NodeMaterialConnectionPoint;
  55795. /**
  55796. * Gets the matrix weights input component
  55797. */
  55798. readonly matricesWeights: NodeMaterialConnectionPoint;
  55799. /**
  55800. * Gets the extra matrix indices input component
  55801. */
  55802. readonly matricesIndicesExtra: NodeMaterialConnectionPoint;
  55803. /**
  55804. * Gets the extra matrix weights input component
  55805. */
  55806. readonly matricesWeightsExtra: NodeMaterialConnectionPoint;
  55807. /**
  55808. * Gets the world input component
  55809. */
  55810. readonly world: NodeMaterialConnectionPoint;
  55811. /**
  55812. * Gets the output component
  55813. */
  55814. readonly output: NodeMaterialConnectionPoint;
  55815. autoConfigure(material: NodeMaterial): void;
  55816. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  55817. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55818. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55819. protected _buildBlock(state: NodeMaterialBuildState): this;
  55820. }
  55821. }
  55822. declare module "babylonjs/Materials/Node/Blocks/Vertex/instancesBlock" {
  55823. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55824. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55825. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55826. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55827. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55828. /**
  55829. * Block used to add support for instances
  55830. * @see https://doc.babylonjs.com/how_to/how_to_use_instances
  55831. */
  55832. export class InstancesBlock extends NodeMaterialBlock {
  55833. /**
  55834. * Creates a new InstancesBlock
  55835. * @param name defines the block name
  55836. */
  55837. constructor(name: string);
  55838. /**
  55839. * Gets the current class name
  55840. * @returns the class name
  55841. */
  55842. getClassName(): string;
  55843. /**
  55844. * Gets the first world row input component
  55845. */
  55846. readonly world0: NodeMaterialConnectionPoint;
  55847. /**
  55848. * Gets the second world row input component
  55849. */
  55850. readonly world1: NodeMaterialConnectionPoint;
  55851. /**
  55852. * Gets the third world row input component
  55853. */
  55854. readonly world2: NodeMaterialConnectionPoint;
  55855. /**
  55856. * Gets the forth world row input component
  55857. */
  55858. readonly world3: NodeMaterialConnectionPoint;
  55859. /**
  55860. * Gets the world input component
  55861. */
  55862. readonly world: NodeMaterialConnectionPoint;
  55863. /**
  55864. * Gets the output component
  55865. */
  55866. readonly output: NodeMaterialConnectionPoint;
  55867. autoConfigure(material: NodeMaterial): void;
  55868. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  55869. protected _buildBlock(state: NodeMaterialBuildState): this;
  55870. }
  55871. }
  55872. declare module "babylonjs/Materials/Node/Blocks/Vertex/morphTargetsBlock" {
  55873. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55874. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55875. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55876. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55877. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55878. import { Effect } from "babylonjs/Materials/effect";
  55879. import { Mesh } from "babylonjs/Meshes/mesh";
  55880. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  55881. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  55882. /**
  55883. * Block used to add morph targets support to vertex shader
  55884. */
  55885. export class MorphTargetsBlock extends NodeMaterialBlock {
  55886. private _repeatableContentAnchor;
  55887. private _repeatebleContentGenerated;
  55888. /**
  55889. * Create a new MorphTargetsBlock
  55890. * @param name defines the block name
  55891. */
  55892. constructor(name: string);
  55893. /**
  55894. * Gets the current class name
  55895. * @returns the class name
  55896. */
  55897. getClassName(): string;
  55898. /**
  55899. * Gets the position input component
  55900. */
  55901. readonly position: NodeMaterialConnectionPoint;
  55902. /**
  55903. * Gets the normal input component
  55904. */
  55905. readonly normal: NodeMaterialConnectionPoint;
  55906. /**
  55907. * Gets the tangent input component
  55908. */
  55909. readonly tangent: NodeMaterialConnectionPoint;
  55910. /**
  55911. * Gets the tangent input component
  55912. */
  55913. readonly uv: NodeMaterialConnectionPoint;
  55914. /**
  55915. * Gets the position output component
  55916. */
  55917. readonly positionOutput: NodeMaterialConnectionPoint;
  55918. /**
  55919. * Gets the normal output component
  55920. */
  55921. readonly normalOutput: NodeMaterialConnectionPoint;
  55922. /**
  55923. * Gets the tangent output component
  55924. */
  55925. readonly tangentOutput: NodeMaterialConnectionPoint;
  55926. /**
  55927. * Gets the tangent output component
  55928. */
  55929. readonly uvOutput: NodeMaterialConnectionPoint;
  55930. initialize(state: NodeMaterialBuildState): void;
  55931. autoConfigure(material: NodeMaterial): void;
  55932. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55933. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55934. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  55935. protected _buildBlock(state: NodeMaterialBuildState): this;
  55936. }
  55937. }
  55938. declare module "babylonjs/Materials/Node/Blocks/Vertex/lightInformationBlock" {
  55939. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55940. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55941. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55942. import { Nullable } from "babylonjs/types";
  55943. import { Scene } from "babylonjs/scene";
  55944. import { Effect } from "babylonjs/Materials/effect";
  55945. import { NodeMaterial } from "babylonjs/Materials/Node/nodeMaterial";
  55946. import { Mesh } from "babylonjs/Meshes/mesh";
  55947. import { Light } from "babylonjs/Lights/light";
  55948. /**
  55949. * Block used to get data information from a light
  55950. */
  55951. export class LightInformationBlock extends NodeMaterialBlock {
  55952. private _lightDataDefineName;
  55953. private _lightColorDefineName;
  55954. /**
  55955. * Gets or sets the light associated with this block
  55956. */
  55957. light: Nullable<Light>;
  55958. /**
  55959. * Creates a new LightInformationBlock
  55960. * @param name defines the block name
  55961. */
  55962. constructor(name: string);
  55963. /**
  55964. * Gets the current class name
  55965. * @returns the class name
  55966. */
  55967. getClassName(): string;
  55968. /**
  55969. * Gets the world position input component
  55970. */
  55971. readonly worldPosition: NodeMaterialConnectionPoint;
  55972. /**
  55973. * Gets the direction output component
  55974. */
  55975. readonly direction: NodeMaterialConnectionPoint;
  55976. /**
  55977. * Gets the direction output component
  55978. */
  55979. readonly color: NodeMaterialConnectionPoint;
  55980. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55981. protected _buildBlock(state: NodeMaterialBuildState): this;
  55982. serialize(): any;
  55983. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  55984. }
  55985. }
  55986. declare module "babylonjs/Materials/Node/Blocks/Vertex/index" {
  55987. export * from "babylonjs/Materials/Node/Blocks/Vertex/vertexOutputBlock";
  55988. export * from "babylonjs/Materials/Node/Blocks/Vertex/bonesBlock";
  55989. export * from "babylonjs/Materials/Node/Blocks/Vertex/instancesBlock";
  55990. export * from "babylonjs/Materials/Node/Blocks/Vertex/morphTargetsBlock";
  55991. export * from "babylonjs/Materials/Node/Blocks/Vertex/lightInformationBlock";
  55992. }
  55993. declare module "babylonjs/Materials/Node/Blocks/Fragment/alphaTestBlock" {
  55994. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55995. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55996. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55997. import { Scene } from "babylonjs/scene";
  55998. /**
  55999. * Block used to add an alpha test in the fragment shader
  56000. */
  56001. export class AlphaTestBlock extends NodeMaterialBlock {
  56002. /**
  56003. * Gets or sets the alpha value where alpha testing happens
  56004. */
  56005. alphaCutOff: number;
  56006. /**
  56007. * Create a new AlphaTestBlock
  56008. * @param name defines the block name
  56009. */
  56010. constructor(name: string);
  56011. /**
  56012. * Gets the current class name
  56013. * @returns the class name
  56014. */
  56015. getClassName(): string;
  56016. /**
  56017. * Gets the color input component
  56018. */
  56019. readonly color: NodeMaterialConnectionPoint;
  56020. /**
  56021. * Gets the alpha input component
  56022. */
  56023. readonly alpha: NodeMaterialConnectionPoint;
  56024. protected _buildBlock(state: NodeMaterialBuildState): this;
  56025. protected _dumpPropertiesCode(): string;
  56026. serialize(): any;
  56027. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  56028. }
  56029. }
  56030. declare module "babylonjs/Materials/Node/Blocks/Fragment/imageProcessingBlock" {
  56031. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56032. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56033. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56034. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56035. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  56036. import { Effect } from "babylonjs/Materials/effect";
  56037. import { Mesh } from "babylonjs/Meshes/mesh";
  56038. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  56039. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  56040. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  56041. /**
  56042. * Block used to add image processing support to fragment shader
  56043. */
  56044. export class ImageProcessingBlock extends NodeMaterialBlock {
  56045. /**
  56046. * Create a new ImageProcessingBlock
  56047. * @param name defines the block name
  56048. */
  56049. constructor(name: string);
  56050. /**
  56051. * Gets the current class name
  56052. * @returns the class name
  56053. */
  56054. getClassName(): string;
  56055. /**
  56056. * Gets the color input component
  56057. */
  56058. readonly color: NodeMaterialConnectionPoint;
  56059. /**
  56060. * Gets the output component
  56061. */
  56062. readonly output: NodeMaterialConnectionPoint;
  56063. /**
  56064. * Initialize the block and prepare the context for build
  56065. * @param state defines the state that will be used for the build
  56066. */
  56067. initialize(state: NodeMaterialBuildState): void;
  56068. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): boolean;
  56069. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  56070. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  56071. protected _buildBlock(state: NodeMaterialBuildState): this;
  56072. }
  56073. }
  56074. declare module "babylonjs/Materials/Node/Blocks/Fragment/perturbNormalBlock" {
  56075. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56076. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56077. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56078. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  56079. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56080. import { Effect } from "babylonjs/Materials/effect";
  56081. import { Mesh } from "babylonjs/Meshes/mesh";
  56082. import { Scene } from "babylonjs/scene";
  56083. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  56084. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  56085. /**
  56086. * Block used to pertub normals based on a normal map
  56087. */
  56088. export class PerturbNormalBlock extends NodeMaterialBlock {
  56089. private _tangentSpaceParameterName;
  56090. /** Gets or sets a boolean indicating that normal should be inverted on X axis */
  56091. invertX: boolean;
  56092. /** Gets or sets a boolean indicating that normal should be inverted on Y axis */
  56093. invertY: boolean;
  56094. /**
  56095. * Create a new PerturbNormalBlock
  56096. * @param name defines the block name
  56097. */
  56098. constructor(name: string);
  56099. /**
  56100. * Gets the current class name
  56101. * @returns the class name
  56102. */
  56103. getClassName(): string;
  56104. /**
  56105. * Gets the world position input component
  56106. */
  56107. readonly worldPosition: NodeMaterialConnectionPoint;
  56108. /**
  56109. * Gets the world normal input component
  56110. */
  56111. readonly worldNormal: NodeMaterialConnectionPoint;
  56112. /**
  56113. * Gets the uv input component
  56114. */
  56115. readonly uv: NodeMaterialConnectionPoint;
  56116. /**
  56117. * Gets the normal map color input component
  56118. */
  56119. readonly normalMapColor: NodeMaterialConnectionPoint;
  56120. /**
  56121. * Gets the strength input component
  56122. */
  56123. readonly strength: NodeMaterialConnectionPoint;
  56124. /**
  56125. * Gets the output component
  56126. */
  56127. readonly output: NodeMaterialConnectionPoint;
  56128. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  56129. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  56130. autoConfigure(material: NodeMaterial): void;
  56131. protected _buildBlock(state: NodeMaterialBuildState): this;
  56132. protected _dumpPropertiesCode(): string;
  56133. serialize(): any;
  56134. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  56135. }
  56136. }
  56137. declare module "babylonjs/Materials/Node/Blocks/Fragment/index" {
  56138. export * from "babylonjs/Materials/Node/Blocks/Fragment/fragmentOutputBlock";
  56139. export * from "babylonjs/Materials/Node/Blocks/Fragment/alphaTestBlock";
  56140. export * from "babylonjs/Materials/Node/Blocks/Fragment/imageProcessingBlock";
  56141. export * from "babylonjs/Materials/Node/Blocks/Fragment/perturbNormalBlock";
  56142. }
  56143. declare module "babylonjs/Materials/Node/Blocks/Dual/fogBlock" {
  56144. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56145. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56146. import { Mesh } from "babylonjs/Meshes/mesh";
  56147. import { Effect } from "babylonjs/Materials/effect";
  56148. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56149. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56150. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  56151. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  56152. /**
  56153. * Block used to add support for scene fog
  56154. */
  56155. export class FogBlock extends NodeMaterialBlock {
  56156. private _fogDistanceName;
  56157. private _fogParameters;
  56158. /**
  56159. * Create a new FogBlock
  56160. * @param name defines the block name
  56161. */
  56162. constructor(name: string);
  56163. /**
  56164. * Gets the current class name
  56165. * @returns the class name
  56166. */
  56167. getClassName(): string;
  56168. /**
  56169. * Gets the world position input component
  56170. */
  56171. readonly worldPosition: NodeMaterialConnectionPoint;
  56172. /**
  56173. * Gets the view input component
  56174. */
  56175. readonly view: NodeMaterialConnectionPoint;
  56176. /**
  56177. * Gets the color input component
  56178. */
  56179. readonly input: NodeMaterialConnectionPoint;
  56180. /**
  56181. * Gets the fog color input component
  56182. */
  56183. readonly fogColor: NodeMaterialConnectionPoint;
  56184. /**
  56185. * Gets the output component
  56186. */
  56187. readonly output: NodeMaterialConnectionPoint;
  56188. autoConfigure(material: NodeMaterial): void;
  56189. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  56190. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  56191. protected _buildBlock(state: NodeMaterialBuildState): this;
  56192. }
  56193. }
  56194. declare module "babylonjs/Materials/Node/Blocks/Dual/lightBlock" {
  56195. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56196. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56197. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56198. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56199. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  56200. import { Effect } from "babylonjs/Materials/effect";
  56201. import { Mesh } from "babylonjs/Meshes/mesh";
  56202. import { Light } from "babylonjs/Lights/light";
  56203. import { Nullable } from "babylonjs/types";
  56204. import { Scene } from "babylonjs/scene";
  56205. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  56206. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  56207. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  56208. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  56209. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  56210. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  56211. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  56212. /**
  56213. * Block used to add light in the fragment shader
  56214. */
  56215. export class LightBlock extends NodeMaterialBlock {
  56216. private _lightId;
  56217. /**
  56218. * Gets or sets the light associated with this block
  56219. */
  56220. light: Nullable<Light>;
  56221. /**
  56222. * Create a new LightBlock
  56223. * @param name defines the block name
  56224. */
  56225. constructor(name: string);
  56226. /**
  56227. * Gets the current class name
  56228. * @returns the class name
  56229. */
  56230. getClassName(): string;
  56231. /**
  56232. * Gets the world position input component
  56233. */
  56234. readonly worldPosition: NodeMaterialConnectionPoint;
  56235. /**
  56236. * Gets the world normal input component
  56237. */
  56238. readonly worldNormal: NodeMaterialConnectionPoint;
  56239. /**
  56240. * Gets the camera (or eye) position component
  56241. */
  56242. readonly cameraPosition: NodeMaterialConnectionPoint;
  56243. /**
  56244. * Gets the diffuse output component
  56245. */
  56246. readonly diffuseOutput: NodeMaterialConnectionPoint;
  56247. /**
  56248. * Gets the specular output component
  56249. */
  56250. readonly specularOutput: NodeMaterialConnectionPoint;
  56251. autoConfigure(material: NodeMaterial): void;
  56252. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  56253. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  56254. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  56255. private _injectVertexCode;
  56256. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  56257. serialize(): any;
  56258. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  56259. }
  56260. }
  56261. declare module "babylonjs/Materials/Node/Blocks/Dual/index" {
  56262. export * from "babylonjs/Materials/Node/Blocks/Dual/fogBlock";
  56263. export * from "babylonjs/Materials/Node/Blocks/Dual/lightBlock";
  56264. export * from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  56265. export * from "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock";
  56266. }
  56267. declare module "babylonjs/Materials/Node/Blocks/Input/index" {
  56268. export * from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  56269. export * from "babylonjs/Materials/Node/Blocks/Input/animatedInputBlockTypes";
  56270. }
  56271. declare module "babylonjs/Materials/Node/Blocks/multiplyBlock" {
  56272. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56273. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56274. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56275. /**
  56276. * Block used to multiply 2 values
  56277. */
  56278. export class MultiplyBlock extends NodeMaterialBlock {
  56279. /**
  56280. * Creates a new MultiplyBlock
  56281. * @param name defines the block name
  56282. */
  56283. constructor(name: string);
  56284. /**
  56285. * Gets the current class name
  56286. * @returns the class name
  56287. */
  56288. getClassName(): string;
  56289. /**
  56290. * Gets the left operand input component
  56291. */
  56292. readonly left: NodeMaterialConnectionPoint;
  56293. /**
  56294. * Gets the right operand input component
  56295. */
  56296. readonly right: NodeMaterialConnectionPoint;
  56297. /**
  56298. * Gets the output component
  56299. */
  56300. readonly output: NodeMaterialConnectionPoint;
  56301. protected _buildBlock(state: NodeMaterialBuildState): this;
  56302. }
  56303. }
  56304. declare module "babylonjs/Materials/Node/Blocks/addBlock" {
  56305. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56306. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56307. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56308. /**
  56309. * Block used to add 2 vectors
  56310. */
  56311. export class AddBlock extends NodeMaterialBlock {
  56312. /**
  56313. * Creates a new AddBlock
  56314. * @param name defines the block name
  56315. */
  56316. constructor(name: string);
  56317. /**
  56318. * Gets the current class name
  56319. * @returns the class name
  56320. */
  56321. getClassName(): string;
  56322. /**
  56323. * Gets the left operand input component
  56324. */
  56325. readonly left: NodeMaterialConnectionPoint;
  56326. /**
  56327. * Gets the right operand input component
  56328. */
  56329. readonly right: NodeMaterialConnectionPoint;
  56330. /**
  56331. * Gets the output component
  56332. */
  56333. readonly output: NodeMaterialConnectionPoint;
  56334. protected _buildBlock(state: NodeMaterialBuildState): this;
  56335. }
  56336. }
  56337. declare module "babylonjs/Materials/Node/Blocks/scaleBlock" {
  56338. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56339. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56340. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56341. /**
  56342. * Block used to scale a vector by a float
  56343. */
  56344. export class ScaleBlock extends NodeMaterialBlock {
  56345. /**
  56346. * Creates a new ScaleBlock
  56347. * @param name defines the block name
  56348. */
  56349. constructor(name: string);
  56350. /**
  56351. * Gets the current class name
  56352. * @returns the class name
  56353. */
  56354. getClassName(): string;
  56355. /**
  56356. * Gets the input component
  56357. */
  56358. readonly input: NodeMaterialConnectionPoint;
  56359. /**
  56360. * Gets the factor input component
  56361. */
  56362. readonly factor: NodeMaterialConnectionPoint;
  56363. /**
  56364. * Gets the output component
  56365. */
  56366. readonly output: NodeMaterialConnectionPoint;
  56367. protected _buildBlock(state: NodeMaterialBuildState): this;
  56368. }
  56369. }
  56370. declare module "babylonjs/Materials/Node/Blocks/clampBlock" {
  56371. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56372. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56373. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56374. import { Scene } from "babylonjs/scene";
  56375. /**
  56376. * Block used to clamp a float
  56377. */
  56378. export class ClampBlock extends NodeMaterialBlock {
  56379. /** Gets or sets the minimum range */
  56380. minimum: number;
  56381. /** Gets or sets the maximum range */
  56382. maximum: number;
  56383. /**
  56384. * Creates a new ClampBlock
  56385. * @param name defines the block name
  56386. */
  56387. constructor(name: string);
  56388. /**
  56389. * Gets the current class name
  56390. * @returns the class name
  56391. */
  56392. getClassName(): string;
  56393. /**
  56394. * Gets the value input component
  56395. */
  56396. readonly value: NodeMaterialConnectionPoint;
  56397. /**
  56398. * Gets the output component
  56399. */
  56400. readonly output: NodeMaterialConnectionPoint;
  56401. protected _buildBlock(state: NodeMaterialBuildState): this;
  56402. protected _dumpPropertiesCode(): string;
  56403. serialize(): any;
  56404. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  56405. }
  56406. }
  56407. declare module "babylonjs/Materials/Node/Blocks/crossBlock" {
  56408. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56409. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56410. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56411. /**
  56412. * Block used to apply a cross product between 2 vectors
  56413. */
  56414. export class CrossBlock extends NodeMaterialBlock {
  56415. /**
  56416. * Creates a new CrossBlock
  56417. * @param name defines the block name
  56418. */
  56419. constructor(name: string);
  56420. /**
  56421. * Gets the current class name
  56422. * @returns the class name
  56423. */
  56424. getClassName(): string;
  56425. /**
  56426. * Gets the left operand input component
  56427. */
  56428. readonly left: NodeMaterialConnectionPoint;
  56429. /**
  56430. * Gets the right operand input component
  56431. */
  56432. readonly right: NodeMaterialConnectionPoint;
  56433. /**
  56434. * Gets the output component
  56435. */
  56436. readonly output: NodeMaterialConnectionPoint;
  56437. protected _buildBlock(state: NodeMaterialBuildState): this;
  56438. }
  56439. }
  56440. declare module "babylonjs/Materials/Node/Blocks/dotBlock" {
  56441. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56442. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56443. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56444. /**
  56445. * Block used to apply a dot product between 2 vectors
  56446. */
  56447. export class DotBlock extends NodeMaterialBlock {
  56448. /**
  56449. * Creates a new DotBlock
  56450. * @param name defines the block name
  56451. */
  56452. constructor(name: string);
  56453. /**
  56454. * Gets the current class name
  56455. * @returns the class name
  56456. */
  56457. getClassName(): string;
  56458. /**
  56459. * Gets the left operand input component
  56460. */
  56461. readonly left: NodeMaterialConnectionPoint;
  56462. /**
  56463. * Gets the right operand input component
  56464. */
  56465. readonly right: NodeMaterialConnectionPoint;
  56466. /**
  56467. * Gets the output component
  56468. */
  56469. readonly output: NodeMaterialConnectionPoint;
  56470. protected _buildBlock(state: NodeMaterialBuildState): this;
  56471. }
  56472. }
  56473. declare module "babylonjs/Materials/Node/Blocks/remapBlock" {
  56474. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56475. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56476. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56477. import { Vector2 } from "babylonjs/Maths/math.vector";
  56478. import { Scene } from "babylonjs/scene";
  56479. /**
  56480. * Block used to remap a float from a range to a new one
  56481. */
  56482. export class RemapBlock extends NodeMaterialBlock {
  56483. /**
  56484. * Gets or sets the source range
  56485. */
  56486. sourceRange: Vector2;
  56487. /**
  56488. * Gets or sets the target range
  56489. */
  56490. targetRange: Vector2;
  56491. /**
  56492. * Creates a new RemapBlock
  56493. * @param name defines the block name
  56494. */
  56495. constructor(name: string);
  56496. /**
  56497. * Gets the current class name
  56498. * @returns the class name
  56499. */
  56500. getClassName(): string;
  56501. /**
  56502. * Gets the input component
  56503. */
  56504. readonly input: NodeMaterialConnectionPoint;
  56505. /**
  56506. * Gets the source min input component
  56507. */
  56508. readonly sourceMin: NodeMaterialConnectionPoint;
  56509. /**
  56510. * Gets the source max input component
  56511. */
  56512. readonly sourceMax: NodeMaterialConnectionPoint;
  56513. /**
  56514. * Gets the target min input component
  56515. */
  56516. readonly targetMin: NodeMaterialConnectionPoint;
  56517. /**
  56518. * Gets the target max input component
  56519. */
  56520. readonly targetMax: NodeMaterialConnectionPoint;
  56521. /**
  56522. * Gets the output component
  56523. */
  56524. readonly output: NodeMaterialConnectionPoint;
  56525. protected _buildBlock(state: NodeMaterialBuildState): this;
  56526. protected _dumpPropertiesCode(): string;
  56527. serialize(): any;
  56528. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  56529. }
  56530. }
  56531. declare module "babylonjs/Materials/Node/Blocks/normalizeBlock" {
  56532. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56533. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56534. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56535. /**
  56536. * Block used to normalize a vector
  56537. */
  56538. export class NormalizeBlock extends NodeMaterialBlock {
  56539. /**
  56540. * Creates a new NormalizeBlock
  56541. * @param name defines the block name
  56542. */
  56543. constructor(name: string);
  56544. /**
  56545. * Gets the current class name
  56546. * @returns the class name
  56547. */
  56548. getClassName(): string;
  56549. /**
  56550. * Gets the input component
  56551. */
  56552. readonly input: NodeMaterialConnectionPoint;
  56553. /**
  56554. * Gets the output component
  56555. */
  56556. readonly output: NodeMaterialConnectionPoint;
  56557. protected _buildBlock(state: NodeMaterialBuildState): this;
  56558. }
  56559. }
  56560. declare module "babylonjs/Materials/Node/Blocks/trigonometryBlock" {
  56561. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56562. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56563. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56564. import { Scene } from "babylonjs/scene";
  56565. /**
  56566. * Operations supported by the Trigonometry block
  56567. */
  56568. export enum TrigonometryBlockOperations {
  56569. /** Cos */
  56570. Cos = 0,
  56571. /** Sin */
  56572. Sin = 1,
  56573. /** Abs */
  56574. Abs = 2,
  56575. /** Exp */
  56576. Exp = 3,
  56577. /** Exp2 */
  56578. Exp2 = 4,
  56579. /** Round */
  56580. Round = 5,
  56581. /** Floor */
  56582. Floor = 6,
  56583. /** Ceiling */
  56584. Ceiling = 7
  56585. }
  56586. /**
  56587. * Block used to apply trigonometry operation to floats
  56588. */
  56589. export class TrigonometryBlock extends NodeMaterialBlock {
  56590. /**
  56591. * Gets or sets the operation applied by the block
  56592. */
  56593. operation: TrigonometryBlockOperations;
  56594. /**
  56595. * Creates a new TrigonometryBlock
  56596. * @param name defines the block name
  56597. */
  56598. constructor(name: string);
  56599. /**
  56600. * Gets the current class name
  56601. * @returns the class name
  56602. */
  56603. getClassName(): string;
  56604. /**
  56605. * Gets the input component
  56606. */
  56607. readonly input: NodeMaterialConnectionPoint;
  56608. /**
  56609. * Gets the output component
  56610. */
  56611. readonly output: NodeMaterialConnectionPoint;
  56612. protected _buildBlock(state: NodeMaterialBuildState): this;
  56613. serialize(): any;
  56614. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  56615. }
  56616. }
  56617. declare module "babylonjs/Materials/Node/Blocks/colorMergerBlock" {
  56618. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56619. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56620. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56621. /**
  56622. * Block used to create a Color3/4 out of individual inputs (one for each component)
  56623. */
  56624. export class ColorMergerBlock extends NodeMaterialBlock {
  56625. /**
  56626. * Create a new ColorMergerBlock
  56627. * @param name defines the block name
  56628. */
  56629. constructor(name: string);
  56630. /**
  56631. * Gets the current class name
  56632. * @returns the class name
  56633. */
  56634. getClassName(): string;
  56635. /**
  56636. * Gets the r component (input)
  56637. */
  56638. readonly r: NodeMaterialConnectionPoint;
  56639. /**
  56640. * Gets the g component (input)
  56641. */
  56642. readonly g: NodeMaterialConnectionPoint;
  56643. /**
  56644. * Gets the b component (input)
  56645. */
  56646. readonly b: NodeMaterialConnectionPoint;
  56647. /**
  56648. * Gets the a component (input)
  56649. */
  56650. readonly a: NodeMaterialConnectionPoint;
  56651. /**
  56652. * Gets the rgba component (output)
  56653. */
  56654. readonly rgba: NodeMaterialConnectionPoint;
  56655. /**
  56656. * Gets the rgb component (output)
  56657. */
  56658. readonly rgb: NodeMaterialConnectionPoint;
  56659. protected _buildBlock(state: NodeMaterialBuildState): this;
  56660. }
  56661. }
  56662. declare module "babylonjs/Materials/Node/Blocks/vectorMergerBlock" {
  56663. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56664. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56665. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56666. /**
  56667. * Block used to create a Vector2/3/4 out of individual inputs (one for each component)
  56668. */
  56669. export class VectorMergerBlock extends NodeMaterialBlock {
  56670. /**
  56671. * Create a new VectorMergerBlock
  56672. * @param name defines the block name
  56673. */
  56674. constructor(name: string);
  56675. /**
  56676. * Gets the current class name
  56677. * @returns the class name
  56678. */
  56679. getClassName(): string;
  56680. /**
  56681. * Gets the x component (input)
  56682. */
  56683. readonly x: NodeMaterialConnectionPoint;
  56684. /**
  56685. * Gets the y component (input)
  56686. */
  56687. readonly y: NodeMaterialConnectionPoint;
  56688. /**
  56689. * Gets the z component (input)
  56690. */
  56691. readonly z: NodeMaterialConnectionPoint;
  56692. /**
  56693. * Gets the w component (input)
  56694. */
  56695. readonly w: NodeMaterialConnectionPoint;
  56696. /**
  56697. * Gets the xyzw component (output)
  56698. */
  56699. readonly xyzw: NodeMaterialConnectionPoint;
  56700. /**
  56701. * Gets the xyz component (output)
  56702. */
  56703. readonly xyz: NodeMaterialConnectionPoint;
  56704. /**
  56705. * Gets the xy component (output)
  56706. */
  56707. readonly xy: NodeMaterialConnectionPoint;
  56708. protected _buildBlock(state: NodeMaterialBuildState): this;
  56709. }
  56710. }
  56711. declare module "babylonjs/Materials/Node/Blocks/colorSplitterBlock" {
  56712. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56713. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56714. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56715. /**
  56716. * Block used to expand a Color3/4 into 4 outputs (one for each component)
  56717. */
  56718. export class ColorSplitterBlock extends NodeMaterialBlock {
  56719. /**
  56720. * Create a new ColorSplitterBlock
  56721. * @param name defines the block name
  56722. */
  56723. constructor(name: string);
  56724. /**
  56725. * Gets the current class name
  56726. * @returns the class name
  56727. */
  56728. getClassName(): string;
  56729. /**
  56730. * Gets the rgba component (input)
  56731. */
  56732. readonly rgba: NodeMaterialConnectionPoint;
  56733. /**
  56734. * Gets the rgb component (input)
  56735. */
  56736. readonly rgbIn: NodeMaterialConnectionPoint;
  56737. /**
  56738. * Gets the rgb component (output)
  56739. */
  56740. readonly rgbOut: NodeMaterialConnectionPoint;
  56741. /**
  56742. * Gets the r component (output)
  56743. */
  56744. readonly r: NodeMaterialConnectionPoint;
  56745. /**
  56746. * Gets the g component (output)
  56747. */
  56748. readonly g: NodeMaterialConnectionPoint;
  56749. /**
  56750. * Gets the b component (output)
  56751. */
  56752. readonly b: NodeMaterialConnectionPoint;
  56753. /**
  56754. * Gets the a component (output)
  56755. */
  56756. readonly a: NodeMaterialConnectionPoint;
  56757. protected _inputRename(name: string): string;
  56758. protected _outputRename(name: string): string;
  56759. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  56760. }
  56761. }
  56762. declare module "babylonjs/Materials/Node/Blocks/vectorSplitterBlock" {
  56763. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56764. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56765. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56766. /**
  56767. * Block used to expand a Vector3/4 into 4 outputs (one for each component)
  56768. */
  56769. export class VectorSplitterBlock extends NodeMaterialBlock {
  56770. /**
  56771. * Create a new VectorSplitterBlock
  56772. * @param name defines the block name
  56773. */
  56774. constructor(name: string);
  56775. /**
  56776. * Gets the current class name
  56777. * @returns the class name
  56778. */
  56779. getClassName(): string;
  56780. /**
  56781. * Gets the xyzw component (input)
  56782. */
  56783. readonly xyzw: NodeMaterialConnectionPoint;
  56784. /**
  56785. * Gets the xyz component (input)
  56786. */
  56787. readonly xyzIn: NodeMaterialConnectionPoint;
  56788. /**
  56789. * Gets the xy component (input)
  56790. */
  56791. readonly xyIn: NodeMaterialConnectionPoint;
  56792. /**
  56793. * Gets the xyz component (output)
  56794. */
  56795. readonly xyzOut: NodeMaterialConnectionPoint;
  56796. /**
  56797. * Gets the xy component (output)
  56798. */
  56799. readonly xyOut: NodeMaterialConnectionPoint;
  56800. /**
  56801. * Gets the x component (output)
  56802. */
  56803. readonly x: NodeMaterialConnectionPoint;
  56804. /**
  56805. * Gets the y component (output)
  56806. */
  56807. readonly y: NodeMaterialConnectionPoint;
  56808. /**
  56809. * Gets the z component (output)
  56810. */
  56811. readonly z: NodeMaterialConnectionPoint;
  56812. /**
  56813. * Gets the w component (output)
  56814. */
  56815. readonly w: NodeMaterialConnectionPoint;
  56816. protected _inputRename(name: string): string;
  56817. protected _outputRename(name: string): string;
  56818. protected _buildBlock(state: NodeMaterialBuildState): this;
  56819. }
  56820. }
  56821. declare module "babylonjs/Materials/Node/Blocks/lerpBlock" {
  56822. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56823. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56824. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56825. /**
  56826. * Block used to lerp 2 values
  56827. */
  56828. export class LerpBlock extends NodeMaterialBlock {
  56829. /**
  56830. * Creates a new LerpBlock
  56831. * @param name defines the block name
  56832. */
  56833. constructor(name: string);
  56834. /**
  56835. * Gets the current class name
  56836. * @returns the class name
  56837. */
  56838. getClassName(): string;
  56839. /**
  56840. * Gets the left operand input component
  56841. */
  56842. readonly left: NodeMaterialConnectionPoint;
  56843. /**
  56844. * Gets the right operand input component
  56845. */
  56846. readonly right: NodeMaterialConnectionPoint;
  56847. /**
  56848. * Gets the gradient operand input component
  56849. */
  56850. readonly gradient: NodeMaterialConnectionPoint;
  56851. /**
  56852. * Gets the output component
  56853. */
  56854. readonly output: NodeMaterialConnectionPoint;
  56855. protected _buildBlock(state: NodeMaterialBuildState): this;
  56856. }
  56857. }
  56858. declare module "babylonjs/Materials/Node/Blocks/divideBlock" {
  56859. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56860. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56861. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56862. /**
  56863. * Block used to divide 2 vectors
  56864. */
  56865. export class DivideBlock extends NodeMaterialBlock {
  56866. /**
  56867. * Creates a new DivideBlock
  56868. * @param name defines the block name
  56869. */
  56870. constructor(name: string);
  56871. /**
  56872. * Gets the current class name
  56873. * @returns the class name
  56874. */
  56875. getClassName(): string;
  56876. /**
  56877. * Gets the left operand input component
  56878. */
  56879. readonly left: NodeMaterialConnectionPoint;
  56880. /**
  56881. * Gets the right operand input component
  56882. */
  56883. readonly right: NodeMaterialConnectionPoint;
  56884. /**
  56885. * Gets the output component
  56886. */
  56887. readonly output: NodeMaterialConnectionPoint;
  56888. protected _buildBlock(state: NodeMaterialBuildState): this;
  56889. }
  56890. }
  56891. declare module "babylonjs/Materials/Node/Blocks/subtractBlock" {
  56892. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56893. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56894. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56895. /**
  56896. * Block used to subtract 2 vectors
  56897. */
  56898. export class SubtractBlock extends NodeMaterialBlock {
  56899. /**
  56900. * Creates a new SubtractBlock
  56901. * @param name defines the block name
  56902. */
  56903. constructor(name: string);
  56904. /**
  56905. * Gets the current class name
  56906. * @returns the class name
  56907. */
  56908. getClassName(): string;
  56909. /**
  56910. * Gets the left operand input component
  56911. */
  56912. readonly left: NodeMaterialConnectionPoint;
  56913. /**
  56914. * Gets the right operand input component
  56915. */
  56916. readonly right: NodeMaterialConnectionPoint;
  56917. /**
  56918. * Gets the output component
  56919. */
  56920. readonly output: NodeMaterialConnectionPoint;
  56921. protected _buildBlock(state: NodeMaterialBuildState): this;
  56922. }
  56923. }
  56924. declare module "babylonjs/Materials/Node/Blocks/stepBlock" {
  56925. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56926. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56927. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56928. /**
  56929. * Block used to step a value
  56930. */
  56931. export class StepBlock extends NodeMaterialBlock {
  56932. /**
  56933. * Creates a new AddBlock
  56934. * @param name defines the block name
  56935. */
  56936. constructor(name: string);
  56937. /**
  56938. * Gets the current class name
  56939. * @returns the class name
  56940. */
  56941. getClassName(): string;
  56942. /**
  56943. * Gets the value operand input component
  56944. */
  56945. readonly value: NodeMaterialConnectionPoint;
  56946. /**
  56947. * Gets the edge operand input component
  56948. */
  56949. readonly edge: NodeMaterialConnectionPoint;
  56950. /**
  56951. * Gets the output component
  56952. */
  56953. readonly output: NodeMaterialConnectionPoint;
  56954. protected _buildBlock(state: NodeMaterialBuildState): this;
  56955. }
  56956. }
  56957. declare module "babylonjs/Materials/Node/Blocks/oneMinusBlock" {
  56958. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56959. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56960. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56961. /**
  56962. * Block used to get the opposite (1 - x) of a value
  56963. */
  56964. export class OneMinusBlock extends NodeMaterialBlock {
  56965. /**
  56966. * Creates a new OneMinusBlock
  56967. * @param name defines the block name
  56968. */
  56969. constructor(name: string);
  56970. /**
  56971. * Gets the current class name
  56972. * @returns the class name
  56973. */
  56974. getClassName(): string;
  56975. /**
  56976. * Gets the input component
  56977. */
  56978. readonly input: NodeMaterialConnectionPoint;
  56979. /**
  56980. * Gets the output component
  56981. */
  56982. readonly output: NodeMaterialConnectionPoint;
  56983. protected _buildBlock(state: NodeMaterialBuildState): this;
  56984. }
  56985. }
  56986. declare module "babylonjs/Materials/Node/Blocks/viewDirectionBlock" {
  56987. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56988. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56989. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56990. import { NodeMaterial } from "babylonjs/Materials/Node/nodeMaterial";
  56991. /**
  56992. * Block used to get the view direction
  56993. */
  56994. export class ViewDirectionBlock extends NodeMaterialBlock {
  56995. /**
  56996. * Creates a new ViewDirectionBlock
  56997. * @param name defines the block name
  56998. */
  56999. constructor(name: string);
  57000. /**
  57001. * Gets the current class name
  57002. * @returns the class name
  57003. */
  57004. getClassName(): string;
  57005. /**
  57006. * Gets the world position component
  57007. */
  57008. readonly worldPosition: NodeMaterialConnectionPoint;
  57009. /**
  57010. * Gets the camera position component
  57011. */
  57012. readonly cameraPosition: NodeMaterialConnectionPoint;
  57013. /**
  57014. * Gets the output component
  57015. */
  57016. readonly output: NodeMaterialConnectionPoint;
  57017. autoConfigure(material: NodeMaterial): void;
  57018. protected _buildBlock(state: NodeMaterialBuildState): this;
  57019. }
  57020. }
  57021. declare module "babylonjs/Materials/Node/Blocks/fresnelBlock" {
  57022. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57023. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57024. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57025. import { NodeMaterial } from "babylonjs/Materials/Node/nodeMaterial";
  57026. import "babylonjs/Shaders/ShadersInclude/fresnelFunction";
  57027. /**
  57028. * Block used to compute fresnel value
  57029. */
  57030. export class FresnelBlock extends NodeMaterialBlock {
  57031. /**
  57032. * Create a new FresnelBlock
  57033. * @param name defines the block name
  57034. */
  57035. constructor(name: string);
  57036. /**
  57037. * Gets the current class name
  57038. * @returns the class name
  57039. */
  57040. getClassName(): string;
  57041. /**
  57042. * Gets the world normal input component
  57043. */
  57044. readonly worldNormal: NodeMaterialConnectionPoint;
  57045. /**
  57046. * Gets the view direction input component
  57047. */
  57048. readonly viewDirection: NodeMaterialConnectionPoint;
  57049. /**
  57050. * Gets the bias input component
  57051. */
  57052. readonly bias: NodeMaterialConnectionPoint;
  57053. /**
  57054. * Gets the camera (or eye) position component
  57055. */
  57056. readonly power: NodeMaterialConnectionPoint;
  57057. /**
  57058. * Gets the fresnel output component
  57059. */
  57060. readonly fresnel: NodeMaterialConnectionPoint;
  57061. autoConfigure(material: NodeMaterial): void;
  57062. protected _buildBlock(state: NodeMaterialBuildState): this;
  57063. }
  57064. }
  57065. declare module "babylonjs/Materials/Node/Blocks/maxBlock" {
  57066. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57067. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57068. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57069. /**
  57070. * Block used to get the max of 2 values
  57071. */
  57072. export class MaxBlock extends NodeMaterialBlock {
  57073. /**
  57074. * Creates a new MaxBlock
  57075. * @param name defines the block name
  57076. */
  57077. constructor(name: string);
  57078. /**
  57079. * Gets the current class name
  57080. * @returns the class name
  57081. */
  57082. getClassName(): string;
  57083. /**
  57084. * Gets the left operand input component
  57085. */
  57086. readonly left: NodeMaterialConnectionPoint;
  57087. /**
  57088. * Gets the right operand input component
  57089. */
  57090. readonly right: NodeMaterialConnectionPoint;
  57091. /**
  57092. * Gets the output component
  57093. */
  57094. readonly output: NodeMaterialConnectionPoint;
  57095. protected _buildBlock(state: NodeMaterialBuildState): this;
  57096. }
  57097. }
  57098. declare module "babylonjs/Materials/Node/Blocks/minBlock" {
  57099. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57100. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57101. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57102. /**
  57103. * Block used to get the min of 2 values
  57104. */
  57105. export class MinBlock extends NodeMaterialBlock {
  57106. /**
  57107. * Creates a new MinBlock
  57108. * @param name defines the block name
  57109. */
  57110. constructor(name: string);
  57111. /**
  57112. * Gets the current class name
  57113. * @returns the class name
  57114. */
  57115. getClassName(): string;
  57116. /**
  57117. * Gets the left operand input component
  57118. */
  57119. readonly left: NodeMaterialConnectionPoint;
  57120. /**
  57121. * Gets the right operand input component
  57122. */
  57123. readonly right: NodeMaterialConnectionPoint;
  57124. /**
  57125. * Gets the output component
  57126. */
  57127. readonly output: NodeMaterialConnectionPoint;
  57128. protected _buildBlock(state: NodeMaterialBuildState): this;
  57129. }
  57130. }
  57131. declare module "babylonjs/Materials/Node/Blocks/distanceBlock" {
  57132. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57133. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57134. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57135. /**
  57136. * Block used to get the distance between 2 values
  57137. */
  57138. export class DistanceBlock extends NodeMaterialBlock {
  57139. /**
  57140. * Creates a new DistanceBlock
  57141. * @param name defines the block name
  57142. */
  57143. constructor(name: string);
  57144. /**
  57145. * Gets the current class name
  57146. * @returns the class name
  57147. */
  57148. getClassName(): string;
  57149. /**
  57150. * Gets the left operand input component
  57151. */
  57152. readonly left: NodeMaterialConnectionPoint;
  57153. /**
  57154. * Gets the right operand input component
  57155. */
  57156. readonly right: NodeMaterialConnectionPoint;
  57157. /**
  57158. * Gets the output component
  57159. */
  57160. readonly output: NodeMaterialConnectionPoint;
  57161. protected _buildBlock(state: NodeMaterialBuildState): this;
  57162. }
  57163. }
  57164. declare module "babylonjs/Materials/Node/Blocks/lengthBlock" {
  57165. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57166. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57167. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57168. /**
  57169. * Block used to get the length of a vector
  57170. */
  57171. export class LengthBlock extends NodeMaterialBlock {
  57172. /**
  57173. * Creates a new LengthBlock
  57174. * @param name defines the block name
  57175. */
  57176. constructor(name: string);
  57177. /**
  57178. * Gets the current class name
  57179. * @returns the class name
  57180. */
  57181. getClassName(): string;
  57182. /**
  57183. * Gets the value input component
  57184. */
  57185. readonly value: NodeMaterialConnectionPoint;
  57186. /**
  57187. * Gets the output component
  57188. */
  57189. readonly output: NodeMaterialConnectionPoint;
  57190. protected _buildBlock(state: NodeMaterialBuildState): this;
  57191. }
  57192. }
  57193. declare module "babylonjs/Materials/Node/Blocks/negateBlock" {
  57194. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57195. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57196. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57197. /**
  57198. * Block used to get negative version of a value (i.e. x * -1)
  57199. */
  57200. export class NegateBlock extends NodeMaterialBlock {
  57201. /**
  57202. * Creates a new NegateBlock
  57203. * @param name defines the block name
  57204. */
  57205. constructor(name: string);
  57206. /**
  57207. * Gets the current class name
  57208. * @returns the class name
  57209. */
  57210. getClassName(): string;
  57211. /**
  57212. * Gets the value input component
  57213. */
  57214. readonly value: NodeMaterialConnectionPoint;
  57215. /**
  57216. * Gets the output component
  57217. */
  57218. readonly output: NodeMaterialConnectionPoint;
  57219. protected _buildBlock(state: NodeMaterialBuildState): this;
  57220. }
  57221. }
  57222. declare module "babylonjs/Materials/Node/Blocks/index" {
  57223. export * from "babylonjs/Materials/Node/Blocks/Vertex/index";
  57224. export * from "babylonjs/Materials/Node/Blocks/Fragment/index";
  57225. export * from "babylonjs/Materials/Node/Blocks/Dual/index";
  57226. export * from "babylonjs/Materials/Node/Blocks/Input/index";
  57227. export * from "babylonjs/Materials/Node/Blocks/multiplyBlock";
  57228. export * from "babylonjs/Materials/Node/Blocks/addBlock";
  57229. export * from "babylonjs/Materials/Node/Blocks/scaleBlock";
  57230. export * from "babylonjs/Materials/Node/Blocks/clampBlock";
  57231. export * from "babylonjs/Materials/Node/Blocks/crossBlock";
  57232. export * from "babylonjs/Materials/Node/Blocks/dotBlock";
  57233. export * from "babylonjs/Materials/Node/Blocks/transformBlock";
  57234. export * from "babylonjs/Materials/Node/Blocks/remapBlock";
  57235. export * from "babylonjs/Materials/Node/Blocks/normalizeBlock";
  57236. export * from "babylonjs/Materials/Node/Blocks/trigonometryBlock";
  57237. export * from "babylonjs/Materials/Node/Blocks/colorMergerBlock";
  57238. export * from "babylonjs/Materials/Node/Blocks/vectorMergerBlock";
  57239. export * from "babylonjs/Materials/Node/Blocks/colorSplitterBlock";
  57240. export * from "babylonjs/Materials/Node/Blocks/vectorSplitterBlock";
  57241. export * from "babylonjs/Materials/Node/Blocks/lerpBlock";
  57242. export * from "babylonjs/Materials/Node/Blocks/divideBlock";
  57243. export * from "babylonjs/Materials/Node/Blocks/subtractBlock";
  57244. export * from "babylonjs/Materials/Node/Blocks/stepBlock";
  57245. export * from "babylonjs/Materials/Node/Blocks/oneMinusBlock";
  57246. export * from "babylonjs/Materials/Node/Blocks/viewDirectionBlock";
  57247. export * from "babylonjs/Materials/Node/Blocks/fresnelBlock";
  57248. export * from "babylonjs/Materials/Node/Blocks/maxBlock";
  57249. export * from "babylonjs/Materials/Node/Blocks/minBlock";
  57250. export * from "babylonjs/Materials/Node/Blocks/distanceBlock";
  57251. export * from "babylonjs/Materials/Node/Blocks/lengthBlock";
  57252. export * from "babylonjs/Materials/Node/Blocks/negateBlock";
  57253. }
  57254. declare module "babylonjs/Materials/Node/Optimizers/index" {
  57255. export * from "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer";
  57256. }
  57257. declare module "babylonjs/Materials/Node/index" {
  57258. export * from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  57259. export * from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  57260. export * from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57261. export * from "babylonjs/Materials/Node/nodeMaterialBlock";
  57262. export * from "babylonjs/Materials/Node/nodeMaterial";
  57263. export * from "babylonjs/Materials/Node/nodeMaterialSystemValues";
  57264. export * from "babylonjs/Materials/Node/Blocks/index";
  57265. export * from "babylonjs/Materials/Node/Optimizers/index";
  57266. }
  57267. declare module "babylonjs/Materials/effectRenderer" {
  57268. import { Nullable } from "babylonjs/types";
  57269. import { Texture } from "babylonjs/Materials/Textures/texture";
  57270. import { Engine } from "babylonjs/Engines/engine";
  57271. import { Viewport } from "babylonjs/Maths/math.viewport";
  57272. import { Observable } from "babylonjs/Misc/observable";
  57273. import { Effect } from "babylonjs/Materials/effect";
  57274. import "babylonjs/Shaders/postprocess.vertex";
  57275. /**
  57276. * Effect Render Options
  57277. */
  57278. export interface IEffectRendererOptions {
  57279. /**
  57280. * Defines the vertices positions.
  57281. */
  57282. positions?: number[];
  57283. /**
  57284. * Defines the indices.
  57285. */
  57286. indices?: number[];
  57287. }
  57288. /**
  57289. * Helper class to render one or more effects
  57290. */
  57291. export class EffectRenderer {
  57292. private engine;
  57293. private static _DefaultOptions;
  57294. private _vertexBuffers;
  57295. private _indexBuffer;
  57296. private _ringBufferIndex;
  57297. private _ringScreenBuffer;
  57298. private _fullscreenViewport;
  57299. private _getNextFrameBuffer;
  57300. /**
  57301. * Creates an effect renderer
  57302. * @param engine the engine to use for rendering
  57303. * @param options defines the options of the effect renderer
  57304. */
  57305. constructor(engine: Engine, options?: IEffectRendererOptions);
  57306. /**
  57307. * Sets the current viewport in normalized coordinates 0-1
  57308. * @param viewport Defines the viewport to set (defaults to 0 0 1 1)
  57309. */
  57310. setViewport(viewport?: Viewport): void;
  57311. /**
  57312. * Binds the embedded attributes buffer to the effect.
  57313. * @param effect Defines the effect to bind the attributes for
  57314. */
  57315. bindBuffers(effect: Effect): void;
  57316. /**
  57317. * Sets the current effect wrapper to use during draw.
  57318. * The effect needs to be ready before calling this api.
  57319. * This also sets the default full screen position attribute.
  57320. * @param effectWrapper Defines the effect to draw with
  57321. */
  57322. applyEffectWrapper(effectWrapper: EffectWrapper): void;
  57323. /**
  57324. * Draws a full screen quad.
  57325. */
  57326. draw(): void;
  57327. /**
  57328. * renders one or more effects to a specified texture
  57329. * @param effectWrappers list of effects to renderer
  57330. * @param outputTexture texture to draw to, if null it will render to the screen
  57331. */
  57332. render(effectWrappers: Array<EffectWrapper> | EffectWrapper, outputTexture?: Nullable<Texture>): void;
  57333. /**
  57334. * Disposes of the effect renderer
  57335. */
  57336. dispose(): void;
  57337. }
  57338. /**
  57339. * Options to create an EffectWrapper
  57340. */
  57341. interface EffectWrapperCreationOptions {
  57342. /**
  57343. * Engine to use to create the effect
  57344. */
  57345. engine: Engine;
  57346. /**
  57347. * Fragment shader for the effect
  57348. */
  57349. fragmentShader: string;
  57350. /**
  57351. * Vertex shader for the effect
  57352. */
  57353. vertexShader?: string;
  57354. /**
  57355. * Attributes to use in the shader
  57356. */
  57357. attributeNames?: Array<string>;
  57358. /**
  57359. * Uniforms to use in the shader
  57360. */
  57361. uniformNames?: Array<string>;
  57362. /**
  57363. * Texture sampler names to use in the shader
  57364. */
  57365. samplerNames?: Array<string>;
  57366. /**
  57367. * The friendly name of the effect displayed in Spector.
  57368. */
  57369. name?: string;
  57370. }
  57371. /**
  57372. * Wraps an effect to be used for rendering
  57373. */
  57374. export class EffectWrapper {
  57375. /**
  57376. * Event that is fired right before the effect is drawn (should be used to update uniforms)
  57377. */
  57378. onApplyObservable: Observable<{}>;
  57379. /**
  57380. * The underlying effect
  57381. */
  57382. effect: Effect;
  57383. /**
  57384. * Creates an effect to be renderer
  57385. * @param creationOptions options to create the effect
  57386. */
  57387. constructor(creationOptions: EffectWrapperCreationOptions);
  57388. /**
  57389. * Disposes of the effect wrapper
  57390. */
  57391. dispose(): void;
  57392. }
  57393. }
  57394. declare module "babylonjs/Materials/index" {
  57395. export * from "babylonjs/Materials/Background/index";
  57396. export * from "babylonjs/Materials/colorCurves";
  57397. export * from "babylonjs/Materials/effect";
  57398. export * from "babylonjs/Materials/fresnelParameters";
  57399. export * from "babylonjs/Materials/imageProcessingConfiguration";
  57400. export * from "babylonjs/Materials/material";
  57401. export * from "babylonjs/Materials/materialDefines";
  57402. export * from "babylonjs/Materials/materialHelper";
  57403. export * from "babylonjs/Materials/multiMaterial";
  57404. export * from "babylonjs/Materials/PBR/index";
  57405. export * from "babylonjs/Materials/pushMaterial";
  57406. export * from "babylonjs/Materials/shaderMaterial";
  57407. export * from "babylonjs/Materials/standardMaterial";
  57408. export * from "babylonjs/Materials/Textures/index";
  57409. export * from "babylonjs/Materials/uniformBuffer";
  57410. export * from "babylonjs/Materials/materialFlags";
  57411. export * from "babylonjs/Materials/Node/index";
  57412. export * from "babylonjs/Materials/effectRenderer";
  57413. }
  57414. declare module "babylonjs/Maths/index" {
  57415. export * from "babylonjs/Maths/math.scalar";
  57416. export * from "babylonjs/Maths/math";
  57417. export * from "babylonjs/Maths/sphericalPolynomial";
  57418. }
  57419. declare module "babylonjs/Misc/workerPool" {
  57420. import { IDisposable } from "babylonjs/scene";
  57421. /**
  57422. * Helper class to push actions to a pool of workers.
  57423. */
  57424. export class WorkerPool implements IDisposable {
  57425. private _workerInfos;
  57426. private _pendingActions;
  57427. /**
  57428. * Constructor
  57429. * @param workers Array of workers to use for actions
  57430. */
  57431. constructor(workers: Array<Worker>);
  57432. /**
  57433. * Terminates all workers and clears any pending actions.
  57434. */
  57435. dispose(): void;
  57436. /**
  57437. * Pushes an action to the worker pool. If all the workers are active, the action will be
  57438. * pended until a worker has completed its action.
  57439. * @param action The action to perform. Call onComplete when the action is complete.
  57440. */
  57441. push(action: (worker: Worker, onComplete: () => void) => void): void;
  57442. private _execute;
  57443. }
  57444. }
  57445. declare module "babylonjs/Meshes/Compression/dracoCompression" {
  57446. import { IDisposable } from "babylonjs/scene";
  57447. import { VertexData } from "babylonjs/Meshes/mesh.vertexData";
  57448. /**
  57449. * Configuration for Draco compression
  57450. */
  57451. export interface IDracoCompressionConfiguration {
  57452. /**
  57453. * Configuration for the decoder.
  57454. */
  57455. decoder: {
  57456. /**
  57457. * The url to the WebAssembly module.
  57458. */
  57459. wasmUrl?: string;
  57460. /**
  57461. * The url to the WebAssembly binary.
  57462. */
  57463. wasmBinaryUrl?: string;
  57464. /**
  57465. * The url to the fallback JavaScript module.
  57466. */
  57467. fallbackUrl?: string;
  57468. };
  57469. }
  57470. /**
  57471. * Draco compression (https://google.github.io/draco/)
  57472. *
  57473. * This class wraps the Draco module.
  57474. *
  57475. * **Encoder**
  57476. *
  57477. * The encoder is not currently implemented.
  57478. *
  57479. * **Decoder**
  57480. *
  57481. * By default, the configuration points to a copy of the Draco decoder files for glTF from the babylon.js preview cdn https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js.
  57482. *
  57483. * To update the configuration, use the following code:
  57484. * ```javascript
  57485. * DracoCompression.Configuration = {
  57486. * decoder: {
  57487. * wasmUrl: "<url to the WebAssembly library>",
  57488. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  57489. * fallbackUrl: "<url to the fallback JavaScript library>",
  57490. * }
  57491. * };
  57492. * ```
  57493. *
  57494. * Draco has two versions, one for WebAssembly and one for JavaScript. The decoder configuration can be set to only support Webssembly or only support the JavaScript version.
  57495. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  57496. * Use `DracoCompression.DecoderAvailable` to determine if the decoder configuration is available for the current context.
  57497. *
  57498. * To decode Draco compressed data, get the default DracoCompression object and call decodeMeshAsync:
  57499. * ```javascript
  57500. * var vertexData = await DracoCompression.Default.decodeMeshAsync(data);
  57501. * ```
  57502. *
  57503. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  57504. */
  57505. export class DracoCompression implements IDisposable {
  57506. private _workerPoolPromise?;
  57507. private _decoderModulePromise?;
  57508. /**
  57509. * The configuration. Defaults to the following urls:
  57510. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  57511. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  57512. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  57513. */
  57514. static Configuration: IDracoCompressionConfiguration;
  57515. /**
  57516. * Returns true if the decoder configuration is available.
  57517. */
  57518. static readonly DecoderAvailable: boolean;
  57519. /**
  57520. * Default number of workers to create when creating the draco compression object.
  57521. */
  57522. static DefaultNumWorkers: number;
  57523. private static GetDefaultNumWorkers;
  57524. private static _Default;
  57525. /**
  57526. * Default instance for the draco compression object.
  57527. */
  57528. static readonly Default: DracoCompression;
  57529. /**
  57530. * Constructor
  57531. * @param numWorkers The number of workers for async operations. Specify `0` to disable web workers and run synchronously in the current context.
  57532. */
  57533. constructor(numWorkers?: number);
  57534. /**
  57535. * Stop all async operations and release resources.
  57536. */
  57537. dispose(): void;
  57538. /**
  57539. * Returns a promise that resolves when ready. Call this manually to ensure draco compression is ready before use.
  57540. * @returns a promise that resolves when ready
  57541. */
  57542. whenReadyAsync(): Promise<void>;
  57543. /**
  57544. * Decode Draco compressed mesh data to vertex data.
  57545. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  57546. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  57547. * @returns A promise that resolves with the decoded vertex data
  57548. */
  57549. decodeMeshAsync(data: ArrayBuffer | ArrayBufferView, attributes?: {
  57550. [kind: string]: number;
  57551. }): Promise<VertexData>;
  57552. }
  57553. }
  57554. declare module "babylonjs/Meshes/Compression/index" {
  57555. export * from "babylonjs/Meshes/Compression/dracoCompression";
  57556. }
  57557. declare module "babylonjs/Meshes/csg" {
  57558. import { Nullable } from "babylonjs/types";
  57559. import { Scene } from "babylonjs/scene";
  57560. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  57561. import { Mesh } from "babylonjs/Meshes/mesh";
  57562. import { Material } from "babylonjs/Materials/material";
  57563. /**
  57564. * Class for building Constructive Solid Geometry
  57565. */
  57566. export class CSG {
  57567. private polygons;
  57568. /**
  57569. * The world matrix
  57570. */
  57571. matrix: Matrix;
  57572. /**
  57573. * Stores the position
  57574. */
  57575. position: Vector3;
  57576. /**
  57577. * Stores the rotation
  57578. */
  57579. rotation: Vector3;
  57580. /**
  57581. * Stores the rotation quaternion
  57582. */
  57583. rotationQuaternion: Nullable<Quaternion>;
  57584. /**
  57585. * Stores the scaling vector
  57586. */
  57587. scaling: Vector3;
  57588. /**
  57589. * Convert the Mesh to CSG
  57590. * @param mesh The Mesh to convert to CSG
  57591. * @returns A new CSG from the Mesh
  57592. */
  57593. static FromMesh(mesh: Mesh): CSG;
  57594. /**
  57595. * Construct a CSG solid from a list of `CSG.Polygon` instances.
  57596. * @param polygons Polygons used to construct a CSG solid
  57597. */
  57598. private static FromPolygons;
  57599. /**
  57600. * Clones, or makes a deep copy, of the CSG
  57601. * @returns A new CSG
  57602. */
  57603. clone(): CSG;
  57604. /**
  57605. * Unions this CSG with another CSG
  57606. * @param csg The CSG to union against this CSG
  57607. * @returns The unioned CSG
  57608. */
  57609. union(csg: CSG): CSG;
  57610. /**
  57611. * Unions this CSG with another CSG in place
  57612. * @param csg The CSG to union against this CSG
  57613. */
  57614. unionInPlace(csg: CSG): void;
  57615. /**
  57616. * Subtracts this CSG with another CSG
  57617. * @param csg The CSG to subtract against this CSG
  57618. * @returns A new CSG
  57619. */
  57620. subtract(csg: CSG): CSG;
  57621. /**
  57622. * Subtracts this CSG with another CSG in place
  57623. * @param csg The CSG to subtact against this CSG
  57624. */
  57625. subtractInPlace(csg: CSG): void;
  57626. /**
  57627. * Intersect this CSG with another CSG
  57628. * @param csg The CSG to intersect against this CSG
  57629. * @returns A new CSG
  57630. */
  57631. intersect(csg: CSG): CSG;
  57632. /**
  57633. * Intersects this CSG with another CSG in place
  57634. * @param csg The CSG to intersect against this CSG
  57635. */
  57636. intersectInPlace(csg: CSG): void;
  57637. /**
  57638. * Return a new CSG solid with solid and empty space switched. This solid is
  57639. * not modified.
  57640. * @returns A new CSG solid with solid and empty space switched
  57641. */
  57642. inverse(): CSG;
  57643. /**
  57644. * Inverses the CSG in place
  57645. */
  57646. inverseInPlace(): void;
  57647. /**
  57648. * This is used to keep meshes transformations so they can be restored
  57649. * when we build back a Babylon Mesh
  57650. * NB : All CSG operations are performed in world coordinates
  57651. * @param csg The CSG to copy the transform attributes from
  57652. * @returns This CSG
  57653. */
  57654. copyTransformAttributes(csg: CSG): CSG;
  57655. /**
  57656. * Build Raw mesh from CSG
  57657. * Coordinates here are in world space
  57658. * @param name The name of the mesh geometry
  57659. * @param scene The Scene
  57660. * @param keepSubMeshes Specifies if the submeshes should be kept
  57661. * @returns A new Mesh
  57662. */
  57663. buildMeshGeometry(name: string, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  57664. /**
  57665. * Build Mesh from CSG taking material and transforms into account
  57666. * @param name The name of the Mesh
  57667. * @param material The material of the Mesh
  57668. * @param scene The Scene
  57669. * @param keepSubMeshes Specifies if submeshes should be kept
  57670. * @returns The new Mesh
  57671. */
  57672. toMesh(name: string, material?: Nullable<Material>, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  57673. }
  57674. }
  57675. declare module "babylonjs/Meshes/trailMesh" {
  57676. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57677. import { Mesh } from "babylonjs/Meshes/mesh";
  57678. import { Scene } from "babylonjs/scene";
  57679. /**
  57680. * Class used to create a trail following a mesh
  57681. */
  57682. export class TrailMesh extends Mesh {
  57683. private _generator;
  57684. private _autoStart;
  57685. private _running;
  57686. private _diameter;
  57687. private _length;
  57688. private _sectionPolygonPointsCount;
  57689. private _sectionVectors;
  57690. private _sectionNormalVectors;
  57691. private _beforeRenderObserver;
  57692. /**
  57693. * @constructor
  57694. * @param name The value used by scene.getMeshByName() to do a lookup.
  57695. * @param generator The mesh to generate a trail.
  57696. * @param scene The scene to add this mesh to.
  57697. * @param diameter Diameter of trailing mesh. Default is 1.
  57698. * @param length Length of trailing mesh. Default is 60.
  57699. * @param autoStart Automatically start trailing mesh. Default true.
  57700. */
  57701. constructor(name: string, generator: AbstractMesh, scene: Scene, diameter?: number, length?: number, autoStart?: boolean);
  57702. /**
  57703. * "TrailMesh"
  57704. * @returns "TrailMesh"
  57705. */
  57706. getClassName(): string;
  57707. private _createMesh;
  57708. /**
  57709. * Start trailing mesh.
  57710. */
  57711. start(): void;
  57712. /**
  57713. * Stop trailing mesh.
  57714. */
  57715. stop(): void;
  57716. /**
  57717. * Update trailing mesh geometry.
  57718. */
  57719. update(): void;
  57720. /**
  57721. * Returns a new TrailMesh object.
  57722. * @param name is a string, the name given to the new mesh
  57723. * @param newGenerator use new generator object for cloned trail mesh
  57724. * @returns a new mesh
  57725. */
  57726. clone(name: string | undefined, newGenerator: AbstractMesh): TrailMesh;
  57727. /**
  57728. * Serializes this trail mesh
  57729. * @param serializationObject object to write serialization to
  57730. */
  57731. serialize(serializationObject: any): void;
  57732. /**
  57733. * Parses a serialized trail mesh
  57734. * @param parsedMesh the serialized mesh
  57735. * @param scene the scene to create the trail mesh in
  57736. * @returns the created trail mesh
  57737. */
  57738. static Parse(parsedMesh: any, scene: Scene): TrailMesh;
  57739. }
  57740. }
  57741. declare module "babylonjs/Meshes/Builders/tiledBoxBuilder" {
  57742. import { Nullable } from "babylonjs/types";
  57743. import { Scene } from "babylonjs/scene";
  57744. import { Vector4 } from "babylonjs/Maths/math.vector";
  57745. import { Color4 } from "babylonjs/Maths/math.color";
  57746. import { Mesh } from "babylonjs/Meshes/mesh";
  57747. /**
  57748. * Class containing static functions to help procedurally build meshes
  57749. */
  57750. export class TiledBoxBuilder {
  57751. /**
  57752. * Creates a box mesh
  57753. * faceTiles sets the pattern, tile size and number of tiles for a face * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of 6 Color3 elements) and `faceUV` (an array of 6 Vector4 elements)
  57754. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  57755. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57756. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  57757. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57758. * @param name defines the name of the mesh
  57759. * @param options defines the options used to create the mesh
  57760. * @param scene defines the hosting scene
  57761. * @returns the box mesh
  57762. */
  57763. static CreateTiledBox(name: string, options: {
  57764. pattern?: number;
  57765. width?: number;
  57766. height?: number;
  57767. depth?: number;
  57768. tileSize?: number;
  57769. tileWidth?: number;
  57770. tileHeight?: number;
  57771. alignHorizontal?: number;
  57772. alignVertical?: number;
  57773. faceUV?: Vector4[];
  57774. faceColors?: Color4[];
  57775. sideOrientation?: number;
  57776. updatable?: boolean;
  57777. }, scene?: Nullable<Scene>): Mesh;
  57778. }
  57779. }
  57780. declare module "babylonjs/Meshes/Builders/torusKnotBuilder" {
  57781. import { Vector4 } from "babylonjs/Maths/math.vector";
  57782. import { Mesh } from "babylonjs/Meshes/mesh";
  57783. /**
  57784. * Class containing static functions to help procedurally build meshes
  57785. */
  57786. export class TorusKnotBuilder {
  57787. /**
  57788. * Creates a torus knot mesh
  57789. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  57790. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  57791. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  57792. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  57793. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57794. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  57795. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  57796. * @param name defines the name of the mesh
  57797. * @param options defines the options used to create the mesh
  57798. * @param scene defines the hosting scene
  57799. * @returns the torus knot mesh
  57800. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  57801. */
  57802. static CreateTorusKnot(name: string, options: {
  57803. radius?: number;
  57804. tube?: number;
  57805. radialSegments?: number;
  57806. tubularSegments?: number;
  57807. p?: number;
  57808. q?: number;
  57809. updatable?: boolean;
  57810. sideOrientation?: number;
  57811. frontUVs?: Vector4;
  57812. backUVs?: Vector4;
  57813. }, scene: any): Mesh;
  57814. }
  57815. }
  57816. declare module "babylonjs/Meshes/polygonMesh" {
  57817. import { Scene } from "babylonjs/scene";
  57818. import { Vector2 } from "babylonjs/Maths/math.vector";
  57819. import { Mesh } from "babylonjs/Meshes/mesh";
  57820. import { VertexData } from "babylonjs/Meshes/mesh.vertexData";
  57821. import { Path2 } from "babylonjs/Maths/math.path";
  57822. /**
  57823. * Polygon
  57824. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  57825. */
  57826. export class Polygon {
  57827. /**
  57828. * Creates a rectangle
  57829. * @param xmin bottom X coord
  57830. * @param ymin bottom Y coord
  57831. * @param xmax top X coord
  57832. * @param ymax top Y coord
  57833. * @returns points that make the resulting rectation
  57834. */
  57835. static Rectangle(xmin: number, ymin: number, xmax: number, ymax: number): Vector2[];
  57836. /**
  57837. * Creates a circle
  57838. * @param radius radius of circle
  57839. * @param cx scale in x
  57840. * @param cy scale in y
  57841. * @param numberOfSides number of sides that make up the circle
  57842. * @returns points that make the resulting circle
  57843. */
  57844. static Circle(radius: number, cx?: number, cy?: number, numberOfSides?: number): Vector2[];
  57845. /**
  57846. * Creates a polygon from input string
  57847. * @param input Input polygon data
  57848. * @returns the parsed points
  57849. */
  57850. static Parse(input: string): Vector2[];
  57851. /**
  57852. * Starts building a polygon from x and y coordinates
  57853. * @param x x coordinate
  57854. * @param y y coordinate
  57855. * @returns the started path2
  57856. */
  57857. static StartingAt(x: number, y: number): Path2;
  57858. }
  57859. /**
  57860. * Builds a polygon
  57861. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  57862. */
  57863. export class PolygonMeshBuilder {
  57864. private _points;
  57865. private _outlinepoints;
  57866. private _holes;
  57867. private _name;
  57868. private _scene;
  57869. private _epoints;
  57870. private _eholes;
  57871. private _addToepoint;
  57872. /**
  57873. * Babylon reference to the earcut plugin.
  57874. */
  57875. bjsEarcut: any;
  57876. /**
  57877. * Creates a PolygonMeshBuilder
  57878. * @param name name of the builder
  57879. * @param contours Path of the polygon
  57880. * @param scene scene to add to when creating the mesh
  57881. * @param earcutInjection can be used to inject your own earcut reference
  57882. */
  57883. constructor(name: string, contours: Path2 | Vector2[] | any, scene?: Scene, earcutInjection?: any);
  57884. /**
  57885. * Adds a whole within the polygon
  57886. * @param hole Array of points defining the hole
  57887. * @returns this
  57888. */
  57889. addHole(hole: Vector2[]): PolygonMeshBuilder;
  57890. /**
  57891. * Creates the polygon
  57892. * @param updatable If the mesh should be updatable
  57893. * @param depth The depth of the mesh created
  57894. * @returns the created mesh
  57895. */
  57896. build(updatable?: boolean, depth?: number): Mesh;
  57897. /**
  57898. * Creates the polygon
  57899. * @param depth The depth of the mesh created
  57900. * @returns the created VertexData
  57901. */
  57902. buildVertexData(depth?: number): VertexData;
  57903. /**
  57904. * Adds a side to the polygon
  57905. * @param positions points that make the polygon
  57906. * @param normals normals of the polygon
  57907. * @param uvs uvs of the polygon
  57908. * @param indices indices of the polygon
  57909. * @param bounds bounds of the polygon
  57910. * @param points points of the polygon
  57911. * @param depth depth of the polygon
  57912. * @param flip flip of the polygon
  57913. */
  57914. private addSide;
  57915. }
  57916. }
  57917. declare module "babylonjs/Meshes/Builders/polygonBuilder" {
  57918. import { Scene } from "babylonjs/scene";
  57919. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  57920. import { Color4 } from "babylonjs/Maths/math.color";
  57921. import { Mesh } from "babylonjs/Meshes/mesh";
  57922. import { Nullable } from "babylonjs/types";
  57923. /**
  57924. * Class containing static functions to help procedurally build meshes
  57925. */
  57926. export class PolygonBuilder {
  57927. /**
  57928. * Creates a polygon mesh
  57929. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  57930. * * The parameter `shape` is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
  57931. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  57932. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57933. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  57934. * * Remember you can only change the shape positions, not their number when updating a polygon
  57935. * @param name defines the name of the mesh
  57936. * @param options defines the options used to create the mesh
  57937. * @param scene defines the hosting scene
  57938. * @param earcutInjection can be used to inject your own earcut reference
  57939. * @returns the polygon mesh
  57940. */
  57941. static CreatePolygon(name: string, options: {
  57942. shape: Vector3[];
  57943. holes?: Vector3[][];
  57944. depth?: number;
  57945. faceUV?: Vector4[];
  57946. faceColors?: Color4[];
  57947. updatable?: boolean;
  57948. sideOrientation?: number;
  57949. frontUVs?: Vector4;
  57950. backUVs?: Vector4;
  57951. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  57952. /**
  57953. * Creates an extruded polygon mesh, with depth in the Y direction.
  57954. * * You can set different colors and different images to the top, bottom and extruded side by using the parameters `faceColors` (an array of 3 Color3 elements) and `faceUV` (an array of 3 Vector4 elements)
  57955. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  57956. * @param name defines the name of the mesh
  57957. * @param options defines the options used to create the mesh
  57958. * @param scene defines the hosting scene
  57959. * @param earcutInjection can be used to inject your own earcut reference
  57960. * @returns the polygon mesh
  57961. */
  57962. static ExtrudePolygon(name: string, options: {
  57963. shape: Vector3[];
  57964. holes?: Vector3[][];
  57965. depth?: number;
  57966. faceUV?: Vector4[];
  57967. faceColors?: Color4[];
  57968. updatable?: boolean;
  57969. sideOrientation?: number;
  57970. frontUVs?: Vector4;
  57971. backUVs?: Vector4;
  57972. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  57973. }
  57974. }
  57975. declare module "babylonjs/Meshes/Builders/latheBuilder" {
  57976. import { Scene } from "babylonjs/scene";
  57977. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  57978. import { Mesh } from "babylonjs/Meshes/mesh";
  57979. import { Nullable } from "babylonjs/types";
  57980. /**
  57981. * Class containing static functions to help procedurally build meshes
  57982. */
  57983. export class LatheBuilder {
  57984. /**
  57985. * Creates lathe mesh.
  57986. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  57987. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be rotated in its local space : the shape must be designed in the xOy plane and will be rotated around the Y axis. It's usually a 2D shape, so the Vector3 z coordinates are often set to zero
  57988. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  57989. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  57990. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  57991. * * The parameter `arc` (positive float, default 1) is the ratio of the lathe. 0.5 builds for instance half a lathe, so an opened shape
  57992. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  57993. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  57994. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57995. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  57996. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  57997. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57998. * @param name defines the name of the mesh
  57999. * @param options defines the options used to create the mesh
  58000. * @param scene defines the hosting scene
  58001. * @returns the lathe mesh
  58002. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  58003. */
  58004. static CreateLathe(name: string, options: {
  58005. shape: Vector3[];
  58006. radius?: number;
  58007. tessellation?: number;
  58008. clip?: number;
  58009. arc?: number;
  58010. closed?: boolean;
  58011. updatable?: boolean;
  58012. sideOrientation?: number;
  58013. frontUVs?: Vector4;
  58014. backUVs?: Vector4;
  58015. cap?: number;
  58016. invertUV?: boolean;
  58017. }, scene?: Nullable<Scene>): Mesh;
  58018. }
  58019. }
  58020. declare module "babylonjs/Meshes/Builders/tiledPlaneBuilder" {
  58021. import { Nullable } from "babylonjs/types";
  58022. import { Scene } from "babylonjs/scene";
  58023. import { Vector4 } from "babylonjs/Maths/math.vector";
  58024. import { Mesh } from "babylonjs/Meshes/mesh";
  58025. /**
  58026. * Class containing static functions to help procedurally build meshes
  58027. */
  58028. export class TiledPlaneBuilder {
  58029. /**
  58030. * Creates a tiled plane mesh
  58031. * * The parameter `pattern` will, depending on value, do nothing or
  58032. * * * flip (reflect about central vertical) alternate tiles across and up
  58033. * * * flip every tile on alternate rows
  58034. * * * rotate (180 degs) alternate tiles across and up
  58035. * * * rotate every tile on alternate rows
  58036. * * * flip and rotate alternate tiles across and up
  58037. * * * flip and rotate every tile on alternate rows
  58038. * * The parameter `tileSize` sets the size (float) of each tile side (default 1)
  58039. * * You can set some different tile dimensions by using the parameters `tileWidth` and `tileHeight` (both by default have the same value of `tileSize`)
  58040. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  58041. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  58042. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  58043. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  58044. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  58045. * @param name defines the name of the mesh
  58046. * @param options defines the options used to create the mesh
  58047. * @param scene defines the hosting scene
  58048. * @returns the box mesh
  58049. */
  58050. static CreateTiledPlane(name: string, options: {
  58051. pattern?: number;
  58052. tileSize?: number;
  58053. tileWidth?: number;
  58054. tileHeight?: number;
  58055. size?: number;
  58056. width?: number;
  58057. height?: number;
  58058. alignHorizontal?: number;
  58059. alignVertical?: number;
  58060. sideOrientation?: number;
  58061. frontUVs?: Vector4;
  58062. backUVs?: Vector4;
  58063. updatable?: boolean;
  58064. }, scene?: Nullable<Scene>): Mesh;
  58065. }
  58066. }
  58067. declare module "babylonjs/Meshes/Builders/tubeBuilder" {
  58068. import { Nullable } from "babylonjs/types";
  58069. import { Scene } from "babylonjs/scene";
  58070. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  58071. import { Mesh } from "babylonjs/Meshes/mesh";
  58072. /**
  58073. * Class containing static functions to help procedurally build meshes
  58074. */
  58075. export class TubeBuilder {
  58076. /**
  58077. * Creates a tube mesh.
  58078. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  58079. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  58080. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  58081. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  58082. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  58083. * * This function is called on each point of the tube path and is passed the index `i` of the i-th point and the distance of this point from the first point of the path. It must return a radius value (positive float)
  58084. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  58085. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  58086. * * The optional parameter `instance` is an instance of an existing Tube object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#tube
  58087. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58088. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  58089. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  58090. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58091. * @param name defines the name of the mesh
  58092. * @param options defines the options used to create the mesh
  58093. * @param scene defines the hosting scene
  58094. * @returns the tube mesh
  58095. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  58096. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  58097. */
  58098. static CreateTube(name: string, options: {
  58099. path: Vector3[];
  58100. radius?: number;
  58101. tessellation?: number;
  58102. radiusFunction?: {
  58103. (i: number, distance: number): number;
  58104. };
  58105. cap?: number;
  58106. arc?: number;
  58107. updatable?: boolean;
  58108. sideOrientation?: number;
  58109. frontUVs?: Vector4;
  58110. backUVs?: Vector4;
  58111. instance?: Mesh;
  58112. invertUV?: boolean;
  58113. }, scene?: Nullable<Scene>): Mesh;
  58114. }
  58115. }
  58116. declare module "babylonjs/Meshes/Builders/icoSphereBuilder" {
  58117. import { Scene } from "babylonjs/scene";
  58118. import { Vector4 } from "babylonjs/Maths/math.vector";
  58119. import { Mesh } from "babylonjs/Meshes/mesh";
  58120. import { Nullable } from "babylonjs/types";
  58121. /**
  58122. * Class containing static functions to help procedurally build meshes
  58123. */
  58124. export class IcoSphereBuilder {
  58125. /**
  58126. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  58127. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  58128. * * You can set some different icosphere dimensions, for instance to build an ellipsoid, by using the parameters `radiusX`, `radiusY` and `radiusZ` (all by default have the same value of `radius`)
  58129. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  58130. * * The parameter `flat` (boolean, default true) gives each side its own normals. Set it to false to get a smooth continuous light reflection on the surface
  58131. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58132. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  58133. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58134. * @param name defines the name of the mesh
  58135. * @param options defines the options used to create the mesh
  58136. * @param scene defines the hosting scene
  58137. * @returns the icosahedron mesh
  58138. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  58139. */
  58140. static CreateIcoSphere(name: string, options: {
  58141. radius?: number;
  58142. radiusX?: number;
  58143. radiusY?: number;
  58144. radiusZ?: number;
  58145. flat?: boolean;
  58146. subdivisions?: number;
  58147. sideOrientation?: number;
  58148. frontUVs?: Vector4;
  58149. backUVs?: Vector4;
  58150. updatable?: boolean;
  58151. }, scene?: Nullable<Scene>): Mesh;
  58152. }
  58153. }
  58154. declare module "babylonjs/Meshes/Builders/decalBuilder" {
  58155. import { Vector3 } from "babylonjs/Maths/math.vector";
  58156. import { Mesh } from "babylonjs/Meshes/mesh";
  58157. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  58158. /**
  58159. * Class containing static functions to help procedurally build meshes
  58160. */
  58161. export class DecalBuilder {
  58162. /**
  58163. * Creates a decal mesh.
  58164. * A decal is a mesh usually applied as a model onto the surface of another mesh. So don't forget the parameter `sourceMesh` depicting the decal
  58165. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  58166. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  58167. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  58168. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  58169. * @param name defines the name of the mesh
  58170. * @param sourceMesh defines the mesh where the decal must be applied
  58171. * @param options defines the options used to create the mesh
  58172. * @param scene defines the hosting scene
  58173. * @returns the decal mesh
  58174. * @see https://doc.babylonjs.com/how_to/decals
  58175. */
  58176. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  58177. position?: Vector3;
  58178. normal?: Vector3;
  58179. size?: Vector3;
  58180. angle?: number;
  58181. }): Mesh;
  58182. }
  58183. }
  58184. declare module "babylonjs/Meshes/meshBuilder" {
  58185. import { Vector4, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  58186. import { Nullable } from "babylonjs/types";
  58187. import { Scene } from "babylonjs/scene";
  58188. import { Mesh } from "babylonjs/Meshes/mesh";
  58189. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  58190. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  58191. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  58192. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  58193. import { Plane } from "babylonjs/Maths/math.plane";
  58194. /**
  58195. * Class containing static functions to help procedurally build meshes
  58196. */
  58197. export class MeshBuilder {
  58198. /**
  58199. * Creates a box mesh
  58200. * * The parameter `size` sets the size (float) of each box side (default 1)
  58201. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  58202. * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of 6 Color3 elements) and `faceUV` (an array of 6 Vector4 elements)
  58203. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  58204. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58205. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  58206. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58207. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  58208. * @param name defines the name of the mesh
  58209. * @param options defines the options used to create the mesh
  58210. * @param scene defines the hosting scene
  58211. * @returns the box mesh
  58212. */
  58213. static CreateBox(name: string, options: {
  58214. size?: number;
  58215. width?: number;
  58216. height?: number;
  58217. depth?: number;
  58218. faceUV?: Vector4[];
  58219. faceColors?: Color4[];
  58220. sideOrientation?: number;
  58221. frontUVs?: Vector4;
  58222. backUVs?: Vector4;
  58223. updatable?: boolean;
  58224. }, scene?: Nullable<Scene>): Mesh;
  58225. /**
  58226. * Creates a tiled box mesh
  58227. * * faceTiles sets the pattern, tile size and number of tiles for a face
  58228. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58229. * @param name defines the name of the mesh
  58230. * @param options defines the options used to create the mesh
  58231. * @param scene defines the hosting scene
  58232. * @returns the tiled box mesh
  58233. */
  58234. static CreateTiledBox(name: string, options: {
  58235. pattern?: number;
  58236. size?: number;
  58237. width?: number;
  58238. height?: number;
  58239. depth: number;
  58240. tileSize?: number;
  58241. tileWidth?: number;
  58242. tileHeight?: number;
  58243. faceUV?: Vector4[];
  58244. faceColors?: Color4[];
  58245. alignHorizontal?: number;
  58246. alignVertical?: number;
  58247. sideOrientation?: number;
  58248. updatable?: boolean;
  58249. }, scene?: Nullable<Scene>): Mesh;
  58250. /**
  58251. * Creates a sphere mesh
  58252. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  58253. * * You can set some different sphere dimensions, for instance to build an ellipsoid, by using the parameters `diameterX`, `diameterY` and `diameterZ` (all by default have the same value of `diameter`)
  58254. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  58255. * * You can create an unclosed sphere with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference (latitude) : 2 x PI x ratio
  58256. * * You can create an unclosed sphere on its height with the parameter `slice` (positive float, default1), valued between 0 and 1, what is the height ratio (longitude)
  58257. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58258. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  58259. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58260. * @param name defines the name of the mesh
  58261. * @param options defines the options used to create the mesh
  58262. * @param scene defines the hosting scene
  58263. * @returns the sphere mesh
  58264. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  58265. */
  58266. static CreateSphere(name: string, options: {
  58267. segments?: number;
  58268. diameter?: number;
  58269. diameterX?: number;
  58270. diameterY?: number;
  58271. diameterZ?: number;
  58272. arc?: number;
  58273. slice?: number;
  58274. sideOrientation?: number;
  58275. frontUVs?: Vector4;
  58276. backUVs?: Vector4;
  58277. updatable?: boolean;
  58278. }, scene?: Nullable<Scene>): Mesh;
  58279. /**
  58280. * Creates a plane polygonal mesh. By default, this is a disc
  58281. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  58282. * * The parameter `tessellation` sets the number of polygon sides (positive integer, default 64). So a tessellation valued to 3 will build a triangle, to 4 a square, etc
  58283. * * You can create an unclosed polygon with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference : 2 x PI x ratio
  58284. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58285. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  58286. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58287. * @param name defines the name of the mesh
  58288. * @param options defines the options used to create the mesh
  58289. * @param scene defines the hosting scene
  58290. * @returns the plane polygonal mesh
  58291. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  58292. */
  58293. static CreateDisc(name: string, options: {
  58294. radius?: number;
  58295. tessellation?: number;
  58296. arc?: number;
  58297. updatable?: boolean;
  58298. sideOrientation?: number;
  58299. frontUVs?: Vector4;
  58300. backUVs?: Vector4;
  58301. }, scene?: Nullable<Scene>): Mesh;
  58302. /**
  58303. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  58304. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  58305. * * You can set some different icosphere dimensions, for instance to build an ellipsoid, by using the parameters `radiusX`, `radiusY` and `radiusZ` (all by default have the same value of `radius`)
  58306. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  58307. * * The parameter `flat` (boolean, default true) gives each side its own normals. Set it to false to get a smooth continuous light reflection on the surface
  58308. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58309. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  58310. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58311. * @param name defines the name of the mesh
  58312. * @param options defines the options used to create the mesh
  58313. * @param scene defines the hosting scene
  58314. * @returns the icosahedron mesh
  58315. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  58316. */
  58317. static CreateIcoSphere(name: string, options: {
  58318. radius?: number;
  58319. radiusX?: number;
  58320. radiusY?: number;
  58321. radiusZ?: number;
  58322. flat?: boolean;
  58323. subdivisions?: number;
  58324. sideOrientation?: number;
  58325. frontUVs?: Vector4;
  58326. backUVs?: Vector4;
  58327. updatable?: boolean;
  58328. }, scene?: Nullable<Scene>): Mesh;
  58329. /**
  58330. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  58331. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  58332. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  58333. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  58334. * * The parameter `offset` (positive integer, default : rounded half size of the pathArray length), is taken in account only if the `pathArray` is containing a single path
  58335. * * It's the offset to join the points from the same path. Ex : offset = 10 means the point 1 is joined to the point 11
  58336. * * The optional parameter `instance` is an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#ribbon
  58337. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58338. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  58339. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  58340. * * The parameter `uvs` is an optional flat array of `Vector2` to update/set each ribbon vertex with its own custom UV values instead of the computed ones
  58341. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  58342. * * Note that if you use the parameters `uvs` or `colors`, the passed arrays must be populated with the right number of elements, it is to say the number of ribbon vertices. Remember that if you set `closePath` to `true`, there's one extra vertex per path in the geometry
  58343. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  58344. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58345. * @param name defines the name of the mesh
  58346. * @param options defines the options used to create the mesh
  58347. * @param scene defines the hosting scene
  58348. * @returns the ribbon mesh
  58349. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  58350. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  58351. */
  58352. static CreateRibbon(name: string, options: {
  58353. pathArray: Vector3[][];
  58354. closeArray?: boolean;
  58355. closePath?: boolean;
  58356. offset?: number;
  58357. updatable?: boolean;
  58358. sideOrientation?: number;
  58359. frontUVs?: Vector4;
  58360. backUVs?: Vector4;
  58361. instance?: Mesh;
  58362. invertUV?: boolean;
  58363. uvs?: Vector2[];
  58364. colors?: Color4[];
  58365. }, scene?: Nullable<Scene>): Mesh;
  58366. /**
  58367. * Creates a cylinder or a cone mesh
  58368. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  58369. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  58370. * * The parameters `diameterTop` and `diameterBottom` overwrite the parameter `diameter` and set respectively the top cap and bottom cap diameter (floats, default 1). The parameter "diameterBottom" can't be zero.
  58371. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  58372. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  58373. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  58374. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  58375. * * The parameter `cap` sets the way the cylinder is capped. Possible values : BABYLON.Mesh.NO_CAP, BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL (default).
  58376. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  58377. * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of n Color3 elements) and `faceUV` (an array of n Vector4 elements).
  58378. * * The value of n is the number of cylinder faces. If the cylinder has only 1 subdivisions, n equals : top face + cylinder surface + bottom face = 3
  58379. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  58380. * * Finally, if the cylinder has 5 independent subdivisions and is enclose, n equals : top face + 5 x (stripe surface + 2 closing faces) + bottom face = 2 + 5 * 3 = 17
  58381. * * Each array (color or UVs) is always ordered the same way : the first element is the bottom cap, the last element is the top cap. The other elements are each a ring surface.
  58382. * * If `enclose` is false, a ring surface is one element.
  58383. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  58384. * * Example how to set colors and textures on a sliced cylinder : https://www.html5gamedevs.com/topic/17945-creating-a-closed-slice-of-a-cylinder/#comment-106379
  58385. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58386. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  58387. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  58388. * @param name defines the name of the mesh
  58389. * @param options defines the options used to create the mesh
  58390. * @param scene defines the hosting scene
  58391. * @returns the cylinder mesh
  58392. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  58393. */
  58394. static CreateCylinder(name: string, options: {
  58395. height?: number;
  58396. diameterTop?: number;
  58397. diameterBottom?: number;
  58398. diameter?: number;
  58399. tessellation?: number;
  58400. subdivisions?: number;
  58401. arc?: number;
  58402. faceColors?: Color4[];
  58403. faceUV?: Vector4[];
  58404. updatable?: boolean;
  58405. hasRings?: boolean;
  58406. enclose?: boolean;
  58407. cap?: number;
  58408. sideOrientation?: number;
  58409. frontUVs?: Vector4;
  58410. backUVs?: Vector4;
  58411. }, scene?: Nullable<Scene>): Mesh;
  58412. /**
  58413. * Creates a torus mesh
  58414. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  58415. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  58416. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  58417. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58418. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  58419. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  58420. * @param name defines the name of the mesh
  58421. * @param options defines the options used to create the mesh
  58422. * @param scene defines the hosting scene
  58423. * @returns the torus mesh
  58424. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  58425. */
  58426. static CreateTorus(name: string, options: {
  58427. diameter?: number;
  58428. thickness?: number;
  58429. tessellation?: number;
  58430. updatable?: boolean;
  58431. sideOrientation?: number;
  58432. frontUVs?: Vector4;
  58433. backUVs?: Vector4;
  58434. }, scene?: Nullable<Scene>): Mesh;
  58435. /**
  58436. * Creates a torus knot mesh
  58437. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  58438. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  58439. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  58440. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  58441. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58442. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  58443. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  58444. * @param name defines the name of the mesh
  58445. * @param options defines the options used to create the mesh
  58446. * @param scene defines the hosting scene
  58447. * @returns the torus knot mesh
  58448. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  58449. */
  58450. static CreateTorusKnot(name: string, options: {
  58451. radius?: number;
  58452. tube?: number;
  58453. radialSegments?: number;
  58454. tubularSegments?: number;
  58455. p?: number;
  58456. q?: number;
  58457. updatable?: boolean;
  58458. sideOrientation?: number;
  58459. frontUVs?: Vector4;
  58460. backUVs?: Vector4;
  58461. }, scene?: Nullable<Scene>): Mesh;
  58462. /**
  58463. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  58464. * * A line system mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of lines as an input parameter
  58465. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  58466. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  58467. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  58468. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  58469. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  58470. * * Updating a simple Line mesh, you just need to update every line in the `lines` array : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  58471. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  58472. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58473. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  58474. * @param name defines the name of the new line system
  58475. * @param options defines the options used to create the line system
  58476. * @param scene defines the hosting scene
  58477. * @returns a new line system mesh
  58478. */
  58479. static CreateLineSystem(name: string, options: {
  58480. lines: Vector3[][];
  58481. updatable?: boolean;
  58482. instance?: Nullable<LinesMesh>;
  58483. colors?: Nullable<Color4[][]>;
  58484. useVertexAlpha?: boolean;
  58485. }, scene: Nullable<Scene>): LinesMesh;
  58486. /**
  58487. * Creates a line mesh
  58488. * A line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter
  58489. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  58490. * * The parameter `points` is an array successive Vector3
  58491. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  58492. * * The optional parameter `colors` is an array of successive Color4, one per line point
  58493. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  58494. * * When updating an instance, remember that only point positions can change, not the number of points
  58495. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58496. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  58497. * @param name defines the name of the new line system
  58498. * @param options defines the options used to create the line system
  58499. * @param scene defines the hosting scene
  58500. * @returns a new line mesh
  58501. */
  58502. static CreateLines(name: string, options: {
  58503. points: Vector3[];
  58504. updatable?: boolean;
  58505. instance?: Nullable<LinesMesh>;
  58506. colors?: Color4[];
  58507. useVertexAlpha?: boolean;
  58508. }, scene?: Nullable<Scene>): LinesMesh;
  58509. /**
  58510. * Creates a dashed line mesh
  58511. * * A dashed line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter
  58512. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  58513. * * The parameter `points` is an array successive Vector3
  58514. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  58515. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  58516. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  58517. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  58518. * * When updating an instance, remember that only point positions can change, not the number of points
  58519. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58520. * @param name defines the name of the mesh
  58521. * @param options defines the options used to create the mesh
  58522. * @param scene defines the hosting scene
  58523. * @returns the dashed line mesh
  58524. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  58525. */
  58526. static CreateDashedLines(name: string, options: {
  58527. points: Vector3[];
  58528. dashSize?: number;
  58529. gapSize?: number;
  58530. dashNb?: number;
  58531. updatable?: boolean;
  58532. instance?: LinesMesh;
  58533. }, scene?: Nullable<Scene>): LinesMesh;
  58534. /**
  58535. * Creates an extruded shape mesh. The extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  58536. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.
  58537. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  58538. * * The parameter `rotation` (float, default 0 radians) is the angle value to rotate the shape each step (each path point), from the former step (so rotation added each step) along the curve.
  58539. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  58540. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  58541. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  58542. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  58543. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58544. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  58545. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  58546. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  58547. * @param name defines the name of the mesh
  58548. * @param options defines the options used to create the mesh
  58549. * @param scene defines the hosting scene
  58550. * @returns the extruded shape mesh
  58551. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  58552. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  58553. */
  58554. static ExtrudeShape(name: string, options: {
  58555. shape: Vector3[];
  58556. path: Vector3[];
  58557. scale?: number;
  58558. rotation?: number;
  58559. cap?: number;
  58560. updatable?: boolean;
  58561. sideOrientation?: number;
  58562. frontUVs?: Vector4;
  58563. backUVs?: Vector4;
  58564. instance?: Mesh;
  58565. invertUV?: boolean;
  58566. }, scene?: Nullable<Scene>): Mesh;
  58567. /**
  58568. * Creates an custom extruded shape mesh.
  58569. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  58570. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.
  58571. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  58572. * * The parameter `rotationFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the begining of the path
  58573. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  58574. * * The parameter `scaleFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the begining of the path
  58575. * * It must returns a float value that will be the scale value applied to the shape on each path point
  58576. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  58577. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  58578. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  58579. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  58580. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  58581. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58582. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  58583. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  58584. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58585. * @param name defines the name of the mesh
  58586. * @param options defines the options used to create the mesh
  58587. * @param scene defines the hosting scene
  58588. * @returns the custom extruded shape mesh
  58589. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  58590. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  58591. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  58592. */
  58593. static ExtrudeShapeCustom(name: string, options: {
  58594. shape: Vector3[];
  58595. path: Vector3[];
  58596. scaleFunction?: any;
  58597. rotationFunction?: any;
  58598. ribbonCloseArray?: boolean;
  58599. ribbonClosePath?: boolean;
  58600. cap?: number;
  58601. updatable?: boolean;
  58602. sideOrientation?: number;
  58603. frontUVs?: Vector4;
  58604. backUVs?: Vector4;
  58605. instance?: Mesh;
  58606. invertUV?: boolean;
  58607. }, scene?: Nullable<Scene>): Mesh;
  58608. /**
  58609. * Creates lathe mesh.
  58610. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  58611. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be rotated in its local space : the shape must be designed in the xOy plane and will be rotated around the Y axis. It's usually a 2D shape, so the Vector3 z coordinates are often set to zero
  58612. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  58613. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  58614. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  58615. * * The parameter `arc` (positive float, default 1) is the ratio of the lathe. 0.5 builds for instance half a lathe, so an opened shape
  58616. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  58617. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  58618. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58619. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  58620. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  58621. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58622. * @param name defines the name of the mesh
  58623. * @param options defines the options used to create the mesh
  58624. * @param scene defines the hosting scene
  58625. * @returns the lathe mesh
  58626. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  58627. */
  58628. static CreateLathe(name: string, options: {
  58629. shape: Vector3[];
  58630. radius?: number;
  58631. tessellation?: number;
  58632. clip?: number;
  58633. arc?: number;
  58634. closed?: boolean;
  58635. updatable?: boolean;
  58636. sideOrientation?: number;
  58637. frontUVs?: Vector4;
  58638. backUVs?: Vector4;
  58639. cap?: number;
  58640. invertUV?: boolean;
  58641. }, scene?: Nullable<Scene>): Mesh;
  58642. /**
  58643. * Creates a tiled plane mesh
  58644. * * You can set a limited pattern arrangement with the tiles
  58645. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58646. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  58647. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58648. * @param name defines the name of the mesh
  58649. * @param options defines the options used to create the mesh
  58650. * @param scene defines the hosting scene
  58651. * @returns the plane mesh
  58652. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  58653. */
  58654. static CreateTiledPlane(name: string, options: {
  58655. pattern?: number;
  58656. tileSize?: number;
  58657. tileWidth?: number;
  58658. tileHeight?: number;
  58659. size?: number;
  58660. width?: number;
  58661. height?: number;
  58662. alignHorizontal?: number;
  58663. alignVertical?: number;
  58664. sideOrientation?: number;
  58665. frontUVs?: Vector4;
  58666. backUVs?: Vector4;
  58667. updatable?: boolean;
  58668. }, scene?: Nullable<Scene>): Mesh;
  58669. /**
  58670. * Creates a plane mesh
  58671. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  58672. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  58673. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  58674. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58675. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  58676. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58677. * @param name defines the name of the mesh
  58678. * @param options defines the options used to create the mesh
  58679. * @param scene defines the hosting scene
  58680. * @returns the plane mesh
  58681. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  58682. */
  58683. static CreatePlane(name: string, options: {
  58684. size?: number;
  58685. width?: number;
  58686. height?: number;
  58687. sideOrientation?: number;
  58688. frontUVs?: Vector4;
  58689. backUVs?: Vector4;
  58690. updatable?: boolean;
  58691. sourcePlane?: Plane;
  58692. }, scene?: Nullable<Scene>): Mesh;
  58693. /**
  58694. * Creates a ground mesh
  58695. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  58696. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  58697. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58698. * @param name defines the name of the mesh
  58699. * @param options defines the options used to create the mesh
  58700. * @param scene defines the hosting scene
  58701. * @returns the ground mesh
  58702. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  58703. */
  58704. static CreateGround(name: string, options: {
  58705. width?: number;
  58706. height?: number;
  58707. subdivisions?: number;
  58708. subdivisionsX?: number;
  58709. subdivisionsY?: number;
  58710. updatable?: boolean;
  58711. }, scene?: Nullable<Scene>): Mesh;
  58712. /**
  58713. * Creates a tiled ground mesh
  58714. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  58715. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  58716. * * The parameter `subdivisions` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 6, h: 6}`). `w` and `h` are the numbers of subdivisions on the ground width and height. Each subdivision is called a tile
  58717. * * The parameter `precision` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 2, h: 2}`). `w` and `h` are the numbers of subdivisions on the ground width and height of each tile
  58718. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  58719. * @param name defines the name of the mesh
  58720. * @param options defines the options used to create the mesh
  58721. * @param scene defines the hosting scene
  58722. * @returns the tiled ground mesh
  58723. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  58724. */
  58725. static CreateTiledGround(name: string, options: {
  58726. xmin: number;
  58727. zmin: number;
  58728. xmax: number;
  58729. zmax: number;
  58730. subdivisions?: {
  58731. w: number;
  58732. h: number;
  58733. };
  58734. precision?: {
  58735. w: number;
  58736. h: number;
  58737. };
  58738. updatable?: boolean;
  58739. }, scene?: Nullable<Scene>): Mesh;
  58740. /**
  58741. * Creates a ground mesh from a height map
  58742. * * The parameter `url` sets the URL of the height map image resource.
  58743. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  58744. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  58745. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  58746. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  58747. * * The parameter `colorFilter` (optional Color3, default (0.3, 0.59, 0.11) ) is the filter to apply to the image pixel colors to compute the height.
  58748. * * The parameter `onReady` is a javascript callback function that will be called once the mesh is just built (the height map download can last some time).
  58749. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  58750. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  58751. * @param name defines the name of the mesh
  58752. * @param url defines the url to the height map
  58753. * @param options defines the options used to create the mesh
  58754. * @param scene defines the hosting scene
  58755. * @returns the ground mesh
  58756. * @see https://doc.babylonjs.com/babylon101/height_map
  58757. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  58758. */
  58759. static CreateGroundFromHeightMap(name: string, url: string, options: {
  58760. width?: number;
  58761. height?: number;
  58762. subdivisions?: number;
  58763. minHeight?: number;
  58764. maxHeight?: number;
  58765. colorFilter?: Color3;
  58766. alphaFilter?: number;
  58767. updatable?: boolean;
  58768. onReady?: (mesh: GroundMesh) => void;
  58769. }, scene?: Nullable<Scene>): GroundMesh;
  58770. /**
  58771. * Creates a polygon mesh
  58772. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  58773. * * The parameter `shape` is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
  58774. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  58775. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58776. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  58777. * * Remember you can only change the shape positions, not their number when updating a polygon
  58778. * @param name defines the name of the mesh
  58779. * @param options defines the options used to create the mesh
  58780. * @param scene defines the hosting scene
  58781. * @param earcutInjection can be used to inject your own earcut reference
  58782. * @returns the polygon mesh
  58783. */
  58784. static CreatePolygon(name: string, options: {
  58785. shape: Vector3[];
  58786. holes?: Vector3[][];
  58787. depth?: number;
  58788. faceUV?: Vector4[];
  58789. faceColors?: Color4[];
  58790. updatable?: boolean;
  58791. sideOrientation?: number;
  58792. frontUVs?: Vector4;
  58793. backUVs?: Vector4;
  58794. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  58795. /**
  58796. * Creates an extruded polygon mesh, with depth in the Y direction.
  58797. * * You can set different colors and different images to the top, bottom and extruded side by using the parameters `faceColors` (an array of 3 Color3 elements) and `faceUV` (an array of 3 Vector4 elements)
  58798. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  58799. * @param name defines the name of the mesh
  58800. * @param options defines the options used to create the mesh
  58801. * @param scene defines the hosting scene
  58802. * @param earcutInjection can be used to inject your own earcut reference
  58803. * @returns the polygon mesh
  58804. */
  58805. static ExtrudePolygon(name: string, options: {
  58806. shape: Vector3[];
  58807. holes?: Vector3[][];
  58808. depth?: number;
  58809. faceUV?: Vector4[];
  58810. faceColors?: Color4[];
  58811. updatable?: boolean;
  58812. sideOrientation?: number;
  58813. frontUVs?: Vector4;
  58814. backUVs?: Vector4;
  58815. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  58816. /**
  58817. * Creates a tube mesh.
  58818. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  58819. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  58820. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  58821. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  58822. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  58823. * * This function is called on each point of the tube path and is passed the index `i` of the i-th point and the distance of this point from the first point of the path. It must return a radius value (positive float)
  58824. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  58825. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  58826. * * The optional parameter `instance` is an instance of an existing Tube object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#tube
  58827. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58828. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  58829. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  58830. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58831. * @param name defines the name of the mesh
  58832. * @param options defines the options used to create the mesh
  58833. * @param scene defines the hosting scene
  58834. * @returns the tube mesh
  58835. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  58836. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  58837. */
  58838. static CreateTube(name: string, options: {
  58839. path: Vector3[];
  58840. radius?: number;
  58841. tessellation?: number;
  58842. radiusFunction?: {
  58843. (i: number, distance: number): number;
  58844. };
  58845. cap?: number;
  58846. arc?: number;
  58847. updatable?: boolean;
  58848. sideOrientation?: number;
  58849. frontUVs?: Vector4;
  58850. backUVs?: Vector4;
  58851. instance?: Mesh;
  58852. invertUV?: boolean;
  58853. }, scene?: Nullable<Scene>): Mesh;
  58854. /**
  58855. * Creates a polyhedron mesh
  58856. * * The parameter `type` (positive integer, max 14, default 0) sets the polyhedron type to build among the 15 embbeded types. Please refer to the type sheet in the tutorial to choose the wanted type
  58857. * * The parameter `size` (positive float, default 1) sets the polygon size
  58858. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  58859. * * You can build other polyhedron types than the 15 embbeded ones by setting the parameter `custom` (`polyhedronObject`, default null). If you set the parameter `custom`, this overwrittes the parameter `type`
  58860. * * A `polyhedronObject` is a formatted javascript object. You'll find a full file with pre-set polyhedra here : https://github.com/BabylonJS/Extensions/tree/master/Polyhedron
  58861. * * You can set the color and the UV of each side of the polyhedron with the parameters `faceColors` (Color4, default `(1, 1, 1, 1)`) and faceUV (Vector4, default `(0, 0, 1, 1)`)
  58862. * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  58863. * * The parameter `flat` (boolean, default true). If set to false, it gives the polyhedron a single global face, so less vertices and shared normals. In this case, `faceColors` and `faceUV` are ignored
  58864. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58865. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  58866. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58867. * @param name defines the name of the mesh
  58868. * @param options defines the options used to create the mesh
  58869. * @param scene defines the hosting scene
  58870. * @returns the polyhedron mesh
  58871. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  58872. */
  58873. static CreatePolyhedron(name: string, options: {
  58874. type?: number;
  58875. size?: number;
  58876. sizeX?: number;
  58877. sizeY?: number;
  58878. sizeZ?: number;
  58879. custom?: any;
  58880. faceUV?: Vector4[];
  58881. faceColors?: Color4[];
  58882. flat?: boolean;
  58883. updatable?: boolean;
  58884. sideOrientation?: number;
  58885. frontUVs?: Vector4;
  58886. backUVs?: Vector4;
  58887. }, scene?: Nullable<Scene>): Mesh;
  58888. /**
  58889. * Creates a decal mesh.
  58890. * A decal is a mesh usually applied as a model onto the surface of another mesh. So don't forget the parameter `sourceMesh` depicting the decal
  58891. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  58892. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  58893. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  58894. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  58895. * @param name defines the name of the mesh
  58896. * @param sourceMesh defines the mesh where the decal must be applied
  58897. * @param options defines the options used to create the mesh
  58898. * @param scene defines the hosting scene
  58899. * @returns the decal mesh
  58900. * @see https://doc.babylonjs.com/how_to/decals
  58901. */
  58902. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  58903. position?: Vector3;
  58904. normal?: Vector3;
  58905. size?: Vector3;
  58906. angle?: number;
  58907. }): Mesh;
  58908. }
  58909. }
  58910. declare module "babylonjs/Meshes/meshSimplification" {
  58911. import { Mesh } from "babylonjs/Meshes/mesh";
  58912. /**
  58913. * A simplifier interface for future simplification implementations
  58914. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  58915. */
  58916. export interface ISimplifier {
  58917. /**
  58918. * Simplification of a given mesh according to the given settings.
  58919. * Since this requires computation, it is assumed that the function runs async.
  58920. * @param settings The settings of the simplification, including quality and distance
  58921. * @param successCallback A callback that will be called after the mesh was simplified.
  58922. * @param errorCallback in case of an error, this callback will be called. optional.
  58923. */
  58924. simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void, errorCallback?: () => void): void;
  58925. }
  58926. /**
  58927. * Expected simplification settings.
  58928. * Quality should be between 0 and 1 (1 being 100%, 0 being 0%)
  58929. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  58930. */
  58931. export interface ISimplificationSettings {
  58932. /**
  58933. * Gets or sets the expected quality
  58934. */
  58935. quality: number;
  58936. /**
  58937. * Gets or sets the distance when this optimized version should be used
  58938. */
  58939. distance: number;
  58940. /**
  58941. * Gets an already optimized mesh
  58942. */
  58943. optimizeMesh?: boolean;
  58944. }
  58945. /**
  58946. * Class used to specify simplification options
  58947. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  58948. */
  58949. export class SimplificationSettings implements ISimplificationSettings {
  58950. /** expected quality */
  58951. quality: number;
  58952. /** distance when this optimized version should be used */
  58953. distance: number;
  58954. /** already optimized mesh */
  58955. optimizeMesh?: boolean | undefined;
  58956. /**
  58957. * Creates a SimplificationSettings
  58958. * @param quality expected quality
  58959. * @param distance distance when this optimized version should be used
  58960. * @param optimizeMesh already optimized mesh
  58961. */
  58962. constructor(
  58963. /** expected quality */
  58964. quality: number,
  58965. /** distance when this optimized version should be used */
  58966. distance: number,
  58967. /** already optimized mesh */
  58968. optimizeMesh?: boolean | undefined);
  58969. }
  58970. /**
  58971. * Interface used to define a simplification task
  58972. */
  58973. export interface ISimplificationTask {
  58974. /**
  58975. * Array of settings
  58976. */
  58977. settings: Array<ISimplificationSettings>;
  58978. /**
  58979. * Simplification type
  58980. */
  58981. simplificationType: SimplificationType;
  58982. /**
  58983. * Mesh to simplify
  58984. */
  58985. mesh: Mesh;
  58986. /**
  58987. * Callback called on success
  58988. */
  58989. successCallback?: () => void;
  58990. /**
  58991. * Defines if parallel processing can be used
  58992. */
  58993. parallelProcessing: boolean;
  58994. }
  58995. /**
  58996. * Queue used to order the simplification tasks
  58997. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  58998. */
  58999. export class SimplificationQueue {
  59000. private _simplificationArray;
  59001. /**
  59002. * Gets a boolean indicating that the process is still running
  59003. */
  59004. running: boolean;
  59005. /**
  59006. * Creates a new queue
  59007. */
  59008. constructor();
  59009. /**
  59010. * Adds a new simplification task
  59011. * @param task defines a task to add
  59012. */
  59013. addTask(task: ISimplificationTask): void;
  59014. /**
  59015. * Execute next task
  59016. */
  59017. executeNext(): void;
  59018. /**
  59019. * Execute a simplification task
  59020. * @param task defines the task to run
  59021. */
  59022. runSimplification(task: ISimplificationTask): void;
  59023. private getSimplifier;
  59024. }
  59025. /**
  59026. * The implemented types of simplification
  59027. * At the moment only Quadratic Error Decimation is implemented
  59028. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  59029. */
  59030. export enum SimplificationType {
  59031. /** Quadratic error decimation */
  59032. QUADRATIC = 0
  59033. }
  59034. }
  59035. declare module "babylonjs/Meshes/meshSimplificationSceneComponent" {
  59036. import { Scene } from "babylonjs/scene";
  59037. import { SimplificationQueue, ISimplificationSettings, SimplificationType } from "babylonjs/Meshes/meshSimplification";
  59038. import { ISceneComponent } from "babylonjs/sceneComponent";
  59039. module "babylonjs/scene" {
  59040. interface Scene {
  59041. /** @hidden (Backing field) */
  59042. _simplificationQueue: SimplificationQueue;
  59043. /**
  59044. * Gets or sets the simplification queue attached to the scene
  59045. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  59046. */
  59047. simplificationQueue: SimplificationQueue;
  59048. }
  59049. }
  59050. module "babylonjs/Meshes/mesh" {
  59051. interface Mesh {
  59052. /**
  59053. * Simplify the mesh according to the given array of settings.
  59054. * Function will return immediately and will simplify async
  59055. * @param settings a collection of simplification settings
  59056. * @param parallelProcessing should all levels calculate parallel or one after the other
  59057. * @param simplificationType the type of simplification to run
  59058. * @param successCallback optional success callback to be called after the simplification finished processing all settings
  59059. * @returns the current mesh
  59060. */
  59061. simplify(settings: Array<ISimplificationSettings>, parallelProcessing?: boolean, simplificationType?: SimplificationType, successCallback?: (mesh?: Mesh, submeshIndex?: number) => void): Mesh;
  59062. }
  59063. }
  59064. /**
  59065. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  59066. * created in a scene
  59067. */
  59068. export class SimplicationQueueSceneComponent implements ISceneComponent {
  59069. /**
  59070. * The component name helpfull to identify the component in the list of scene components.
  59071. */
  59072. readonly name: string;
  59073. /**
  59074. * The scene the component belongs to.
  59075. */
  59076. scene: Scene;
  59077. /**
  59078. * Creates a new instance of the component for the given scene
  59079. * @param scene Defines the scene to register the component in
  59080. */
  59081. constructor(scene: Scene);
  59082. /**
  59083. * Registers the component in a given scene
  59084. */
  59085. register(): void;
  59086. /**
  59087. * Rebuilds the elements related to this component in case of
  59088. * context lost for instance.
  59089. */
  59090. rebuild(): void;
  59091. /**
  59092. * Disposes the component and the associated ressources
  59093. */
  59094. dispose(): void;
  59095. private _beforeCameraUpdate;
  59096. }
  59097. }
  59098. declare module "babylonjs/Meshes/Builders/index" {
  59099. export * from "babylonjs/Meshes/Builders/boxBuilder";
  59100. export * from "babylonjs/Meshes/Builders/tiledBoxBuilder";
  59101. export * from "babylonjs/Meshes/Builders/discBuilder";
  59102. export * from "babylonjs/Meshes/Builders/ribbonBuilder";
  59103. export * from "babylonjs/Meshes/Builders/sphereBuilder";
  59104. export * from "babylonjs/Meshes/Builders/hemisphereBuilder";
  59105. export * from "babylonjs/Meshes/Builders/cylinderBuilder";
  59106. export * from "babylonjs/Meshes/Builders/torusBuilder";
  59107. export * from "babylonjs/Meshes/Builders/torusKnotBuilder";
  59108. export * from "babylonjs/Meshes/Builders/linesBuilder";
  59109. export * from "babylonjs/Meshes/Builders/polygonBuilder";
  59110. export * from "babylonjs/Meshes/Builders/shapeBuilder";
  59111. export * from "babylonjs/Meshes/Builders/latheBuilder";
  59112. export * from "babylonjs/Meshes/Builders/planeBuilder";
  59113. export * from "babylonjs/Meshes/Builders/tiledPlaneBuilder";
  59114. export * from "babylonjs/Meshes/Builders/groundBuilder";
  59115. export * from "babylonjs/Meshes/Builders/tubeBuilder";
  59116. export * from "babylonjs/Meshes/Builders/polyhedronBuilder";
  59117. export * from "babylonjs/Meshes/Builders/icoSphereBuilder";
  59118. export * from "babylonjs/Meshes/Builders/decalBuilder";
  59119. }
  59120. declare module "babylonjs/Meshes/index" {
  59121. export * from "babylonjs/Meshes/abstractMesh";
  59122. export * from "babylonjs/Meshes/buffer";
  59123. export * from "babylonjs/Meshes/Compression/index";
  59124. export * from "babylonjs/Meshes/csg";
  59125. export * from "babylonjs/Meshes/geometry";
  59126. export * from "babylonjs/Meshes/groundMesh";
  59127. export * from "babylonjs/Meshes/trailMesh";
  59128. export * from "babylonjs/Meshes/instancedMesh";
  59129. export * from "babylonjs/Meshes/linesMesh";
  59130. export * from "babylonjs/Meshes/mesh";
  59131. export * from "babylonjs/Meshes/mesh.vertexData";
  59132. export * from "babylonjs/Meshes/meshBuilder";
  59133. export * from "babylonjs/Meshes/meshSimplification";
  59134. export * from "babylonjs/Meshes/meshSimplificationSceneComponent";
  59135. export * from "babylonjs/Meshes/polygonMesh";
  59136. export * from "babylonjs/Meshes/subMesh";
  59137. export * from "babylonjs/Meshes/meshLODLevel";
  59138. export * from "babylonjs/Meshes/transformNode";
  59139. export * from "babylonjs/Meshes/Builders/index";
  59140. export * from "babylonjs/Meshes/dataBuffer";
  59141. export * from "babylonjs/Meshes/WebGL/webGLDataBuffer";
  59142. }
  59143. declare module "babylonjs/Morph/index" {
  59144. export * from "babylonjs/Morph/morphTarget";
  59145. export * from "babylonjs/Morph/morphTargetManager";
  59146. }
  59147. declare module "babylonjs/Navigation/INavigationEngine" {
  59148. import { TransformNode } from "babylonjs/Meshes/transformNode";
  59149. import { Vector3 } from "babylonjs/Maths/math";
  59150. import { Mesh } from "babylonjs/Meshes/mesh";
  59151. import { Scene } from "babylonjs/scene";
  59152. /**
  59153. * Navigation plugin interface to add navigation constrained by a navigation mesh
  59154. */
  59155. export interface INavigationEnginePlugin {
  59156. /**
  59157. * plugin name
  59158. */
  59159. name: string;
  59160. /**
  59161. * Creates a navigation mesh
  59162. * @param meshes array of all the geometry used to compute the navigatio mesh
  59163. * @param parameters bunch of parameters used to filter geometry
  59164. */
  59165. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  59166. /**
  59167. * Create a navigation mesh debug mesh
  59168. * @param scene is where the mesh will be added
  59169. * @returns debug display mesh
  59170. */
  59171. createDebugNavMesh(scene: Scene): Mesh;
  59172. /**
  59173. * Get a navigation mesh constrained position, closest to the parameter position
  59174. * @param position world position
  59175. * @returns the closest point to position constrained by the navigation mesh
  59176. */
  59177. getClosestPoint(position: Vector3): Vector3;
  59178. /**
  59179. * Get a navigation mesh constrained position, within a particular radius
  59180. * @param position world position
  59181. * @param maxRadius the maximum distance to the constrained world position
  59182. * @returns the closest point to position constrained by the navigation mesh
  59183. */
  59184. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  59185. /**
  59186. * Compute the final position from a segment made of destination-position
  59187. * @param position world position
  59188. * @param destination world position
  59189. * @returns the resulting point along the navmesh
  59190. */
  59191. moveAlong(position: Vector3, destination: Vector3): Vector3;
  59192. /**
  59193. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  59194. * @param start world position
  59195. * @param end world position
  59196. * @returns array containing world position composing the path
  59197. */
  59198. computePath(start: Vector3, end: Vector3): Vector3[];
  59199. /**
  59200. * If this plugin is supported
  59201. * @returns true if plugin is supported
  59202. */
  59203. isSupported(): boolean;
  59204. /**
  59205. * Create a new Crowd so you can add agents
  59206. * @param maxAgents the maximum agent count in the crowd
  59207. * @param maxAgentRadius the maximum radius an agent can have
  59208. * @param scene to attach the crowd to
  59209. * @returns the crowd you can add agents to
  59210. */
  59211. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  59212. /**
  59213. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  59214. * The queries will try to find a solution within those bounds
  59215. * default is (1,1,1)
  59216. * @param extent x,y,z value that define the extent around the queries point of reference
  59217. */
  59218. setDefaultQueryExtent(extent: Vector3): void;
  59219. /**
  59220. * Get the Bounding box extent specified by setDefaultQueryExtent
  59221. * @returns the box extent values
  59222. */
  59223. getDefaultQueryExtent(): Vector3;
  59224. /**
  59225. * Release all resources
  59226. */
  59227. dispose(): void;
  59228. }
  59229. /**
  59230. * Crowd Interface. A Crowd is a collection of moving agents constrained by a navigation mesh
  59231. */
  59232. export interface ICrowd {
  59233. /**
  59234. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  59235. * You can attach anything to that node. The node position is updated in the scene update tick.
  59236. * @param pos world position that will be constrained by the navigation mesh
  59237. * @param parameters agent parameters
  59238. * @param transform hooked to the agent that will be update by the scene
  59239. * @returns agent index
  59240. */
  59241. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  59242. /**
  59243. * Returns the agent position in world space
  59244. * @param index agent index returned by addAgent
  59245. * @returns world space position
  59246. */
  59247. getAgentPosition(index: number): Vector3;
  59248. /**
  59249. * Gets the agent velocity in world space
  59250. * @param index agent index returned by addAgent
  59251. * @returns world space velocity
  59252. */
  59253. getAgentVelocity(index: number): Vector3;
  59254. /**
  59255. * remove a particular agent previously created
  59256. * @param index agent index returned by addAgent
  59257. */
  59258. removeAgent(index: number): void;
  59259. /**
  59260. * get the list of all agents attached to this crowd
  59261. * @returns list of agent indices
  59262. */
  59263. getAgents(): number[];
  59264. /**
  59265. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  59266. * @param deltaTime in seconds
  59267. */
  59268. update(deltaTime: number): void;
  59269. /**
  59270. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  59271. * @param index agent index returned by addAgent
  59272. * @param destination targeted world position
  59273. */
  59274. agentGoto(index: number, destination: Vector3): void;
  59275. /**
  59276. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  59277. * The queries will try to find a solution within those bounds
  59278. * default is (1,1,1)
  59279. * @param extent x,y,z value that define the extent around the queries point of reference
  59280. */
  59281. setDefaultQueryExtent(extent: Vector3): void;
  59282. /**
  59283. * Get the Bounding box extent specified by setDefaultQueryExtent
  59284. * @returns the box extent values
  59285. */
  59286. getDefaultQueryExtent(): Vector3;
  59287. /**
  59288. * Release all resources
  59289. */
  59290. dispose(): void;
  59291. }
  59292. /**
  59293. * Configures an agent
  59294. */
  59295. export interface IAgentParameters {
  59296. /**
  59297. * Agent radius. [Limit: >= 0]
  59298. */
  59299. radius: number;
  59300. /**
  59301. * Agent height. [Limit: > 0]
  59302. */
  59303. height: number;
  59304. /**
  59305. * Maximum allowed acceleration. [Limit: >= 0]
  59306. */
  59307. maxAcceleration: number;
  59308. /**
  59309. * Maximum allowed speed. [Limit: >= 0]
  59310. */
  59311. maxSpeed: number;
  59312. /**
  59313. * Defines how close a collision element must be before it is considered for steering behaviors. [Limits: > 0]
  59314. */
  59315. collisionQueryRange: number;
  59316. /**
  59317. * The path visibility optimization range. [Limit: > 0]
  59318. */
  59319. pathOptimizationRange: number;
  59320. /**
  59321. * How aggresive the agent manager should be at avoiding collisions with this agent. [Limit: >= 0]
  59322. */
  59323. separationWeight: number;
  59324. }
  59325. /**
  59326. * Configures the navigation mesh creation
  59327. */
  59328. export interface INavMeshParameters {
  59329. /**
  59330. * The xz-plane cell size to use for fields. [Limit: > 0] [Units: wu]
  59331. */
  59332. cs: number;
  59333. /**
  59334. * The y-axis cell size to use for fields. [Limit: > 0] [Units: wu]
  59335. */
  59336. ch: number;
  59337. /**
  59338. * The maximum slope that is considered walkable. [Limits: 0 <= value < 90] [Units: Degrees]
  59339. */
  59340. walkableSlopeAngle: number;
  59341. /**
  59342. * Minimum floor to 'ceiling' height that will still allow the floor area to
  59343. * be considered walkable. [Limit: >= 3] [Units: vx]
  59344. */
  59345. walkableHeight: number;
  59346. /**
  59347. * Maximum ledge height that is considered to still be traversable. [Limit: >=0] [Units: vx]
  59348. */
  59349. walkableClimb: number;
  59350. /**
  59351. * The distance to erode/shrink the walkable area of the heightfield away from
  59352. * obstructions. [Limit: >=0] [Units: vx]
  59353. */
  59354. walkableRadius: number;
  59355. /**
  59356. * The maximum allowed length for contour edges along the border of the mesh. [Limit: >=0] [Units: vx]
  59357. */
  59358. maxEdgeLen: number;
  59359. /**
  59360. * The maximum distance a simplfied contour's border edges should deviate
  59361. * the original raw contour. [Limit: >=0] [Units: vx]
  59362. */
  59363. maxSimplificationError: number;
  59364. /**
  59365. * The minimum number of cells allowed to form isolated island areas. [Limit: >=0] [Units: vx]
  59366. */
  59367. minRegionArea: number;
  59368. /**
  59369. * Any regions with a span count smaller than this value will, if possible,
  59370. * be merged with larger regions. [Limit: >=0] [Units: vx]
  59371. */
  59372. mergeRegionArea: number;
  59373. /**
  59374. * The maximum number of vertices allowed for polygons generated during the
  59375. * contour to polygon conversion process. [Limit: >= 3]
  59376. */
  59377. maxVertsPerPoly: number;
  59378. /**
  59379. * Sets the sampling distance to use when generating the detail mesh.
  59380. * (For height detail only.) [Limits: 0 or >= 0.9] [Units: wu]
  59381. */
  59382. detailSampleDist: number;
  59383. /**
  59384. * The maximum distance the detail mesh surface should deviate from heightfield
  59385. * data. (For height detail only.) [Limit: >=0] [Units: wu]
  59386. */
  59387. detailSampleMaxError: number;
  59388. }
  59389. }
  59390. declare module "babylonjs/Navigation/Plugins/recastJSPlugin" {
  59391. import { INavigationEnginePlugin, ICrowd, IAgentParameters, INavMeshParameters } from "babylonjs/Navigation/INavigationEngine";
  59392. import { Mesh } from "babylonjs/Meshes/mesh";
  59393. import { Scene } from "babylonjs/scene";
  59394. import { Vector3 } from "babylonjs/Maths/math";
  59395. import { TransformNode } from "babylonjs/Meshes/transformNode";
  59396. /**
  59397. * RecastJS navigation plugin
  59398. */
  59399. export class RecastJSPlugin implements INavigationEnginePlugin {
  59400. /**
  59401. * Reference to the Recast library
  59402. */
  59403. bjsRECAST: any;
  59404. /**
  59405. * plugin name
  59406. */
  59407. name: string;
  59408. /**
  59409. * the first navmesh created. We might extend this to support multiple navmeshes
  59410. */
  59411. navMesh: any;
  59412. /**
  59413. * Initializes the recastJS plugin
  59414. * @param recastInjection can be used to inject your own recast reference
  59415. */
  59416. constructor(recastInjection?: any);
  59417. /**
  59418. * Creates a navigation mesh
  59419. * @param meshes array of all the geometry used to compute the navigatio mesh
  59420. * @param parameters bunch of parameters used to filter geometry
  59421. */
  59422. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  59423. /**
  59424. * Create a navigation mesh debug mesh
  59425. * @param scene is where the mesh will be added
  59426. * @returns debug display mesh
  59427. */
  59428. createDebugNavMesh(scene: Scene): Mesh;
  59429. /**
  59430. * Get a navigation mesh constrained position, closest to the parameter position
  59431. * @param position world position
  59432. * @returns the closest point to position constrained by the navigation mesh
  59433. */
  59434. getClosestPoint(position: Vector3): Vector3;
  59435. /**
  59436. * Get a navigation mesh constrained position, within a particular radius
  59437. * @param position world position
  59438. * @param maxRadius the maximum distance to the constrained world position
  59439. * @returns the closest point to position constrained by the navigation mesh
  59440. */
  59441. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  59442. /**
  59443. * Compute the final position from a segment made of destination-position
  59444. * @param position world position
  59445. * @param destination world position
  59446. * @returns the resulting point along the navmesh
  59447. */
  59448. moveAlong(position: Vector3, destination: Vector3): Vector3;
  59449. /**
  59450. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  59451. * @param start world position
  59452. * @param end world position
  59453. * @returns array containing world position composing the path
  59454. */
  59455. computePath(start: Vector3, end: Vector3): Vector3[];
  59456. /**
  59457. * Create a new Crowd so you can add agents
  59458. * @param maxAgents the maximum agent count in the crowd
  59459. * @param maxAgentRadius the maximum radius an agent can have
  59460. * @param scene to attach the crowd to
  59461. * @returns the crowd you can add agents to
  59462. */
  59463. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  59464. /**
  59465. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  59466. * The queries will try to find a solution within those bounds
  59467. * default is (1,1,1)
  59468. * @param extent x,y,z value that define the extent around the queries point of reference
  59469. */
  59470. setDefaultQueryExtent(extent: Vector3): void;
  59471. /**
  59472. * Get the Bounding box extent specified by setDefaultQueryExtent
  59473. * @returns the box extent values
  59474. */
  59475. getDefaultQueryExtent(): Vector3;
  59476. /**
  59477. * Disposes
  59478. */
  59479. dispose(): void;
  59480. /**
  59481. * If this plugin is supported
  59482. * @returns true if plugin is supported
  59483. */
  59484. isSupported(): boolean;
  59485. }
  59486. /**
  59487. * Recast detour crowd implementation
  59488. */
  59489. export class RecastJSCrowd implements ICrowd {
  59490. /**
  59491. * Recast/detour plugin
  59492. */
  59493. bjsRECASTPlugin: RecastJSPlugin;
  59494. /**
  59495. * Link to the detour crowd
  59496. */
  59497. recastCrowd: any;
  59498. /**
  59499. * One transform per agent
  59500. */
  59501. transforms: TransformNode[];
  59502. /**
  59503. * All agents created
  59504. */
  59505. agents: number[];
  59506. /**
  59507. * Link to the scene is kept to unregister the crowd from the scene
  59508. */
  59509. private _scene;
  59510. /**
  59511. * Observer for crowd updates
  59512. */
  59513. private _onBeforeAnimationsObserver;
  59514. /**
  59515. * Constructor
  59516. * @param plugin recastJS plugin
  59517. * @param maxAgents the maximum agent count in the crowd
  59518. * @param maxAgentRadius the maximum radius an agent can have
  59519. * @param scene to attach the crowd to
  59520. * @returns the crowd you can add agents to
  59521. */
  59522. constructor(plugin: RecastJSPlugin, maxAgents: number, maxAgentRadius: number, scene: Scene);
  59523. /**
  59524. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  59525. * You can attach anything to that node. The node position is updated in the scene update tick.
  59526. * @param pos world position that will be constrained by the navigation mesh
  59527. * @param parameters agent parameters
  59528. * @param transform hooked to the agent that will be update by the scene
  59529. * @returns agent index
  59530. */
  59531. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  59532. /**
  59533. * Returns the agent position in world space
  59534. * @param index agent index returned by addAgent
  59535. * @returns world space position
  59536. */
  59537. getAgentPosition(index: number): Vector3;
  59538. /**
  59539. * Returns the agent velocity in world space
  59540. * @param index agent index returned by addAgent
  59541. * @returns world space velocity
  59542. */
  59543. getAgentVelocity(index: number): Vector3;
  59544. /**
  59545. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  59546. * @param index agent index returned by addAgent
  59547. * @param destination targeted world position
  59548. */
  59549. agentGoto(index: number, destination: Vector3): void;
  59550. /**
  59551. * remove a particular agent previously created
  59552. * @param index agent index returned by addAgent
  59553. */
  59554. removeAgent(index: number): void;
  59555. /**
  59556. * get the list of all agents attached to this crowd
  59557. * @returns list of agent indices
  59558. */
  59559. getAgents(): number[];
  59560. /**
  59561. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  59562. * @param deltaTime in seconds
  59563. */
  59564. update(deltaTime: number): void;
  59565. /**
  59566. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  59567. * The queries will try to find a solution within those bounds
  59568. * default is (1,1,1)
  59569. * @param extent x,y,z value that define the extent around the queries point of reference
  59570. */
  59571. setDefaultQueryExtent(extent: Vector3): void;
  59572. /**
  59573. * Get the Bounding box extent specified by setDefaultQueryExtent
  59574. * @returns the box extent values
  59575. */
  59576. getDefaultQueryExtent(): Vector3;
  59577. /**
  59578. * Release all resources
  59579. */
  59580. dispose(): void;
  59581. }
  59582. }
  59583. declare module "babylonjs/Navigation/Plugins/index" {
  59584. export * from "babylonjs/Navigation/Plugins/recastJSPlugin";
  59585. }
  59586. declare module "babylonjs/Navigation/index" {
  59587. export * from "babylonjs/Navigation/INavigationEngine";
  59588. export * from "babylonjs/Navigation/Plugins/index";
  59589. }
  59590. declare module "babylonjs/Offline/database" {
  59591. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  59592. /**
  59593. * Class used to enable access to IndexedDB
  59594. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  59595. */
  59596. export class Database implements IOfflineProvider {
  59597. private _callbackManifestChecked;
  59598. private _currentSceneUrl;
  59599. private _db;
  59600. private _enableSceneOffline;
  59601. private _enableTexturesOffline;
  59602. private _manifestVersionFound;
  59603. private _mustUpdateRessources;
  59604. private _hasReachedQuota;
  59605. private _isSupported;
  59606. private _idbFactory;
  59607. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  59608. private static IsUASupportingBlobStorage;
  59609. /**
  59610. * Gets a boolean indicating if Database storate is enabled (off by default)
  59611. */
  59612. static IDBStorageEnabled: boolean;
  59613. /**
  59614. * Gets a boolean indicating if scene must be saved in the database
  59615. */
  59616. readonly enableSceneOffline: boolean;
  59617. /**
  59618. * Gets a boolean indicating if textures must be saved in the database
  59619. */
  59620. readonly enableTexturesOffline: boolean;
  59621. /**
  59622. * Creates a new Database
  59623. * @param urlToScene defines the url to load the scene
  59624. * @param callbackManifestChecked defines the callback to use when manifest is checked
  59625. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  59626. */
  59627. constructor(urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck?: boolean);
  59628. private static _ParseURL;
  59629. private static _ReturnFullUrlLocation;
  59630. private _checkManifestFile;
  59631. /**
  59632. * Open the database and make it available
  59633. * @param successCallback defines the callback to call on success
  59634. * @param errorCallback defines the callback to call on error
  59635. */
  59636. open(successCallback: () => void, errorCallback: () => void): void;
  59637. /**
  59638. * Loads an image from the database
  59639. * @param url defines the url to load from
  59640. * @param image defines the target DOM image
  59641. */
  59642. loadImage(url: string, image: HTMLImageElement): void;
  59643. private _loadImageFromDBAsync;
  59644. private _saveImageIntoDBAsync;
  59645. private _checkVersionFromDB;
  59646. private _loadVersionFromDBAsync;
  59647. private _saveVersionIntoDBAsync;
  59648. /**
  59649. * Loads a file from database
  59650. * @param url defines the URL to load from
  59651. * @param sceneLoaded defines a callback to call on success
  59652. * @param progressCallBack defines a callback to call when progress changed
  59653. * @param errorCallback defines a callback to call on error
  59654. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  59655. */
  59656. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  59657. private _loadFileAsync;
  59658. private _saveFileAsync;
  59659. /**
  59660. * Validates if xhr data is correct
  59661. * @param xhr defines the request to validate
  59662. * @param dataType defines the expected data type
  59663. * @returns true if data is correct
  59664. */
  59665. private static _ValidateXHRData;
  59666. }
  59667. }
  59668. declare module "babylonjs/Offline/index" {
  59669. export * from "babylonjs/Offline/database";
  59670. export * from "babylonjs/Offline/IOfflineProvider";
  59671. }
  59672. declare module "babylonjs/Shaders/gpuUpdateParticles.fragment" {
  59673. /** @hidden */
  59674. export var gpuUpdateParticlesPixelShader: {
  59675. name: string;
  59676. shader: string;
  59677. };
  59678. }
  59679. declare module "babylonjs/Shaders/gpuUpdateParticles.vertex" {
  59680. /** @hidden */
  59681. export var gpuUpdateParticlesVertexShader: {
  59682. name: string;
  59683. shader: string;
  59684. };
  59685. }
  59686. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2" {
  59687. /** @hidden */
  59688. export var clipPlaneFragmentDeclaration2: {
  59689. name: string;
  59690. shader: string;
  59691. };
  59692. }
  59693. declare module "babylonjs/Shaders/gpuRenderParticles.fragment" {
  59694. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2";
  59695. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  59696. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  59697. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  59698. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  59699. /** @hidden */
  59700. export var gpuRenderParticlesPixelShader: {
  59701. name: string;
  59702. shader: string;
  59703. };
  59704. }
  59705. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration2" {
  59706. /** @hidden */
  59707. export var clipPlaneVertexDeclaration2: {
  59708. name: string;
  59709. shader: string;
  59710. };
  59711. }
  59712. declare module "babylonjs/Shaders/gpuRenderParticles.vertex" {
  59713. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration2";
  59714. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  59715. /** @hidden */
  59716. export var gpuRenderParticlesVertexShader: {
  59717. name: string;
  59718. shader: string;
  59719. };
  59720. }
  59721. declare module "babylonjs/Particles/gpuParticleSystem" {
  59722. import { Nullable } from "babylonjs/types";
  59723. import { Color3Gradient, IValueGradient } from "babylonjs/Misc/gradients";
  59724. import { Observable } from "babylonjs/Misc/observable";
  59725. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  59726. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  59727. import { BaseParticleSystem } from "babylonjs/Particles/baseParticleSystem";
  59728. import { Scene, IDisposable } from "babylonjs/scene";
  59729. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  59730. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  59731. import "babylonjs/Shaders/gpuUpdateParticles.fragment";
  59732. import "babylonjs/Shaders/gpuUpdateParticles.vertex";
  59733. import "babylonjs/Shaders/gpuRenderParticles.fragment";
  59734. import "babylonjs/Shaders/gpuRenderParticles.vertex";
  59735. /**
  59736. * This represents a GPU particle system in Babylon
  59737. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  59738. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  59739. */
  59740. export class GPUParticleSystem extends BaseParticleSystem implements IDisposable, IParticleSystem, IAnimatable {
  59741. /**
  59742. * The layer mask we are rendering the particles through.
  59743. */
  59744. layerMask: number;
  59745. private _capacity;
  59746. private _activeCount;
  59747. private _currentActiveCount;
  59748. private _accumulatedCount;
  59749. private _renderEffect;
  59750. private _updateEffect;
  59751. private _buffer0;
  59752. private _buffer1;
  59753. private _spriteBuffer;
  59754. private _updateVAO;
  59755. private _renderVAO;
  59756. private _targetIndex;
  59757. private _sourceBuffer;
  59758. private _targetBuffer;
  59759. private _engine;
  59760. private _currentRenderId;
  59761. private _started;
  59762. private _stopped;
  59763. private _timeDelta;
  59764. private _randomTexture;
  59765. private _randomTexture2;
  59766. private _attributesStrideSize;
  59767. private _updateEffectOptions;
  59768. private _randomTextureSize;
  59769. private _actualFrame;
  59770. private readonly _rawTextureWidth;
  59771. /**
  59772. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  59773. */
  59774. static readonly IsSupported: boolean;
  59775. /**
  59776. * An event triggered when the system is disposed.
  59777. */
  59778. onDisposeObservable: Observable<GPUParticleSystem>;
  59779. /**
  59780. * Gets the maximum number of particles active at the same time.
  59781. * @returns The max number of active particles.
  59782. */
  59783. getCapacity(): number;
  59784. /**
  59785. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  59786. * to override the particles.
  59787. */
  59788. forceDepthWrite: boolean;
  59789. /**
  59790. * Gets or set the number of active particles
  59791. */
  59792. activeParticleCount: number;
  59793. private _preWarmDone;
  59794. /**
  59795. * Is this system ready to be used/rendered
  59796. * @return true if the system is ready
  59797. */
  59798. isReady(): boolean;
  59799. /**
  59800. * Gets if the system has been started. (Note: this will still be true after stop is called)
  59801. * @returns True if it has been started, otherwise false.
  59802. */
  59803. isStarted(): boolean;
  59804. /**
  59805. * Starts the particle system and begins to emit
  59806. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  59807. */
  59808. start(delay?: number): void;
  59809. /**
  59810. * Stops the particle system.
  59811. */
  59812. stop(): void;
  59813. /**
  59814. * Remove all active particles
  59815. */
  59816. reset(): void;
  59817. /**
  59818. * Returns the string "GPUParticleSystem"
  59819. * @returns a string containing the class name
  59820. */
  59821. getClassName(): string;
  59822. private _colorGradientsTexture;
  59823. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: RawTexture): BaseParticleSystem;
  59824. /**
  59825. * Adds a new color gradient
  59826. * @param gradient defines the gradient to use (between 0 and 1)
  59827. * @param color1 defines the color to affect to the specified gradient
  59828. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  59829. * @returns the current particle system
  59830. */
  59831. addColorGradient(gradient: number, color1: Color4, color2?: Color4): GPUParticleSystem;
  59832. /**
  59833. * Remove a specific color gradient
  59834. * @param gradient defines the gradient to remove
  59835. * @returns the current particle system
  59836. */
  59837. removeColorGradient(gradient: number): GPUParticleSystem;
  59838. private _angularSpeedGradientsTexture;
  59839. private _sizeGradientsTexture;
  59840. private _velocityGradientsTexture;
  59841. private _limitVelocityGradientsTexture;
  59842. private _dragGradientsTexture;
  59843. private _addFactorGradient;
  59844. /**
  59845. * Adds a new size gradient
  59846. * @param gradient defines the gradient to use (between 0 and 1)
  59847. * @param factor defines the size factor to affect to the specified gradient
  59848. * @returns the current particle system
  59849. */
  59850. addSizeGradient(gradient: number, factor: number): GPUParticleSystem;
  59851. /**
  59852. * Remove a specific size gradient
  59853. * @param gradient defines the gradient to remove
  59854. * @returns the current particle system
  59855. */
  59856. removeSizeGradient(gradient: number): GPUParticleSystem;
  59857. /**
  59858. * Adds a new angular speed gradient
  59859. * @param gradient defines the gradient to use (between 0 and 1)
  59860. * @param factor defines the angular speed to affect to the specified gradient
  59861. * @returns the current particle system
  59862. */
  59863. addAngularSpeedGradient(gradient: number, factor: number): GPUParticleSystem;
  59864. /**
  59865. * Remove a specific angular speed gradient
  59866. * @param gradient defines the gradient to remove
  59867. * @returns the current particle system
  59868. */
  59869. removeAngularSpeedGradient(gradient: number): GPUParticleSystem;
  59870. /**
  59871. * Adds a new velocity gradient
  59872. * @param gradient defines the gradient to use (between 0 and 1)
  59873. * @param factor defines the velocity to affect to the specified gradient
  59874. * @returns the current particle system
  59875. */
  59876. addVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  59877. /**
  59878. * Remove a specific velocity gradient
  59879. * @param gradient defines the gradient to remove
  59880. * @returns the current particle system
  59881. */
  59882. removeVelocityGradient(gradient: number): GPUParticleSystem;
  59883. /**
  59884. * Adds a new limit velocity gradient
  59885. * @param gradient defines the gradient to use (between 0 and 1)
  59886. * @param factor defines the limit velocity value to affect to the specified gradient
  59887. * @returns the current particle system
  59888. */
  59889. addLimitVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  59890. /**
  59891. * Remove a specific limit velocity gradient
  59892. * @param gradient defines the gradient to remove
  59893. * @returns the current particle system
  59894. */
  59895. removeLimitVelocityGradient(gradient: number): GPUParticleSystem;
  59896. /**
  59897. * Adds a new drag gradient
  59898. * @param gradient defines the gradient to use (between 0 and 1)
  59899. * @param factor defines the drag value to affect to the specified gradient
  59900. * @returns the current particle system
  59901. */
  59902. addDragGradient(gradient: number, factor: number): GPUParticleSystem;
  59903. /**
  59904. * Remove a specific drag gradient
  59905. * @param gradient defines the gradient to remove
  59906. * @returns the current particle system
  59907. */
  59908. removeDragGradient(gradient: number): GPUParticleSystem;
  59909. /**
  59910. * Not supported by GPUParticleSystem
  59911. * @param gradient defines the gradient to use (between 0 and 1)
  59912. * @param factor defines the emit rate value to affect to the specified gradient
  59913. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  59914. * @returns the current particle system
  59915. */
  59916. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  59917. /**
  59918. * Not supported by GPUParticleSystem
  59919. * @param gradient defines the gradient to remove
  59920. * @returns the current particle system
  59921. */
  59922. removeEmitRateGradient(gradient: number): IParticleSystem;
  59923. /**
  59924. * Not supported by GPUParticleSystem
  59925. * @param gradient defines the gradient to use (between 0 and 1)
  59926. * @param factor defines the start size value to affect to the specified gradient
  59927. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  59928. * @returns the current particle system
  59929. */
  59930. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  59931. /**
  59932. * Not supported by GPUParticleSystem
  59933. * @param gradient defines the gradient to remove
  59934. * @returns the current particle system
  59935. */
  59936. removeStartSizeGradient(gradient: number): IParticleSystem;
  59937. /**
  59938. * Not supported by GPUParticleSystem
  59939. * @param gradient defines the gradient to use (between 0 and 1)
  59940. * @param min defines the color remap minimal range
  59941. * @param max defines the color remap maximal range
  59942. * @returns the current particle system
  59943. */
  59944. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  59945. /**
  59946. * Not supported by GPUParticleSystem
  59947. * @param gradient defines the gradient to remove
  59948. * @returns the current particle system
  59949. */
  59950. removeColorRemapGradient(): IParticleSystem;
  59951. /**
  59952. * Not supported by GPUParticleSystem
  59953. * @param gradient defines the gradient to use (between 0 and 1)
  59954. * @param min defines the alpha remap minimal range
  59955. * @param max defines the alpha remap maximal range
  59956. * @returns the current particle system
  59957. */
  59958. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  59959. /**
  59960. * Not supported by GPUParticleSystem
  59961. * @param gradient defines the gradient to remove
  59962. * @returns the current particle system
  59963. */
  59964. removeAlphaRemapGradient(): IParticleSystem;
  59965. /**
  59966. * Not supported by GPUParticleSystem
  59967. * @param gradient defines the gradient to use (between 0 and 1)
  59968. * @param color defines the color to affect to the specified gradient
  59969. * @returns the current particle system
  59970. */
  59971. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  59972. /**
  59973. * Not supported by GPUParticleSystem
  59974. * @param gradient defines the gradient to remove
  59975. * @returns the current particle system
  59976. */
  59977. removeRampGradient(): IParticleSystem;
  59978. /**
  59979. * Not supported by GPUParticleSystem
  59980. * @returns the list of ramp gradients
  59981. */
  59982. getRampGradients(): Nullable<Array<Color3Gradient>>;
  59983. /**
  59984. * Not supported by GPUParticleSystem
  59985. * Gets or sets a boolean indicating that ramp gradients must be used
  59986. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  59987. */
  59988. useRampGradients: boolean;
  59989. /**
  59990. * Not supported by GPUParticleSystem
  59991. * @param gradient defines the gradient to use (between 0 and 1)
  59992. * @param factor defines the life time factor to affect to the specified gradient
  59993. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  59994. * @returns the current particle system
  59995. */
  59996. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  59997. /**
  59998. * Not supported by GPUParticleSystem
  59999. * @param gradient defines the gradient to remove
  60000. * @returns the current particle system
  60001. */
  60002. removeLifeTimeGradient(gradient: number): IParticleSystem;
  60003. /**
  60004. * Instantiates a GPU particle system.
  60005. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  60006. * @param name The name of the particle system
  60007. * @param options The options used to create the system
  60008. * @param scene The scene the particle system belongs to
  60009. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  60010. */
  60011. constructor(name: string, options: Partial<{
  60012. capacity: number;
  60013. randomTextureSize: number;
  60014. }>, scene: Scene, isAnimationSheetEnabled?: boolean);
  60015. protected _reset(): void;
  60016. private _createUpdateVAO;
  60017. private _createRenderVAO;
  60018. private _initialize;
  60019. /** @hidden */
  60020. _recreateUpdateEffect(): void;
  60021. /** @hidden */
  60022. _recreateRenderEffect(): void;
  60023. /**
  60024. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  60025. * @param preWarm defines if we are in the pre-warmimg phase
  60026. */
  60027. animate(preWarm?: boolean): void;
  60028. private _createFactorGradientTexture;
  60029. private _createSizeGradientTexture;
  60030. private _createAngularSpeedGradientTexture;
  60031. private _createVelocityGradientTexture;
  60032. private _createLimitVelocityGradientTexture;
  60033. private _createDragGradientTexture;
  60034. private _createColorGradientTexture;
  60035. /**
  60036. * Renders the particle system in its current state
  60037. * @param preWarm defines if the system should only update the particles but not render them
  60038. * @returns the current number of particles
  60039. */
  60040. render(preWarm?: boolean): number;
  60041. /**
  60042. * Rebuilds the particle system
  60043. */
  60044. rebuild(): void;
  60045. private _releaseBuffers;
  60046. private _releaseVAOs;
  60047. /**
  60048. * Disposes the particle system and free the associated resources
  60049. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  60050. */
  60051. dispose(disposeTexture?: boolean): void;
  60052. /**
  60053. * Clones the particle system.
  60054. * @param name The name of the cloned object
  60055. * @param newEmitter The new emitter to use
  60056. * @returns the cloned particle system
  60057. */
  60058. clone(name: string, newEmitter: any): GPUParticleSystem;
  60059. /**
  60060. * Serializes the particle system to a JSON object.
  60061. * @returns the JSON object
  60062. */
  60063. serialize(): any;
  60064. /**
  60065. * Parses a JSON object to create a GPU particle system.
  60066. * @param parsedParticleSystem The JSON object to parse
  60067. * @param scene The scene to create the particle system in
  60068. * @param rootUrl The root url to use to load external dependencies like texture
  60069. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  60070. * @returns the parsed GPU particle system
  60071. */
  60072. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): GPUParticleSystem;
  60073. }
  60074. }
  60075. declare module "babylonjs/Particles/particleSystemSet" {
  60076. import { Nullable } from "babylonjs/types";
  60077. import { Color3 } from "babylonjs/Maths/math.color";
  60078. import { TransformNode } from "babylonjs/Meshes/transformNode";
  60079. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  60080. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  60081. import { Scene, IDisposable } from "babylonjs/scene";
  60082. /**
  60083. * Represents a set of particle systems working together to create a specific effect
  60084. */
  60085. export class ParticleSystemSet implements IDisposable {
  60086. private _emitterCreationOptions;
  60087. private _emitterNode;
  60088. /**
  60089. * Gets the particle system list
  60090. */
  60091. systems: IParticleSystem[];
  60092. /**
  60093. * Gets the emitter node used with this set
  60094. */
  60095. readonly emitterNode: Nullable<TransformNode>;
  60096. /**
  60097. * Creates a new emitter mesh as a sphere
  60098. * @param options defines the options used to create the sphere
  60099. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  60100. * @param scene defines the hosting scene
  60101. */
  60102. setEmitterAsSphere(options: {
  60103. diameter: number;
  60104. segments: number;
  60105. color: Color3;
  60106. }, renderingGroupId: number, scene: Scene): void;
  60107. /**
  60108. * Starts all particle systems of the set
  60109. * @param emitter defines an optional mesh to use as emitter for the particle systems
  60110. */
  60111. start(emitter?: AbstractMesh): void;
  60112. /**
  60113. * Release all associated resources
  60114. */
  60115. dispose(): void;
  60116. /**
  60117. * Serialize the set into a JSON compatible object
  60118. * @returns a JSON compatible representation of the set
  60119. */
  60120. serialize(): any;
  60121. /**
  60122. * Parse a new ParticleSystemSet from a serialized source
  60123. * @param data defines a JSON compatible representation of the set
  60124. * @param scene defines the hosting scene
  60125. * @param gpu defines if we want GPU particles or CPU particles
  60126. * @returns a new ParticleSystemSet
  60127. */
  60128. static Parse(data: any, scene: Scene, gpu?: boolean): ParticleSystemSet;
  60129. }
  60130. }
  60131. declare module "babylonjs/Particles/particleHelper" {
  60132. import { Nullable } from "babylonjs/types";
  60133. import { Scene } from "babylonjs/scene";
  60134. import { Vector3 } from "babylonjs/Maths/math.vector";
  60135. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  60136. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  60137. import { ParticleSystemSet } from "babylonjs/Particles/particleSystemSet";
  60138. /**
  60139. * This class is made for on one-liner static method to help creating particle system set.
  60140. */
  60141. export class ParticleHelper {
  60142. /**
  60143. * Gets or sets base Assets URL
  60144. */
  60145. static BaseAssetsUrl: string;
  60146. /**
  60147. * Create a default particle system that you can tweak
  60148. * @param emitter defines the emitter to use
  60149. * @param capacity defines the system capacity (default is 500 particles)
  60150. * @param scene defines the hosting scene
  60151. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  60152. * @returns the new Particle system
  60153. */
  60154. static CreateDefault(emitter: Nullable<AbstractMesh | Vector3>, capacity?: number, scene?: Scene, useGPU?: boolean): IParticleSystem;
  60155. /**
  60156. * This is the main static method (one-liner) of this helper to create different particle systems
  60157. * @param type This string represents the type to the particle system to create
  60158. * @param scene The scene where the particle system should live
  60159. * @param gpu If the system will use gpu
  60160. * @returns the ParticleSystemSet created
  60161. */
  60162. static CreateAsync(type: string, scene: Nullable<Scene>, gpu?: boolean): Promise<ParticleSystemSet>;
  60163. /**
  60164. * Static function used to export a particle system to a ParticleSystemSet variable.
  60165. * Please note that the emitter shape is not exported
  60166. * @param systems defines the particle systems to export
  60167. * @returns the created particle system set
  60168. */
  60169. static ExportSet(systems: IParticleSystem[]): ParticleSystemSet;
  60170. }
  60171. }
  60172. declare module "babylonjs/Particles/particleSystemComponent" {
  60173. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  60174. import { Effect, EffectFallbacks } from "babylonjs/Materials/effect";
  60175. import "babylonjs/Shaders/particles.vertex";
  60176. module "babylonjs/Engines/engine" {
  60177. interface Engine {
  60178. /**
  60179. * Create an effect to use with particle systems.
  60180. * Please note that some parameters like animation sheets or not being billboard are not supported in this configuration
  60181. * @param fragmentName defines the base name of the effect (The name of file without .fragment.fx)
  60182. * @param uniformsNames defines a list of attribute names
  60183. * @param samplers defines an array of string used to represent textures
  60184. * @param defines defines the string containing the defines to use to compile the shaders
  60185. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  60186. * @param onCompiled defines a function to call when the effect creation is successful
  60187. * @param onError defines a function to call when the effect creation has failed
  60188. * @returns the new Effect
  60189. */
  60190. createEffectForParticles(fragmentName: string, uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  60191. }
  60192. }
  60193. module "babylonjs/Meshes/mesh" {
  60194. interface Mesh {
  60195. /**
  60196. * Returns an array populated with IParticleSystem objects whose the mesh is the emitter
  60197. * @returns an array of IParticleSystem
  60198. */
  60199. getEmittedParticleSystems(): IParticleSystem[];
  60200. /**
  60201. * Returns an array populated with IParticleSystem objects whose the mesh or its children are the emitter
  60202. * @returns an array of IParticleSystem
  60203. */
  60204. getHierarchyEmittedParticleSystems(): IParticleSystem[];
  60205. }
  60206. }
  60207. /**
  60208. * @hidden
  60209. */
  60210. export var _IDoNeedToBeInTheBuild: number;
  60211. }
  60212. declare module "babylonjs/Particles/index" {
  60213. export * from "babylonjs/Particles/baseParticleSystem";
  60214. export * from "babylonjs/Particles/EmitterTypes/index";
  60215. export * from "babylonjs/Particles/gpuParticleSystem";
  60216. export * from "babylonjs/Particles/IParticleSystem";
  60217. export * from "babylonjs/Particles/particle";
  60218. export * from "babylonjs/Particles/particleHelper";
  60219. export * from "babylonjs/Particles/particleSystem";
  60220. export * from "babylonjs/Particles/particleSystemComponent";
  60221. export * from "babylonjs/Particles/particleSystemSet";
  60222. export * from "babylonjs/Particles/solidParticle";
  60223. export * from "babylonjs/Particles/solidParticleSystem";
  60224. export * from "babylonjs/Particles/subEmitter";
  60225. }
  60226. declare module "babylonjs/Physics/physicsEngineComponent" {
  60227. import { Nullable } from "babylonjs/types";
  60228. import { Observable, Observer } from "babylonjs/Misc/observable";
  60229. import { Vector3 } from "babylonjs/Maths/math.vector";
  60230. import { Mesh } from "babylonjs/Meshes/mesh";
  60231. import { ISceneComponent } from "babylonjs/sceneComponent";
  60232. import { Scene } from "babylonjs/scene";
  60233. import { Node } from "babylonjs/node";
  60234. import { IPhysicsEngine, IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  60235. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  60236. module "babylonjs/scene" {
  60237. interface Scene {
  60238. /** @hidden (Backing field) */
  60239. _physicsEngine: Nullable<IPhysicsEngine>;
  60240. /**
  60241. * Gets the current physics engine
  60242. * @returns a IPhysicsEngine or null if none attached
  60243. */
  60244. getPhysicsEngine(): Nullable<IPhysicsEngine>;
  60245. /**
  60246. * Enables physics to the current scene
  60247. * @param gravity defines the scene's gravity for the physics engine
  60248. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  60249. * @return a boolean indicating if the physics engine was initialized
  60250. */
  60251. enablePhysics(gravity: Nullable<Vector3>, plugin?: IPhysicsEnginePlugin): boolean;
  60252. /**
  60253. * Disables and disposes the physics engine associated with the scene
  60254. */
  60255. disablePhysicsEngine(): void;
  60256. /**
  60257. * Gets a boolean indicating if there is an active physics engine
  60258. * @returns a boolean indicating if there is an active physics engine
  60259. */
  60260. isPhysicsEnabled(): boolean;
  60261. /**
  60262. * Deletes a physics compound impostor
  60263. * @param compound defines the compound to delete
  60264. */
  60265. deleteCompoundImpostor(compound: any): void;
  60266. /**
  60267. * An event triggered when physic simulation is about to be run
  60268. */
  60269. onBeforePhysicsObservable: Observable<Scene>;
  60270. /**
  60271. * An event triggered when physic simulation has been done
  60272. */
  60273. onAfterPhysicsObservable: Observable<Scene>;
  60274. }
  60275. }
  60276. module "babylonjs/Meshes/abstractMesh" {
  60277. interface AbstractMesh {
  60278. /** @hidden */
  60279. _physicsImpostor: Nullable<PhysicsImpostor>;
  60280. /**
  60281. * Gets or sets impostor used for physic simulation
  60282. * @see http://doc.babylonjs.com/features/physics_engine
  60283. */
  60284. physicsImpostor: Nullable<PhysicsImpostor>;
  60285. /**
  60286. * Gets the current physics impostor
  60287. * @see http://doc.babylonjs.com/features/physics_engine
  60288. * @returns a physics impostor or null
  60289. */
  60290. getPhysicsImpostor(): Nullable<PhysicsImpostor>;
  60291. /** Apply a physic impulse to the mesh
  60292. * @param force defines the force to apply
  60293. * @param contactPoint defines where to apply the force
  60294. * @returns the current mesh
  60295. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  60296. */
  60297. applyImpulse(force: Vector3, contactPoint: Vector3): AbstractMesh;
  60298. /**
  60299. * Creates a physic joint between two meshes
  60300. * @param otherMesh defines the other mesh to use
  60301. * @param pivot1 defines the pivot to use on this mesh
  60302. * @param pivot2 defines the pivot to use on the other mesh
  60303. * @param options defines additional options (can be plugin dependent)
  60304. * @returns the current mesh
  60305. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  60306. */
  60307. setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): AbstractMesh;
  60308. /** @hidden */
  60309. _disposePhysicsObserver: Nullable<Observer<Node>>;
  60310. }
  60311. }
  60312. /**
  60313. * Defines the physics engine scene component responsible to manage a physics engine
  60314. */
  60315. export class PhysicsEngineSceneComponent implements ISceneComponent {
  60316. /**
  60317. * The component name helpful to identify the component in the list of scene components.
  60318. */
  60319. readonly name: string;
  60320. /**
  60321. * The scene the component belongs to.
  60322. */
  60323. scene: Scene;
  60324. /**
  60325. * Creates a new instance of the component for the given scene
  60326. * @param scene Defines the scene to register the component in
  60327. */
  60328. constructor(scene: Scene);
  60329. /**
  60330. * Registers the component in a given scene
  60331. */
  60332. register(): void;
  60333. /**
  60334. * Rebuilds the elements related to this component in case of
  60335. * context lost for instance.
  60336. */
  60337. rebuild(): void;
  60338. /**
  60339. * Disposes the component and the associated ressources
  60340. */
  60341. dispose(): void;
  60342. }
  60343. }
  60344. declare module "babylonjs/Physics/physicsHelper" {
  60345. import { Nullable } from "babylonjs/types";
  60346. import { Vector3 } from "babylonjs/Maths/math.vector";
  60347. import { Mesh } from "babylonjs/Meshes/mesh";
  60348. import { Scene } from "babylonjs/scene";
  60349. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  60350. /**
  60351. * A helper for physics simulations
  60352. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  60353. */
  60354. export class PhysicsHelper {
  60355. private _scene;
  60356. private _physicsEngine;
  60357. /**
  60358. * Initializes the Physics helper
  60359. * @param scene Babylon.js scene
  60360. */
  60361. constructor(scene: Scene);
  60362. /**
  60363. * Applies a radial explosion impulse
  60364. * @param origin the origin of the explosion
  60365. * @param radiusOrEventOptions the radius or the options of radial explosion
  60366. * @param strength the explosion strength
  60367. * @param falloff possible options: Constant & Linear. Defaults to Constant
  60368. * @returns A physics radial explosion event, or null
  60369. */
  60370. applyRadialExplosionImpulse(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  60371. /**
  60372. * Applies a radial explosion force
  60373. * @param origin the origin of the explosion
  60374. * @param radiusOrEventOptions the radius or the options of radial explosion
  60375. * @param strength the explosion strength
  60376. * @param falloff possible options: Constant & Linear. Defaults to Constant
  60377. * @returns A physics radial explosion event, or null
  60378. */
  60379. applyRadialExplosionForce(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  60380. /**
  60381. * Creates a gravitational field
  60382. * @param origin the origin of the explosion
  60383. * @param radiusOrEventOptions the radius or the options of radial explosion
  60384. * @param strength the explosion strength
  60385. * @param falloff possible options: Constant & Linear. Defaults to Constant
  60386. * @returns A physics gravitational field event, or null
  60387. */
  60388. gravitationalField(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsGravitationalFieldEvent>;
  60389. /**
  60390. * Creates a physics updraft event
  60391. * @param origin the origin of the updraft
  60392. * @param radiusOrEventOptions the radius or the options of the updraft
  60393. * @param strength the strength of the updraft
  60394. * @param height the height of the updraft
  60395. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  60396. * @returns A physics updraft event, or null
  60397. */
  60398. updraft(origin: Vector3, radiusOrEventOptions: number | PhysicsUpdraftEventOptions, strength?: number, height?: number, updraftMode?: PhysicsUpdraftMode): Nullable<PhysicsUpdraftEvent>;
  60399. /**
  60400. * Creates a physics vortex event
  60401. * @param origin the of the vortex
  60402. * @param radiusOrEventOptions the radius or the options of the vortex
  60403. * @param strength the strength of the vortex
  60404. * @param height the height of the vortex
  60405. * @returns a Physics vortex event, or null
  60406. * A physics vortex event or null
  60407. */
  60408. vortex(origin: Vector3, radiusOrEventOptions: number | PhysicsVortexEventOptions, strength?: number, height?: number): Nullable<PhysicsVortexEvent>;
  60409. }
  60410. /**
  60411. * Represents a physics radial explosion event
  60412. */
  60413. class PhysicsRadialExplosionEvent {
  60414. private _scene;
  60415. private _options;
  60416. private _sphere;
  60417. private _dataFetched;
  60418. /**
  60419. * Initializes a radial explosioin event
  60420. * @param _scene BabylonJS scene
  60421. * @param _options The options for the vortex event
  60422. */
  60423. constructor(_scene: Scene, _options: PhysicsRadialExplosionEventOptions);
  60424. /**
  60425. * Returns the data related to the radial explosion event (sphere).
  60426. * @returns The radial explosion event data
  60427. */
  60428. getData(): PhysicsRadialExplosionEventData;
  60429. /**
  60430. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  60431. * @param impostor A physics imposter
  60432. * @param origin the origin of the explosion
  60433. * @returns {Nullable<PhysicsHitData>} A physics force and contact point, or null
  60434. */
  60435. getImpostorHitData(impostor: PhysicsImpostor, origin: Vector3): Nullable<PhysicsHitData>;
  60436. /**
  60437. * Triggers affecterd impostors callbacks
  60438. * @param affectedImpostorsWithData defines the list of affected impostors (including associated data)
  60439. */
  60440. triggerAffectedImpostorsCallback(affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>): void;
  60441. /**
  60442. * Disposes the sphere.
  60443. * @param force Specifies if the sphere should be disposed by force
  60444. */
  60445. dispose(force?: boolean): void;
  60446. /*** Helpers ***/
  60447. private _prepareSphere;
  60448. private _intersectsWithSphere;
  60449. }
  60450. /**
  60451. * Represents a gravitational field event
  60452. */
  60453. class PhysicsGravitationalFieldEvent {
  60454. private _physicsHelper;
  60455. private _scene;
  60456. private _origin;
  60457. private _options;
  60458. private _tickCallback;
  60459. private _sphere;
  60460. private _dataFetched;
  60461. /**
  60462. * Initializes the physics gravitational field event
  60463. * @param _physicsHelper A physics helper
  60464. * @param _scene BabylonJS scene
  60465. * @param _origin The origin position of the gravitational field event
  60466. * @param _options The options for the vortex event
  60467. */
  60468. constructor(_physicsHelper: PhysicsHelper, _scene: Scene, _origin: Vector3, _options: PhysicsRadialExplosionEventOptions);
  60469. /**
  60470. * Returns the data related to the gravitational field event (sphere).
  60471. * @returns A gravitational field event
  60472. */
  60473. getData(): PhysicsGravitationalFieldEventData;
  60474. /**
  60475. * Enables the gravitational field.
  60476. */
  60477. enable(): void;
  60478. /**
  60479. * Disables the gravitational field.
  60480. */
  60481. disable(): void;
  60482. /**
  60483. * Disposes the sphere.
  60484. * @param force The force to dispose from the gravitational field event
  60485. */
  60486. dispose(force?: boolean): void;
  60487. private _tick;
  60488. }
  60489. /**
  60490. * Represents a physics updraft event
  60491. */
  60492. class PhysicsUpdraftEvent {
  60493. private _scene;
  60494. private _origin;
  60495. private _options;
  60496. private _physicsEngine;
  60497. private _originTop;
  60498. private _originDirection;
  60499. private _tickCallback;
  60500. private _cylinder;
  60501. private _cylinderPosition;
  60502. private _dataFetched;
  60503. /**
  60504. * Initializes the physics updraft event
  60505. * @param _scene BabylonJS scene
  60506. * @param _origin The origin position of the updraft
  60507. * @param _options The options for the updraft event
  60508. */
  60509. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsUpdraftEventOptions);
  60510. /**
  60511. * Returns the data related to the updraft event (cylinder).
  60512. * @returns A physics updraft event
  60513. */
  60514. getData(): PhysicsUpdraftEventData;
  60515. /**
  60516. * Enables the updraft.
  60517. */
  60518. enable(): void;
  60519. /**
  60520. * Disables the updraft.
  60521. */
  60522. disable(): void;
  60523. /**
  60524. * Disposes the cylinder.
  60525. * @param force Specifies if the updraft should be disposed by force
  60526. */
  60527. dispose(force?: boolean): void;
  60528. private getImpostorHitData;
  60529. private _tick;
  60530. /*** Helpers ***/
  60531. private _prepareCylinder;
  60532. private _intersectsWithCylinder;
  60533. }
  60534. /**
  60535. * Represents a physics vortex event
  60536. */
  60537. class PhysicsVortexEvent {
  60538. private _scene;
  60539. private _origin;
  60540. private _options;
  60541. private _physicsEngine;
  60542. private _originTop;
  60543. private _tickCallback;
  60544. private _cylinder;
  60545. private _cylinderPosition;
  60546. private _dataFetched;
  60547. /**
  60548. * Initializes the physics vortex event
  60549. * @param _scene The BabylonJS scene
  60550. * @param _origin The origin position of the vortex
  60551. * @param _options The options for the vortex event
  60552. */
  60553. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsVortexEventOptions);
  60554. /**
  60555. * Returns the data related to the vortex event (cylinder).
  60556. * @returns The physics vortex event data
  60557. */
  60558. getData(): PhysicsVortexEventData;
  60559. /**
  60560. * Enables the vortex.
  60561. */
  60562. enable(): void;
  60563. /**
  60564. * Disables the cortex.
  60565. */
  60566. disable(): void;
  60567. /**
  60568. * Disposes the sphere.
  60569. * @param force
  60570. */
  60571. dispose(force?: boolean): void;
  60572. private getImpostorHitData;
  60573. private _tick;
  60574. /*** Helpers ***/
  60575. private _prepareCylinder;
  60576. private _intersectsWithCylinder;
  60577. }
  60578. /**
  60579. * Options fot the radial explosion event
  60580. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  60581. */
  60582. export class PhysicsRadialExplosionEventOptions {
  60583. /**
  60584. * The radius of the sphere for the radial explosion.
  60585. */
  60586. radius: number;
  60587. /**
  60588. * The strenth of the explosion.
  60589. */
  60590. strength: number;
  60591. /**
  60592. * The strenght of the force in correspondence to the distance of the affected object
  60593. */
  60594. falloff: PhysicsRadialImpulseFalloff;
  60595. /**
  60596. * Sphere options for the radial explosion.
  60597. */
  60598. sphere: {
  60599. segments: number;
  60600. diameter: number;
  60601. };
  60602. /**
  60603. * Sphere options for the radial explosion.
  60604. */
  60605. affectedImpostorsCallback: (affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>) => void;
  60606. }
  60607. /**
  60608. * Options fot the updraft event
  60609. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  60610. */
  60611. export class PhysicsUpdraftEventOptions {
  60612. /**
  60613. * The radius of the cylinder for the vortex
  60614. */
  60615. radius: number;
  60616. /**
  60617. * The strenth of the updraft.
  60618. */
  60619. strength: number;
  60620. /**
  60621. * The height of the cylinder for the updraft.
  60622. */
  60623. height: number;
  60624. /**
  60625. * The mode for the the updraft.
  60626. */
  60627. updraftMode: PhysicsUpdraftMode;
  60628. }
  60629. /**
  60630. * Options fot the vortex event
  60631. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  60632. */
  60633. export class PhysicsVortexEventOptions {
  60634. /**
  60635. * The radius of the cylinder for the vortex
  60636. */
  60637. radius: number;
  60638. /**
  60639. * The strenth of the vortex.
  60640. */
  60641. strength: number;
  60642. /**
  60643. * The height of the cylinder for the vortex.
  60644. */
  60645. height: number;
  60646. /**
  60647. * At which distance, relative to the radius the centripetal forces should kick in? Range: 0-1
  60648. */
  60649. centripetalForceThreshold: number;
  60650. /**
  60651. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when below the treshold.
  60652. */
  60653. centripetalForceMultiplier: number;
  60654. /**
  60655. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when above the treshold.
  60656. */
  60657. centrifugalForceMultiplier: number;
  60658. /**
  60659. * This multiplier determines with how much force the objects will be pushed upwards, when in the vortex.
  60660. */
  60661. updraftForceMultiplier: number;
  60662. }
  60663. /**
  60664. * The strenght of the force in correspondence to the distance of the affected object
  60665. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  60666. */
  60667. export enum PhysicsRadialImpulseFalloff {
  60668. /** Defines that impulse is constant in strength across it's whole radius */
  60669. Constant = 0,
  60670. /** Defines that impulse gets weaker if it's further from the origin */
  60671. Linear = 1
  60672. }
  60673. /**
  60674. * The strength of the force in correspondence to the distance of the affected object
  60675. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  60676. */
  60677. export enum PhysicsUpdraftMode {
  60678. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  60679. Center = 0,
  60680. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  60681. Perpendicular = 1
  60682. }
  60683. /**
  60684. * Interface for a physics hit data
  60685. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  60686. */
  60687. export interface PhysicsHitData {
  60688. /**
  60689. * The force applied at the contact point
  60690. */
  60691. force: Vector3;
  60692. /**
  60693. * The contact point
  60694. */
  60695. contactPoint: Vector3;
  60696. /**
  60697. * The distance from the origin to the contact point
  60698. */
  60699. distanceFromOrigin: number;
  60700. }
  60701. /**
  60702. * Interface for radial explosion event data
  60703. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  60704. */
  60705. export interface PhysicsRadialExplosionEventData {
  60706. /**
  60707. * A sphere used for the radial explosion event
  60708. */
  60709. sphere: Mesh;
  60710. }
  60711. /**
  60712. * Interface for gravitational field event data
  60713. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  60714. */
  60715. export interface PhysicsGravitationalFieldEventData {
  60716. /**
  60717. * A sphere mesh used for the gravitational field event
  60718. */
  60719. sphere: Mesh;
  60720. }
  60721. /**
  60722. * Interface for updraft event data
  60723. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  60724. */
  60725. export interface PhysicsUpdraftEventData {
  60726. /**
  60727. * A cylinder used for the updraft event
  60728. */
  60729. cylinder: Mesh;
  60730. }
  60731. /**
  60732. * Interface for vortex event data
  60733. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  60734. */
  60735. export interface PhysicsVortexEventData {
  60736. /**
  60737. * A cylinder used for the vortex event
  60738. */
  60739. cylinder: Mesh;
  60740. }
  60741. /**
  60742. * Interface for an affected physics impostor
  60743. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  60744. */
  60745. export interface PhysicsAffectedImpostorWithData {
  60746. /**
  60747. * The impostor affected by the effect
  60748. */
  60749. impostor: PhysicsImpostor;
  60750. /**
  60751. * The data about the hit/horce from the explosion
  60752. */
  60753. hitData: PhysicsHitData;
  60754. }
  60755. }
  60756. declare module "babylonjs/Physics/Plugins/index" {
  60757. export * from "babylonjs/Physics/Plugins/cannonJSPlugin";
  60758. export * from "babylonjs/Physics/Plugins/ammoJSPlugin";
  60759. export * from "babylonjs/Physics/Plugins/oimoJSPlugin";
  60760. }
  60761. declare module "babylonjs/Physics/index" {
  60762. export * from "babylonjs/Physics/IPhysicsEngine";
  60763. export * from "babylonjs/Physics/physicsEngine";
  60764. export * from "babylonjs/Physics/physicsEngineComponent";
  60765. export * from "babylonjs/Physics/physicsHelper";
  60766. export * from "babylonjs/Physics/physicsImpostor";
  60767. export * from "babylonjs/Physics/physicsJoint";
  60768. export * from "babylonjs/Physics/Plugins/index";
  60769. }
  60770. declare module "babylonjs/Shaders/blackAndWhite.fragment" {
  60771. /** @hidden */
  60772. export var blackAndWhitePixelShader: {
  60773. name: string;
  60774. shader: string;
  60775. };
  60776. }
  60777. declare module "babylonjs/PostProcesses/blackAndWhitePostProcess" {
  60778. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60779. import { Camera } from "babylonjs/Cameras/camera";
  60780. import { Engine } from "babylonjs/Engines/engine";
  60781. import "babylonjs/Shaders/blackAndWhite.fragment";
  60782. /**
  60783. * Post process used to render in black and white
  60784. */
  60785. export class BlackAndWhitePostProcess extends PostProcess {
  60786. /**
  60787. * Linear about to convert he result to black and white (default: 1)
  60788. */
  60789. degree: number;
  60790. /**
  60791. * Creates a black and white post process
  60792. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  60793. * @param name The name of the effect.
  60794. * @param options The required width/height ratio to downsize to before computing the render pass.
  60795. * @param camera The camera to apply the render pass to.
  60796. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60797. * @param engine The engine which the post process will be applied. (default: current engine)
  60798. * @param reusable If the post process can be reused on the same frame. (default: false)
  60799. */
  60800. constructor(name: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  60801. }
  60802. }
  60803. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect" {
  60804. import { Nullable } from "babylonjs/types";
  60805. import { Camera } from "babylonjs/Cameras/camera";
  60806. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  60807. import { Engine } from "babylonjs/Engines/engine";
  60808. /**
  60809. * This represents a set of one or more post processes in Babylon.
  60810. * A post process can be used to apply a shader to a texture after it is rendered.
  60811. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  60812. */
  60813. export class PostProcessRenderEffect {
  60814. private _postProcesses;
  60815. private _getPostProcesses;
  60816. private _singleInstance;
  60817. private _cameras;
  60818. private _indicesForCamera;
  60819. /**
  60820. * Name of the effect
  60821. * @hidden
  60822. */
  60823. _name: string;
  60824. /**
  60825. * Instantiates a post process render effect.
  60826. * A post process can be used to apply a shader to a texture after it is rendered.
  60827. * @param engine The engine the effect is tied to
  60828. * @param name The name of the effect
  60829. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  60830. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  60831. */
  60832. constructor(engine: Engine, name: string, getPostProcesses: () => Nullable<PostProcess | Array<PostProcess>>, singleInstance?: boolean);
  60833. /**
  60834. * Checks if all the post processes in the effect are supported.
  60835. */
  60836. readonly isSupported: boolean;
  60837. /**
  60838. * Updates the current state of the effect
  60839. * @hidden
  60840. */
  60841. _update(): void;
  60842. /**
  60843. * Attaches the effect on cameras
  60844. * @param cameras The camera to attach to.
  60845. * @hidden
  60846. */
  60847. _attachCameras(cameras: Camera): void;
  60848. /**
  60849. * Attaches the effect on cameras
  60850. * @param cameras The camera to attach to.
  60851. * @hidden
  60852. */
  60853. _attachCameras(cameras: Camera[]): void;
  60854. /**
  60855. * Detaches the effect on cameras
  60856. * @param cameras The camera to detatch from.
  60857. * @hidden
  60858. */
  60859. _detachCameras(cameras: Camera): void;
  60860. /**
  60861. * Detatches the effect on cameras
  60862. * @param cameras The camera to detatch from.
  60863. * @hidden
  60864. */
  60865. _detachCameras(cameras: Camera[]): void;
  60866. /**
  60867. * Enables the effect on given cameras
  60868. * @param cameras The camera to enable.
  60869. * @hidden
  60870. */
  60871. _enable(cameras: Camera): void;
  60872. /**
  60873. * Enables the effect on given cameras
  60874. * @param cameras The camera to enable.
  60875. * @hidden
  60876. */
  60877. _enable(cameras: Nullable<Camera[]>): void;
  60878. /**
  60879. * Disables the effect on the given cameras
  60880. * @param cameras The camera to disable.
  60881. * @hidden
  60882. */
  60883. _disable(cameras: Camera): void;
  60884. /**
  60885. * Disables the effect on the given cameras
  60886. * @param cameras The camera to disable.
  60887. * @hidden
  60888. */
  60889. _disable(cameras: Nullable<Camera[]>): void;
  60890. /**
  60891. * Gets a list of the post processes contained in the effect.
  60892. * @param camera The camera to get the post processes on.
  60893. * @returns The list of the post processes in the effect.
  60894. */
  60895. getPostProcesses(camera?: Camera): Nullable<Array<PostProcess>>;
  60896. }
  60897. }
  60898. declare module "babylonjs/Shaders/extractHighlights.fragment" {
  60899. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  60900. /** @hidden */
  60901. export var extractHighlightsPixelShader: {
  60902. name: string;
  60903. shader: string;
  60904. };
  60905. }
  60906. declare module "babylonjs/PostProcesses/extractHighlightsPostProcess" {
  60907. import { Nullable } from "babylonjs/types";
  60908. import { Camera } from "babylonjs/Cameras/camera";
  60909. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60910. import { Engine } from "babylonjs/Engines/engine";
  60911. import "babylonjs/Shaders/extractHighlights.fragment";
  60912. /**
  60913. * The extract highlights post process sets all pixels to black except pixels above the specified luminance threshold. Used as the first step for a bloom effect.
  60914. */
  60915. export class ExtractHighlightsPostProcess extends PostProcess {
  60916. /**
  60917. * The luminance threshold, pixels below this value will be set to black.
  60918. */
  60919. threshold: number;
  60920. /** @hidden */
  60921. _exposure: number;
  60922. /**
  60923. * Post process which has the input texture to be used when performing highlight extraction
  60924. * @hidden
  60925. */
  60926. _inputPostProcess: Nullable<PostProcess>;
  60927. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  60928. }
  60929. }
  60930. declare module "babylonjs/Shaders/bloomMerge.fragment" {
  60931. /** @hidden */
  60932. export var bloomMergePixelShader: {
  60933. name: string;
  60934. shader: string;
  60935. };
  60936. }
  60937. declare module "babylonjs/PostProcesses/bloomMergePostProcess" {
  60938. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60939. import { Nullable } from "babylonjs/types";
  60940. import { Engine } from "babylonjs/Engines/engine";
  60941. import { Camera } from "babylonjs/Cameras/camera";
  60942. import "babylonjs/Shaders/bloomMerge.fragment";
  60943. /**
  60944. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  60945. */
  60946. export class BloomMergePostProcess extends PostProcess {
  60947. /** Weight of the bloom to be added to the original input. */
  60948. weight: number;
  60949. /**
  60950. * Creates a new instance of @see BloomMergePostProcess
  60951. * @param name The name of the effect.
  60952. * @param originalFromInput Post process which's input will be used for the merge.
  60953. * @param blurred Blurred highlights post process which's output will be used.
  60954. * @param weight Weight of the bloom to be added to the original input.
  60955. * @param options The required width/height ratio to downsize to before computing the render pass.
  60956. * @param camera The camera to apply the render pass to.
  60957. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60958. * @param engine The engine which the post process will be applied. (default: current engine)
  60959. * @param reusable If the post process can be reused on the same frame. (default: false)
  60960. * @param textureType Type of textures used when performing the post process. (default: 0)
  60961. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  60962. */
  60963. constructor(name: string, originalFromInput: PostProcess, blurred: PostProcess,
  60964. /** Weight of the bloom to be added to the original input. */
  60965. weight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  60966. }
  60967. }
  60968. declare module "babylonjs/PostProcesses/bloomEffect" {
  60969. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  60970. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  60971. import { ExtractHighlightsPostProcess } from "babylonjs/PostProcesses/extractHighlightsPostProcess";
  60972. import { Camera } from "babylonjs/Cameras/camera";
  60973. import { Scene } from "babylonjs/scene";
  60974. /**
  60975. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  60976. */
  60977. export class BloomEffect extends PostProcessRenderEffect {
  60978. private bloomScale;
  60979. /**
  60980. * @hidden Internal
  60981. */
  60982. _effects: Array<PostProcess>;
  60983. /**
  60984. * @hidden Internal
  60985. */
  60986. _downscale: ExtractHighlightsPostProcess;
  60987. private _blurX;
  60988. private _blurY;
  60989. private _merge;
  60990. /**
  60991. * The luminance threshold to find bright areas of the image to bloom.
  60992. */
  60993. threshold: number;
  60994. /**
  60995. * The strength of the bloom.
  60996. */
  60997. weight: number;
  60998. /**
  60999. * Specifies the size of the bloom blur kernel, relative to the final output size
  61000. */
  61001. kernel: number;
  61002. /**
  61003. * Creates a new instance of @see BloomEffect
  61004. * @param scene The scene the effect belongs to.
  61005. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  61006. * @param bloomKernel The size of the kernel to be used when applying the blur.
  61007. * @param bloomWeight The the strength of bloom.
  61008. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  61009. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  61010. */
  61011. constructor(scene: Scene, bloomScale: number, bloomWeight: number, bloomKernel: number, pipelineTextureType?: number, blockCompilation?: boolean);
  61012. /**
  61013. * Disposes each of the internal effects for a given camera.
  61014. * @param camera The camera to dispose the effect on.
  61015. */
  61016. disposeEffects(camera: Camera): void;
  61017. /**
  61018. * @hidden Internal
  61019. */
  61020. _updateEffects(): void;
  61021. /**
  61022. * Internal
  61023. * @returns if all the contained post processes are ready.
  61024. * @hidden
  61025. */
  61026. _isReady(): boolean;
  61027. }
  61028. }
  61029. declare module "babylonjs/Shaders/chromaticAberration.fragment" {
  61030. /** @hidden */
  61031. export var chromaticAberrationPixelShader: {
  61032. name: string;
  61033. shader: string;
  61034. };
  61035. }
  61036. declare module "babylonjs/PostProcesses/chromaticAberrationPostProcess" {
  61037. import { Vector2 } from "babylonjs/Maths/math.vector";
  61038. import { Nullable } from "babylonjs/types";
  61039. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  61040. import { Camera } from "babylonjs/Cameras/camera";
  61041. import { Engine } from "babylonjs/Engines/engine";
  61042. import "babylonjs/Shaders/chromaticAberration.fragment";
  61043. /**
  61044. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  61045. */
  61046. export class ChromaticAberrationPostProcess extends PostProcess {
  61047. /**
  61048. * The amount of seperation of rgb channels (default: 30)
  61049. */
  61050. aberrationAmount: number;
  61051. /**
  61052. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  61053. */
  61054. radialIntensity: number;
  61055. /**
  61056. * The normilized direction in which the rgb channels should be seperated. If set to 0,0 radial direction will be used. (default: Vector2(0.707,0.707))
  61057. */
  61058. direction: Vector2;
  61059. /**
  61060. * The center position where the radialIntensity should be around. [0.5,0.5 is center of screen, 1,1 is top right corder] (default: Vector2(0.5 ,0.5))
  61061. */
  61062. centerPosition: Vector2;
  61063. /**
  61064. * Creates a new instance ChromaticAberrationPostProcess
  61065. * @param name The name of the effect.
  61066. * @param screenWidth The width of the screen to apply the effect on.
  61067. * @param screenHeight The height of the screen to apply the effect on.
  61068. * @param options The required width/height ratio to downsize to before computing the render pass.
  61069. * @param camera The camera to apply the render pass to.
  61070. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  61071. * @param engine The engine which the post process will be applied. (default: current engine)
  61072. * @param reusable If the post process can be reused on the same frame. (default: false)
  61073. * @param textureType Type of textures used when performing the post process. (default: 0)
  61074. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  61075. */
  61076. constructor(name: string, screenWidth: number, screenHeight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  61077. }
  61078. }
  61079. declare module "babylonjs/Shaders/circleOfConfusion.fragment" {
  61080. /** @hidden */
  61081. export var circleOfConfusionPixelShader: {
  61082. name: string;
  61083. shader: string;
  61084. };
  61085. }
  61086. declare module "babylonjs/PostProcesses/circleOfConfusionPostProcess" {
  61087. import { Nullable } from "babylonjs/types";
  61088. import { Engine } from "babylonjs/Engines/engine";
  61089. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  61090. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  61091. import { Camera } from "babylonjs/Cameras/camera";
  61092. import "babylonjs/Shaders/circleOfConfusion.fragment";
  61093. /**
  61094. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  61095. */
  61096. export class CircleOfConfusionPostProcess extends PostProcess {
  61097. /**
  61098. * Max lens size in scene units/1000 (eg. millimeter). Standard cameras are 50mm. (default: 50) The diamater of the resulting aperture can be computed by lensSize/fStop.
  61099. */
  61100. lensSize: number;
  61101. /**
  61102. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  61103. */
  61104. fStop: number;
  61105. /**
  61106. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  61107. */
  61108. focusDistance: number;
  61109. /**
  61110. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  61111. */
  61112. focalLength: number;
  61113. private _depthTexture;
  61114. /**
  61115. * Creates a new instance CircleOfConfusionPostProcess
  61116. * @param name The name of the effect.
  61117. * @param depthTexture The depth texture of the scene to compute the circle of confusion. This must be set in order for this to function but may be set after initialization if needed.
  61118. * @param options The required width/height ratio to downsize to before computing the render pass.
  61119. * @param camera The camera to apply the render pass to.
  61120. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  61121. * @param engine The engine which the post process will be applied. (default: current engine)
  61122. * @param reusable If the post process can be reused on the same frame. (default: false)
  61123. * @param textureType Type of textures used when performing the post process. (default: 0)
  61124. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  61125. */
  61126. constructor(name: string, depthTexture: Nullable<RenderTargetTexture>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  61127. /**
  61128. * Depth texture to be used to compute the circle of confusion. This must be set here or in the constructor in order for the post process to function.
  61129. */
  61130. depthTexture: RenderTargetTexture;
  61131. }
  61132. }
  61133. declare module "babylonjs/Shaders/colorCorrection.fragment" {
  61134. /** @hidden */
  61135. export var colorCorrectionPixelShader: {
  61136. name: string;
  61137. shader: string;
  61138. };
  61139. }
  61140. declare module "babylonjs/PostProcesses/colorCorrectionPostProcess" {
  61141. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  61142. import { Engine } from "babylonjs/Engines/engine";
  61143. import { Camera } from "babylonjs/Cameras/camera";
  61144. import "babylonjs/Shaders/colorCorrection.fragment";
  61145. /**
  61146. *
  61147. * This post-process allows the modification of rendered colors by using
  61148. * a 'look-up table' (LUT). This effect is also called Color Grading.
  61149. *
  61150. * The object needs to be provided an url to a texture containing the color
  61151. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  61152. * Use an image editing software to tweak the LUT to match your needs.
  61153. *
  61154. * For an example of a color LUT, see here:
  61155. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  61156. * For explanations on color grading, see here:
  61157. * @see http://udn.epicgames.com/Three/ColorGrading.html
  61158. *
  61159. */
  61160. export class ColorCorrectionPostProcess extends PostProcess {
  61161. private _colorTableTexture;
  61162. constructor(name: string, colorTableUrl: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  61163. }
  61164. }
  61165. declare module "babylonjs/Shaders/convolution.fragment" {
  61166. /** @hidden */
  61167. export var convolutionPixelShader: {
  61168. name: string;
  61169. shader: string;
  61170. };
  61171. }
  61172. declare module "babylonjs/PostProcesses/convolutionPostProcess" {
  61173. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  61174. import { Nullable } from "babylonjs/types";
  61175. import { Camera } from "babylonjs/Cameras/camera";
  61176. import { Engine } from "babylonjs/Engines/engine";
  61177. import "babylonjs/Shaders/convolution.fragment";
  61178. /**
  61179. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  61180. * input texture to perform effects such as edge detection or sharpening
  61181. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  61182. */
  61183. export class ConvolutionPostProcess extends PostProcess {
  61184. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  61185. kernel: number[];
  61186. /**
  61187. * Creates a new instance ConvolutionPostProcess
  61188. * @param name The name of the effect.
  61189. * @param kernel Array of 9 values corresponding to the 3x3 kernel to be applied
  61190. * @param options The required width/height ratio to downsize to before computing the render pass.
  61191. * @param camera The camera to apply the render pass to.
  61192. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  61193. * @param engine The engine which the post process will be applied. (default: current engine)
  61194. * @param reusable If the post process can be reused on the same frame. (default: false)
  61195. * @param textureType Type of textures used when performing the post process. (default: 0)
  61196. */
  61197. constructor(name: string,
  61198. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  61199. kernel: number[], options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  61200. /**
  61201. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  61202. */
  61203. static EdgeDetect0Kernel: number[];
  61204. /**
  61205. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  61206. */
  61207. static EdgeDetect1Kernel: number[];
  61208. /**
  61209. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  61210. */
  61211. static EdgeDetect2Kernel: number[];
  61212. /**
  61213. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  61214. */
  61215. static SharpenKernel: number[];
  61216. /**
  61217. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  61218. */
  61219. static EmbossKernel: number[];
  61220. /**
  61221. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  61222. */
  61223. static GaussianKernel: number[];
  61224. }
  61225. }
  61226. declare module "babylonjs/PostProcesses/depthOfFieldBlurPostProcess" {
  61227. import { Nullable } from "babylonjs/types";
  61228. import { Vector2 } from "babylonjs/Maths/math.vector";
  61229. import { Camera } from "babylonjs/Cameras/camera";
  61230. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  61231. import { BlurPostProcess } from "babylonjs/PostProcesses/blurPostProcess";
  61232. import { Engine } from "babylonjs/Engines/engine";
  61233. import { Scene } from "babylonjs/scene";
  61234. /**
  61235. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  61236. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  61237. * based on samples that have a large difference in distance than the center pixel.
  61238. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  61239. */
  61240. export class DepthOfFieldBlurPostProcess extends BlurPostProcess {
  61241. direction: Vector2;
  61242. /**
  61243. * Creates a new instance CircleOfConfusionPostProcess
  61244. * @param name The name of the effect.
  61245. * @param scene The scene the effect belongs to.
  61246. * @param direction The direction the blur should be applied.
  61247. * @param kernel The size of the kernel used to blur.
  61248. * @param options The required width/height ratio to downsize to before computing the render pass.
  61249. * @param camera The camera to apply the render pass to.
  61250. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  61251. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  61252. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  61253. * @param engine The engine which the post process will be applied. (default: current engine)
  61254. * @param reusable If the post process can be reused on the same frame. (default: false)
  61255. * @param textureType Type of textures used when performing the post process. (default: 0)
  61256. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  61257. */
  61258. constructor(name: string, scene: Scene, direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, circleOfConfusion: PostProcess, imageToBlur?: Nullable<PostProcess>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  61259. }
  61260. }
  61261. declare module "babylonjs/Shaders/depthOfFieldMerge.fragment" {
  61262. /** @hidden */
  61263. export var depthOfFieldMergePixelShader: {
  61264. name: string;
  61265. shader: string;
  61266. };
  61267. }
  61268. declare module "babylonjs/PostProcesses/depthOfFieldMergePostProcess" {
  61269. import { Nullable } from "babylonjs/types";
  61270. import { Camera } from "babylonjs/Cameras/camera";
  61271. import { Effect } from "babylonjs/Materials/effect";
  61272. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  61273. import { Engine } from "babylonjs/Engines/engine";
  61274. import "babylonjs/Shaders/depthOfFieldMerge.fragment";
  61275. /**
  61276. * Options to be set when merging outputs from the default pipeline.
  61277. */
  61278. export class DepthOfFieldMergePostProcessOptions {
  61279. /**
  61280. * The original image to merge on top of
  61281. */
  61282. originalFromInput: PostProcess;
  61283. /**
  61284. * Parameters to perform the merge of the depth of field effect
  61285. */
  61286. depthOfField?: {
  61287. circleOfConfusion: PostProcess;
  61288. blurSteps: Array<PostProcess>;
  61289. };
  61290. /**
  61291. * Parameters to perform the merge of bloom effect
  61292. */
  61293. bloom?: {
  61294. blurred: PostProcess;
  61295. weight: number;
  61296. };
  61297. }
  61298. /**
  61299. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  61300. */
  61301. export class DepthOfFieldMergePostProcess extends PostProcess {
  61302. private blurSteps;
  61303. /**
  61304. * Creates a new instance of DepthOfFieldMergePostProcess
  61305. * @param name The name of the effect.
  61306. * @param originalFromInput Post process which's input will be used for the merge.
  61307. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  61308. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  61309. * @param options The required width/height ratio to downsize to before computing the render pass.
  61310. * @param camera The camera to apply the render pass to.
  61311. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  61312. * @param engine The engine which the post process will be applied. (default: current engine)
  61313. * @param reusable If the post process can be reused on the same frame. (default: false)
  61314. * @param textureType Type of textures used when performing the post process. (default: 0)
  61315. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  61316. */
  61317. constructor(name: string, originalFromInput: PostProcess, circleOfConfusion: PostProcess, blurSteps: Array<PostProcess>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  61318. /**
  61319. * Updates the effect with the current post process compile time values and recompiles the shader.
  61320. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  61321. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  61322. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  61323. * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  61324. * @param onCompiled Called when the shader has been compiled.
  61325. * @param onError Called if there is an error when compiling a shader.
  61326. */
  61327. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  61328. }
  61329. }
  61330. declare module "babylonjs/PostProcesses/depthOfFieldEffect" {
  61331. import { Nullable } from "babylonjs/types";
  61332. import { Camera } from "babylonjs/Cameras/camera";
  61333. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  61334. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  61335. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  61336. import { DepthOfFieldBlurPostProcess } from "babylonjs/PostProcesses/depthOfFieldBlurPostProcess";
  61337. import { Scene } from "babylonjs/scene";
  61338. /**
  61339. * Specifies the level of max blur that should be applied when using the depth of field effect
  61340. */
  61341. export enum DepthOfFieldEffectBlurLevel {
  61342. /**
  61343. * Subtle blur
  61344. */
  61345. Low = 0,
  61346. /**
  61347. * Medium blur
  61348. */
  61349. Medium = 1,
  61350. /**
  61351. * Large blur
  61352. */
  61353. High = 2
  61354. }
  61355. /**
  61356. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  61357. */
  61358. export class DepthOfFieldEffect extends PostProcessRenderEffect {
  61359. private _circleOfConfusion;
  61360. /**
  61361. * @hidden Internal, blurs from high to low
  61362. */
  61363. _depthOfFieldBlurX: Array<DepthOfFieldBlurPostProcess>;
  61364. private _depthOfFieldBlurY;
  61365. private _dofMerge;
  61366. /**
  61367. * @hidden Internal post processes in depth of field effect
  61368. */
  61369. _effects: Array<PostProcess>;
  61370. /**
  61371. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  61372. */
  61373. focalLength: number;
  61374. /**
  61375. * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  61376. */
  61377. fStop: number;
  61378. /**
  61379. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  61380. */
  61381. focusDistance: number;
  61382. /**
  61383. * Max lens size in scene units/1000 (eg. millimeter). Standard cameras are 50mm. (default: 50) The diamater of the resulting aperture can be computed by lensSize/fStop.
  61384. */
  61385. lensSize: number;
  61386. /**
  61387. * Creates a new instance DepthOfFieldEffect
  61388. * @param scene The scene the effect belongs to.
  61389. * @param depthTexture The depth texture of the scene to compute the circle of confusion.This must be set in order for this to function but may be set after initialization if needed.
  61390. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  61391. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  61392. */
  61393. constructor(scene: Scene, depthTexture: Nullable<RenderTargetTexture>, blurLevel?: DepthOfFieldEffectBlurLevel, pipelineTextureType?: number, blockCompilation?: boolean);
  61394. /**
  61395. * Get the current class name of the current effet
  61396. * @returns "DepthOfFieldEffect"
  61397. */
  61398. getClassName(): string;
  61399. /**
  61400. * Depth texture to be used to compute the circle of confusion. This must be set here or in the constructor in order for the post process to function.
  61401. */
  61402. depthTexture: RenderTargetTexture;
  61403. /**
  61404. * Disposes each of the internal effects for a given camera.
  61405. * @param camera The camera to dispose the effect on.
  61406. */
  61407. disposeEffects(camera: Camera): void;
  61408. /**
  61409. * @hidden Internal
  61410. */
  61411. _updateEffects(): void;
  61412. /**
  61413. * Internal
  61414. * @returns if all the contained post processes are ready.
  61415. * @hidden
  61416. */
  61417. _isReady(): boolean;
  61418. }
  61419. }
  61420. declare module "babylonjs/Shaders/displayPass.fragment" {
  61421. /** @hidden */
  61422. export var displayPassPixelShader: {
  61423. name: string;
  61424. shader: string;
  61425. };
  61426. }
  61427. declare module "babylonjs/PostProcesses/displayPassPostProcess" {
  61428. import { Nullable } from "babylonjs/types";
  61429. import { Camera } from "babylonjs/Cameras/camera";
  61430. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  61431. import { Engine } from "babylonjs/Engines/engine";
  61432. import "babylonjs/Shaders/displayPass.fragment";
  61433. /**
  61434. * DisplayPassPostProcess which produces an output the same as it's input
  61435. */
  61436. export class DisplayPassPostProcess extends PostProcess {
  61437. /**
  61438. * Creates the DisplayPassPostProcess
  61439. * @param name The name of the effect.
  61440. * @param options The required width/height ratio to downsize to before computing the render pass.
  61441. * @param camera The camera to apply the render pass to.
  61442. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  61443. * @param engine The engine which the post process will be applied. (default: current engine)
  61444. * @param reusable If the post process can be reused on the same frame. (default: false)
  61445. */
  61446. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  61447. }
  61448. }
  61449. declare module "babylonjs/Shaders/filter.fragment" {
  61450. /** @hidden */
  61451. export var filterPixelShader: {
  61452. name: string;
  61453. shader: string;
  61454. };
  61455. }
  61456. declare module "babylonjs/PostProcesses/filterPostProcess" {
  61457. import { Nullable } from "babylonjs/types";
  61458. import { Matrix } from "babylonjs/Maths/math.vector";
  61459. import { Camera } from "babylonjs/Cameras/camera";
  61460. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  61461. import { Engine } from "babylonjs/Engines/engine";
  61462. import "babylonjs/Shaders/filter.fragment";
  61463. /**
  61464. * Applies a kernel filter to the image
  61465. */
  61466. export class FilterPostProcess extends PostProcess {
  61467. /** The matrix to be applied to the image */
  61468. kernelMatrix: Matrix;
  61469. /**
  61470. *
  61471. * @param name The name of the effect.
  61472. * @param kernelMatrix The matrix to be applied to the image
  61473. * @param options The required width/height ratio to downsize to before computing the render pass.
  61474. * @param camera The camera to apply the render pass to.
  61475. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  61476. * @param engine The engine which the post process will be applied. (default: current engine)
  61477. * @param reusable If the post process can be reused on the same frame. (default: false)
  61478. */
  61479. constructor(name: string,
  61480. /** The matrix to be applied to the image */
  61481. kernelMatrix: Matrix, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  61482. }
  61483. }
  61484. declare module "babylonjs/Shaders/fxaa.fragment" {
  61485. /** @hidden */
  61486. export var fxaaPixelShader: {
  61487. name: string;
  61488. shader: string;
  61489. };
  61490. }
  61491. declare module "babylonjs/Shaders/fxaa.vertex" {
  61492. /** @hidden */
  61493. export var fxaaVertexShader: {
  61494. name: string;
  61495. shader: string;
  61496. };
  61497. }
  61498. declare module "babylonjs/PostProcesses/fxaaPostProcess" {
  61499. import { Nullable } from "babylonjs/types";
  61500. import { Camera } from "babylonjs/Cameras/camera";
  61501. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  61502. import { Engine } from "babylonjs/Engines/engine";
  61503. import "babylonjs/Shaders/fxaa.fragment";
  61504. import "babylonjs/Shaders/fxaa.vertex";
  61505. /**
  61506. * Fxaa post process
  61507. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  61508. */
  61509. export class FxaaPostProcess extends PostProcess {
  61510. /** @hidden */
  61511. texelWidth: number;
  61512. /** @hidden */
  61513. texelHeight: number;
  61514. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  61515. private _getDefines;
  61516. }
  61517. }
  61518. declare module "babylonjs/Shaders/grain.fragment" {
  61519. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  61520. /** @hidden */
  61521. export var grainPixelShader: {
  61522. name: string;
  61523. shader: string;
  61524. };
  61525. }
  61526. declare module "babylonjs/PostProcesses/grainPostProcess" {
  61527. import { Nullable } from "babylonjs/types";
  61528. import { Camera } from "babylonjs/Cameras/camera";
  61529. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  61530. import { Engine } from "babylonjs/Engines/engine";
  61531. import "babylonjs/Shaders/grain.fragment";
  61532. /**
  61533. * The GrainPostProcess adds noise to the image at mid luminance levels
  61534. */
  61535. export class GrainPostProcess extends PostProcess {
  61536. /**
  61537. * The intensity of the grain added (default: 30)
  61538. */
  61539. intensity: number;
  61540. /**
  61541. * If the grain should be randomized on every frame
  61542. */
  61543. animated: boolean;
  61544. /**
  61545. * Creates a new instance of @see GrainPostProcess
  61546. * @param name The name of the effect.
  61547. * @param options The required width/height ratio to downsize to before computing the render pass.
  61548. * @param camera The camera to apply the render pass to.
  61549. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  61550. * @param engine The engine which the post process will be applied. (default: current engine)
  61551. * @param reusable If the post process can be reused on the same frame. (default: false)
  61552. * @param textureType Type of textures used when performing the post process. (default: 0)
  61553. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  61554. */
  61555. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  61556. }
  61557. }
  61558. declare module "babylonjs/Shaders/highlights.fragment" {
  61559. /** @hidden */
  61560. export var highlightsPixelShader: {
  61561. name: string;
  61562. shader: string;
  61563. };
  61564. }
  61565. declare module "babylonjs/PostProcesses/highlightsPostProcess" {
  61566. import { Nullable } from "babylonjs/types";
  61567. import { Camera } from "babylonjs/Cameras/camera";
  61568. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  61569. import { Engine } from "babylonjs/Engines/engine";
  61570. import "babylonjs/Shaders/highlights.fragment";
  61571. /**
  61572. * Extracts highlights from the image
  61573. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  61574. */
  61575. export class HighlightsPostProcess extends PostProcess {
  61576. /**
  61577. * Extracts highlights from the image
  61578. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  61579. * @param name The name of the effect.
  61580. * @param options The required width/height ratio to downsize to before computing the render pass.
  61581. * @param camera The camera to apply the render pass to.
  61582. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  61583. * @param engine The engine which the post process will be applied. (default: current engine)
  61584. * @param reusable If the post process can be reused on the same frame. (default: false)
  61585. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  61586. */
  61587. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  61588. }
  61589. }
  61590. declare module "babylonjs/Shaders/ShadersInclude/mrtFragmentDeclaration" {
  61591. /** @hidden */
  61592. export var mrtFragmentDeclaration: {
  61593. name: string;
  61594. shader: string;
  61595. };
  61596. }
  61597. declare module "babylonjs/Shaders/geometry.fragment" {
  61598. import "babylonjs/Shaders/ShadersInclude/mrtFragmentDeclaration";
  61599. /** @hidden */
  61600. export var geometryPixelShader: {
  61601. name: string;
  61602. shader: string;
  61603. };
  61604. }
  61605. declare module "babylonjs/Shaders/geometry.vertex" {
  61606. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  61607. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  61608. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  61609. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  61610. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  61611. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  61612. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  61613. /** @hidden */
  61614. export var geometryVertexShader: {
  61615. name: string;
  61616. shader: string;
  61617. };
  61618. }
  61619. declare module "babylonjs/Rendering/geometryBufferRenderer" {
  61620. import { Matrix } from "babylonjs/Maths/math.vector";
  61621. import { SubMesh } from "babylonjs/Meshes/subMesh";
  61622. import { Mesh } from "babylonjs/Meshes/mesh";
  61623. import { MultiRenderTarget } from "babylonjs/Materials/Textures/multiRenderTarget";
  61624. import { Effect } from "babylonjs/Materials/effect";
  61625. import { Scene } from "babylonjs/scene";
  61626. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  61627. import "babylonjs/Shaders/geometry.fragment";
  61628. import "babylonjs/Shaders/geometry.vertex";
  61629. /** @hidden */
  61630. interface ISavedTransformationMatrix {
  61631. world: Matrix;
  61632. viewProjection: Matrix;
  61633. }
  61634. /**
  61635. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  61636. */
  61637. export class GeometryBufferRenderer {
  61638. /**
  61639. * Constant used to retrieve the position texture index in the G-Buffer textures array
  61640. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  61641. */
  61642. static readonly POSITION_TEXTURE_TYPE: number;
  61643. /**
  61644. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  61645. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  61646. */
  61647. static readonly VELOCITY_TEXTURE_TYPE: number;
  61648. /**
  61649. * Dictionary used to store the previous transformation matrices of each rendered mesh
  61650. * in order to compute objects velocities when enableVelocity is set to "true"
  61651. * @hidden
  61652. */
  61653. _previousTransformationMatrices: {
  61654. [index: number]: ISavedTransformationMatrix;
  61655. };
  61656. /**
  61657. * Dictionary used to store the previous bones transformation matrices of each rendered mesh
  61658. * in order to compute objects velocities when enableVelocity is set to "true"
  61659. * @hidden
  61660. */
  61661. _previousBonesTransformationMatrices: {
  61662. [index: number]: Float32Array;
  61663. };
  61664. /**
  61665. * Array used to store the ignored skinned meshes while computing velocity map (typically used by the motion blur post-process).
  61666. * Avoids computing bones velocities and computes only mesh's velocity itself (position, rotation, scaling).
  61667. */
  61668. excludedSkinnedMeshesFromVelocity: AbstractMesh[];
  61669. private _scene;
  61670. private _multiRenderTarget;
  61671. private _ratio;
  61672. private _enablePosition;
  61673. private _enableVelocity;
  61674. private _positionIndex;
  61675. private _velocityIndex;
  61676. protected _effect: Effect;
  61677. protected _cachedDefines: string;
  61678. /**
  61679. * Set the render list (meshes to be rendered) used in the G buffer.
  61680. */
  61681. renderList: Mesh[];
  61682. /**
  61683. * Gets wether or not G buffer are supported by the running hardware.
  61684. * This requires draw buffer supports
  61685. */
  61686. readonly isSupported: boolean;
  61687. /**
  61688. * Returns the index of the given texture type in the G-Buffer textures array
  61689. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  61690. * @returns the index of the given texture type in the G-Buffer textures array
  61691. */
  61692. getTextureIndex(textureType: number): number;
  61693. /**
  61694. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  61695. */
  61696. /**
  61697. * Sets whether or not objects positions are enabled for the G buffer.
  61698. */
  61699. enablePosition: boolean;
  61700. /**
  61701. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  61702. */
  61703. /**
  61704. * Sets wether or not objects velocities are enabled for the G buffer.
  61705. */
  61706. enableVelocity: boolean;
  61707. /**
  61708. * Gets the scene associated with the buffer.
  61709. */
  61710. readonly scene: Scene;
  61711. /**
  61712. * Gets the ratio used by the buffer during its creation.
  61713. * How big is the buffer related to the main canvas.
  61714. */
  61715. readonly ratio: number;
  61716. /** @hidden */
  61717. static _SceneComponentInitialization: (scene: Scene) => void;
  61718. /**
  61719. * Creates a new G Buffer for the scene
  61720. * @param scene The scene the buffer belongs to
  61721. * @param ratio How big is the buffer related to the main canvas.
  61722. */
  61723. constructor(scene: Scene, ratio?: number);
  61724. /**
  61725. * Checks wether everything is ready to render a submesh to the G buffer.
  61726. * @param subMesh the submesh to check readiness for
  61727. * @param useInstances is the mesh drawn using instance or not
  61728. * @returns true if ready otherwise false
  61729. */
  61730. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  61731. /**
  61732. * Gets the current underlying G Buffer.
  61733. * @returns the buffer
  61734. */
  61735. getGBuffer(): MultiRenderTarget;
  61736. /**
  61737. * Gets the number of samples used to render the buffer (anti aliasing).
  61738. */
  61739. /**
  61740. * Sets the number of samples used to render the buffer (anti aliasing).
  61741. */
  61742. samples: number;
  61743. /**
  61744. * Disposes the renderer and frees up associated resources.
  61745. */
  61746. dispose(): void;
  61747. protected _createRenderTargets(): void;
  61748. private _copyBonesTransformationMatrices;
  61749. }
  61750. }
  61751. declare module "babylonjs/Rendering/geometryBufferRendererSceneComponent" {
  61752. import { Nullable } from "babylonjs/types";
  61753. import { Scene } from "babylonjs/scene";
  61754. import { ISceneComponent } from "babylonjs/sceneComponent";
  61755. import { GeometryBufferRenderer } from "babylonjs/Rendering/geometryBufferRenderer";
  61756. module "babylonjs/scene" {
  61757. interface Scene {
  61758. /** @hidden (Backing field) */
  61759. _geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  61760. /**
  61761. * Gets or Sets the current geometry buffer associated to the scene.
  61762. */
  61763. geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  61764. /**
  61765. * Enables a GeometryBufferRender and associates it with the scene
  61766. * @param ratio defines the scaling ratio to apply to the renderer (1 by default which means same resolution)
  61767. * @returns the GeometryBufferRenderer
  61768. */
  61769. enableGeometryBufferRenderer(ratio?: number): Nullable<GeometryBufferRenderer>;
  61770. /**
  61771. * Disables the GeometryBufferRender associated with the scene
  61772. */
  61773. disableGeometryBufferRenderer(): void;
  61774. }
  61775. }
  61776. /**
  61777. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  61778. * in several rendering techniques.
  61779. */
  61780. export class GeometryBufferRendererSceneComponent implements ISceneComponent {
  61781. /**
  61782. * The component name helpful to identify the component in the list of scene components.
  61783. */
  61784. readonly name: string;
  61785. /**
  61786. * The scene the component belongs to.
  61787. */
  61788. scene: Scene;
  61789. /**
  61790. * Creates a new instance of the component for the given scene
  61791. * @param scene Defines the scene to register the component in
  61792. */
  61793. constructor(scene: Scene);
  61794. /**
  61795. * Registers the component in a given scene
  61796. */
  61797. register(): void;
  61798. /**
  61799. * Rebuilds the elements related to this component in case of
  61800. * context lost for instance.
  61801. */
  61802. rebuild(): void;
  61803. /**
  61804. * Disposes the component and the associated ressources
  61805. */
  61806. dispose(): void;
  61807. private _gatherRenderTargets;
  61808. }
  61809. }
  61810. declare module "babylonjs/Shaders/motionBlur.fragment" {
  61811. /** @hidden */
  61812. export var motionBlurPixelShader: {
  61813. name: string;
  61814. shader: string;
  61815. };
  61816. }
  61817. declare module "babylonjs/PostProcesses/motionBlurPostProcess" {
  61818. import { Nullable } from "babylonjs/types";
  61819. import { Camera } from "babylonjs/Cameras/camera";
  61820. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  61821. import { Scene } from "babylonjs/scene";
  61822. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  61823. import "babylonjs/Animations/animatable";
  61824. import "babylonjs/Rendering/geometryBufferRendererSceneComponent";
  61825. import "babylonjs/Shaders/motionBlur.fragment";
  61826. import { Engine } from "babylonjs/Engines/engine";
  61827. /**
  61828. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  61829. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  61830. * As an example, all you have to do is to create the post-process:
  61831. * var mb = new BABYLON.MotionBlurPostProcess(
  61832. * 'mb', // The name of the effect.
  61833. * scene, // The scene containing the objects to blur according to their velocity.
  61834. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  61835. * camera // The camera to apply the render pass to.
  61836. * );
  61837. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  61838. */
  61839. export class MotionBlurPostProcess extends PostProcess {
  61840. /**
  61841. * Defines how much the image is blurred by the movement. Default value is equal to 1
  61842. */
  61843. motionStrength: number;
  61844. /**
  61845. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  61846. */
  61847. /**
  61848. * Sets the number of iterations to be used for motion blur quality
  61849. */
  61850. motionBlurSamples: number;
  61851. private _motionBlurSamples;
  61852. private _geometryBufferRenderer;
  61853. /**
  61854. * Creates a new instance MotionBlurPostProcess
  61855. * @param name The name of the effect.
  61856. * @param scene The scene containing the objects to blur according to their velocity.
  61857. * @param options The required width/height ratio to downsize to before computing the render pass.
  61858. * @param camera The camera to apply the render pass to.
  61859. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  61860. * @param engine The engine which the post process will be applied. (default: current engine)
  61861. * @param reusable If the post process can be reused on the same frame. (default: false)
  61862. * @param textureType Type of textures used when performing the post process. (default: 0)
  61863. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  61864. */
  61865. constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  61866. /**
  61867. * Excludes the given skinned mesh from computing bones velocities.
  61868. * Computing bones velocities can have a cost and that cost. The cost can be saved by calling this function and by passing the skinned mesh reference to ignore.
  61869. * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.
  61870. */
  61871. excludeSkinnedMesh(skinnedMesh: AbstractMesh): void;
  61872. /**
  61873. * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.
  61874. * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.
  61875. * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.
  61876. */
  61877. removeExcludedSkinnedMesh(skinnedMesh: AbstractMesh): void;
  61878. /**
  61879. * Disposes the post process.
  61880. * @param camera The camera to dispose the post process on.
  61881. */
  61882. dispose(camera?: Camera): void;
  61883. }
  61884. }
  61885. declare module "babylonjs/Shaders/refraction.fragment" {
  61886. /** @hidden */
  61887. export var refractionPixelShader: {
  61888. name: string;
  61889. shader: string;
  61890. };
  61891. }
  61892. declare module "babylonjs/PostProcesses/refractionPostProcess" {
  61893. import { Color3 } from "babylonjs/Maths/math.color";
  61894. import { Camera } from "babylonjs/Cameras/camera";
  61895. import { Texture } from "babylonjs/Materials/Textures/texture";
  61896. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  61897. import { Engine } from "babylonjs/Engines/engine";
  61898. import "babylonjs/Shaders/refraction.fragment";
  61899. /**
  61900. * Post process which applies a refractin texture
  61901. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  61902. */
  61903. export class RefractionPostProcess extends PostProcess {
  61904. /** the base color of the refraction (used to taint the rendering) */
  61905. color: Color3;
  61906. /** simulated refraction depth */
  61907. depth: number;
  61908. /** the coefficient of the base color (0 to remove base color tainting) */
  61909. colorLevel: number;
  61910. private _refTexture;
  61911. private _ownRefractionTexture;
  61912. /**
  61913. * Gets or sets the refraction texture
  61914. * Please note that you are responsible for disposing the texture if you set it manually
  61915. */
  61916. refractionTexture: Texture;
  61917. /**
  61918. * Initializes the RefractionPostProcess
  61919. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  61920. * @param name The name of the effect.
  61921. * @param refractionTextureUrl Url of the refraction texture to use
  61922. * @param color the base color of the refraction (used to taint the rendering)
  61923. * @param depth simulated refraction depth
  61924. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  61925. * @param camera The camera to apply the render pass to.
  61926. * @param options The required width/height ratio to downsize to before computing the render pass.
  61927. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  61928. * @param engine The engine which the post process will be applied. (default: current engine)
  61929. * @param reusable If the post process can be reused on the same frame. (default: false)
  61930. */
  61931. constructor(name: string, refractionTextureUrl: string,
  61932. /** the base color of the refraction (used to taint the rendering) */
  61933. color: Color3,
  61934. /** simulated refraction depth */
  61935. depth: number,
  61936. /** the coefficient of the base color (0 to remove base color tainting) */
  61937. colorLevel: number, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  61938. /**
  61939. * Disposes of the post process
  61940. * @param camera Camera to dispose post process on
  61941. */
  61942. dispose(camera: Camera): void;
  61943. }
  61944. }
  61945. declare module "babylonjs/Shaders/sharpen.fragment" {
  61946. /** @hidden */
  61947. export var sharpenPixelShader: {
  61948. name: string;
  61949. shader: string;
  61950. };
  61951. }
  61952. declare module "babylonjs/PostProcesses/sharpenPostProcess" {
  61953. import { Nullable } from "babylonjs/types";
  61954. import { Camera } from "babylonjs/Cameras/camera";
  61955. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  61956. import "babylonjs/Shaders/sharpen.fragment";
  61957. import { Engine } from "babylonjs/Engines/engine";
  61958. /**
  61959. * The SharpenPostProcess applies a sharpen kernel to every pixel
  61960. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  61961. */
  61962. export class SharpenPostProcess extends PostProcess {
  61963. /**
  61964. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  61965. */
  61966. colorAmount: number;
  61967. /**
  61968. * How much sharpness should be applied (default: 0.3)
  61969. */
  61970. edgeAmount: number;
  61971. /**
  61972. * Creates a new instance ConvolutionPostProcess
  61973. * @param name The name of the effect.
  61974. * @param options The required width/height ratio to downsize to before computing the render pass.
  61975. * @param camera The camera to apply the render pass to.
  61976. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  61977. * @param engine The engine which the post process will be applied. (default: current engine)
  61978. * @param reusable If the post process can be reused on the same frame. (default: false)
  61979. * @param textureType Type of textures used when performing the post process. (default: 0)
  61980. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  61981. */
  61982. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  61983. }
  61984. }
  61985. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline" {
  61986. import { Nullable } from "babylonjs/types";
  61987. import { Camera } from "babylonjs/Cameras/camera";
  61988. import { Engine } from "babylonjs/Engines/engine";
  61989. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  61990. import { IInspectable } from "babylonjs/Misc/iInspectable";
  61991. /**
  61992. * PostProcessRenderPipeline
  61993. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  61994. */
  61995. export class PostProcessRenderPipeline {
  61996. private engine;
  61997. private _renderEffects;
  61998. private _renderEffectsForIsolatedPass;
  61999. /**
  62000. * List of inspectable custom properties (used by the Inspector)
  62001. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  62002. */
  62003. inspectableCustomProperties: IInspectable[];
  62004. /**
  62005. * @hidden
  62006. */
  62007. protected _cameras: Camera[];
  62008. /** @hidden */
  62009. _name: string;
  62010. /**
  62011. * Gets pipeline name
  62012. */
  62013. readonly name: string;
  62014. /**
  62015. * Initializes a PostProcessRenderPipeline
  62016. * @param engine engine to add the pipeline to
  62017. * @param name name of the pipeline
  62018. */
  62019. constructor(engine: Engine, name: string);
  62020. /**
  62021. * Gets the class name
  62022. * @returns "PostProcessRenderPipeline"
  62023. */
  62024. getClassName(): string;
  62025. /**
  62026. * If all the render effects in the pipeline are supported
  62027. */
  62028. readonly isSupported: boolean;
  62029. /**
  62030. * Adds an effect to the pipeline
  62031. * @param renderEffect the effect to add
  62032. */
  62033. addEffect(renderEffect: PostProcessRenderEffect): void;
  62034. /** @hidden */
  62035. _rebuild(): void;
  62036. /** @hidden */
  62037. _enableEffect(renderEffectName: string, cameras: Camera): void;
  62038. /** @hidden */
  62039. _enableEffect(renderEffectName: string, cameras: Camera[]): void;
  62040. /** @hidden */
  62041. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  62042. /** @hidden */
  62043. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  62044. /** @hidden */
  62045. _attachCameras(cameras: Camera, unique: boolean): void;
  62046. /** @hidden */
  62047. _attachCameras(cameras: Camera[], unique: boolean): void;
  62048. /** @hidden */
  62049. _detachCameras(cameras: Camera): void;
  62050. /** @hidden */
  62051. _detachCameras(cameras: Nullable<Camera[]>): void;
  62052. /** @hidden */
  62053. _update(): void;
  62054. /** @hidden */
  62055. _reset(): void;
  62056. protected _enableMSAAOnFirstPostProcess(sampleCount: number): boolean;
  62057. /**
  62058. * Disposes of the pipeline
  62059. */
  62060. dispose(): void;
  62061. }
  62062. }
  62063. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager" {
  62064. import { Camera } from "babylonjs/Cameras/camera";
  62065. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  62066. /**
  62067. * PostProcessRenderPipelineManager class
  62068. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  62069. */
  62070. export class PostProcessRenderPipelineManager {
  62071. private _renderPipelines;
  62072. /**
  62073. * Initializes a PostProcessRenderPipelineManager
  62074. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  62075. */
  62076. constructor();
  62077. /**
  62078. * Gets the list of supported render pipelines
  62079. */
  62080. readonly supportedPipelines: PostProcessRenderPipeline[];
  62081. /**
  62082. * Adds a pipeline to the manager
  62083. * @param renderPipeline The pipeline to add
  62084. */
  62085. addPipeline(renderPipeline: PostProcessRenderPipeline): void;
  62086. /**
  62087. * Attaches a camera to the pipeline
  62088. * @param renderPipelineName The name of the pipeline to attach to
  62089. * @param cameras the camera to attach
  62090. * @param unique if the camera can be attached multiple times to the pipeline
  62091. */
  62092. attachCamerasToRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera, unique?: boolean): void;
  62093. /**
  62094. * Detaches a camera from the pipeline
  62095. * @param renderPipelineName The name of the pipeline to detach from
  62096. * @param cameras the camera to detach
  62097. */
  62098. detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera): void;
  62099. /**
  62100. * Enables an effect by name on a pipeline
  62101. * @param renderPipelineName the name of the pipeline to enable the effect in
  62102. * @param renderEffectName the name of the effect to enable
  62103. * @param cameras the cameras that the effect should be enabled on
  62104. */
  62105. enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  62106. /**
  62107. * Disables an effect by name on a pipeline
  62108. * @param renderPipelineName the name of the pipeline to disable the effect in
  62109. * @param renderEffectName the name of the effect to disable
  62110. * @param cameras the cameras that the effect should be disabled on
  62111. */
  62112. disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  62113. /**
  62114. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  62115. */
  62116. update(): void;
  62117. /** @hidden */
  62118. _rebuild(): void;
  62119. /**
  62120. * Disposes of the manager and pipelines
  62121. */
  62122. dispose(): void;
  62123. }
  62124. }
  62125. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent" {
  62126. import { ISceneComponent } from "babylonjs/sceneComponent";
  62127. import { PostProcessRenderPipelineManager } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager";
  62128. import { Scene } from "babylonjs/scene";
  62129. module "babylonjs/scene" {
  62130. interface Scene {
  62131. /** @hidden (Backing field) */
  62132. _postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  62133. /**
  62134. * Gets the postprocess render pipeline manager
  62135. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  62136. * @see http://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  62137. */
  62138. readonly postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  62139. }
  62140. }
  62141. /**
  62142. * Defines the Render Pipeline scene component responsible to rendering pipelines
  62143. */
  62144. export class PostProcessRenderPipelineManagerSceneComponent implements ISceneComponent {
  62145. /**
  62146. * The component name helpfull to identify the component in the list of scene components.
  62147. */
  62148. readonly name: string;
  62149. /**
  62150. * The scene the component belongs to.
  62151. */
  62152. scene: Scene;
  62153. /**
  62154. * Creates a new instance of the component for the given scene
  62155. * @param scene Defines the scene to register the component in
  62156. */
  62157. constructor(scene: Scene);
  62158. /**
  62159. * Registers the component in a given scene
  62160. */
  62161. register(): void;
  62162. /**
  62163. * Rebuilds the elements related to this component in case of
  62164. * context lost for instance.
  62165. */
  62166. rebuild(): void;
  62167. /**
  62168. * Disposes the component and the associated ressources
  62169. */
  62170. dispose(): void;
  62171. private _gatherRenderTargets;
  62172. }
  62173. }
  62174. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline" {
  62175. import { Nullable } from "babylonjs/types";
  62176. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  62177. import { Camera } from "babylonjs/Cameras/camera";
  62178. import { IDisposable } from "babylonjs/scene";
  62179. import { GlowLayer } from "babylonjs/Layers/glowLayer";
  62180. import { Scene } from "babylonjs/scene";
  62181. import { SharpenPostProcess } from "babylonjs/PostProcesses/sharpenPostProcess";
  62182. import { ImageProcessingPostProcess } from "babylonjs/PostProcesses/imageProcessingPostProcess";
  62183. import { ChromaticAberrationPostProcess } from "babylonjs/PostProcesses/chromaticAberrationPostProcess";
  62184. import { GrainPostProcess } from "babylonjs/PostProcesses/grainPostProcess";
  62185. import { FxaaPostProcess } from "babylonjs/PostProcesses/fxaaPostProcess";
  62186. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  62187. import { DepthOfFieldEffect, DepthOfFieldEffectBlurLevel } from "babylonjs/PostProcesses/depthOfFieldEffect";
  62188. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  62189. import { Animation } from "babylonjs/Animations/animation";
  62190. /**
  62191. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  62192. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  62193. */
  62194. export class DefaultRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  62195. private _scene;
  62196. private _camerasToBeAttached;
  62197. /**
  62198. * ID of the sharpen post process,
  62199. */
  62200. private readonly SharpenPostProcessId;
  62201. /**
  62202. * @ignore
  62203. * ID of the image processing post process;
  62204. */
  62205. readonly ImageProcessingPostProcessId: string;
  62206. /**
  62207. * @ignore
  62208. * ID of the Fast Approximate Anti-Aliasing post process;
  62209. */
  62210. readonly FxaaPostProcessId: string;
  62211. /**
  62212. * ID of the chromatic aberration post process,
  62213. */
  62214. private readonly ChromaticAberrationPostProcessId;
  62215. /**
  62216. * ID of the grain post process
  62217. */
  62218. private readonly GrainPostProcessId;
  62219. /**
  62220. * Sharpen post process which will apply a sharpen convolution to enhance edges
  62221. */
  62222. sharpen: SharpenPostProcess;
  62223. private _sharpenEffect;
  62224. private bloom;
  62225. /**
  62226. * Depth of field effect, applies a blur based on how far away objects are from the focus distance.
  62227. */
  62228. depthOfField: DepthOfFieldEffect;
  62229. /**
  62230. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  62231. */
  62232. fxaa: FxaaPostProcess;
  62233. /**
  62234. * Image post processing pass used to perform operations such as tone mapping or color grading.
  62235. */
  62236. imageProcessing: ImageProcessingPostProcess;
  62237. /**
  62238. * Chromatic aberration post process which will shift rgb colors in the image
  62239. */
  62240. chromaticAberration: ChromaticAberrationPostProcess;
  62241. private _chromaticAberrationEffect;
  62242. /**
  62243. * Grain post process which add noise to the image
  62244. */
  62245. grain: GrainPostProcess;
  62246. private _grainEffect;
  62247. /**
  62248. * Glow post process which adds a glow to emissive areas of the image
  62249. */
  62250. private _glowLayer;
  62251. /**
  62252. * Animations which can be used to tweak settings over a period of time
  62253. */
  62254. animations: Animation[];
  62255. private _imageProcessingConfigurationObserver;
  62256. private _sharpenEnabled;
  62257. private _bloomEnabled;
  62258. private _depthOfFieldEnabled;
  62259. private _depthOfFieldBlurLevel;
  62260. private _fxaaEnabled;
  62261. private _imageProcessingEnabled;
  62262. private _defaultPipelineTextureType;
  62263. private _bloomScale;
  62264. private _chromaticAberrationEnabled;
  62265. private _grainEnabled;
  62266. private _buildAllowed;
  62267. /**
  62268. * Gets active scene
  62269. */
  62270. readonly scene: Scene;
  62271. /**
  62272. * Enable or disable the sharpen process from the pipeline
  62273. */
  62274. sharpenEnabled: boolean;
  62275. private _resizeObserver;
  62276. private _hardwareScaleLevel;
  62277. private _bloomKernel;
  62278. /**
  62279. * Specifies the size of the bloom blur kernel, relative to the final output size
  62280. */
  62281. bloomKernel: number;
  62282. /**
  62283. * Specifies the weight of the bloom in the final rendering
  62284. */
  62285. private _bloomWeight;
  62286. /**
  62287. * Specifies the luma threshold for the area that will be blurred by the bloom
  62288. */
  62289. private _bloomThreshold;
  62290. private _hdr;
  62291. /**
  62292. * The strength of the bloom.
  62293. */
  62294. bloomWeight: number;
  62295. /**
  62296. * The strength of the bloom.
  62297. */
  62298. bloomThreshold: number;
  62299. /**
  62300. * The scale of the bloom, lower value will provide better performance.
  62301. */
  62302. bloomScale: number;
  62303. /**
  62304. * Enable or disable the bloom from the pipeline
  62305. */
  62306. bloomEnabled: boolean;
  62307. private _rebuildBloom;
  62308. /**
  62309. * If the depth of field is enabled.
  62310. */
  62311. depthOfFieldEnabled: boolean;
  62312. /**
  62313. * Blur level of the depth of field effect. (Higher blur will effect performance)
  62314. */
  62315. depthOfFieldBlurLevel: DepthOfFieldEffectBlurLevel;
  62316. /**
  62317. * If the anti aliasing is enabled.
  62318. */
  62319. fxaaEnabled: boolean;
  62320. private _samples;
  62321. /**
  62322. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  62323. */
  62324. samples: number;
  62325. /**
  62326. * If image processing is enabled.
  62327. */
  62328. imageProcessingEnabled: boolean;
  62329. /**
  62330. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  62331. */
  62332. glowLayerEnabled: boolean;
  62333. /**
  62334. * Gets the glow layer (or null if not defined)
  62335. */
  62336. readonly glowLayer: Nullable<GlowLayer>;
  62337. /**
  62338. * Enable or disable the chromaticAberration process from the pipeline
  62339. */
  62340. chromaticAberrationEnabled: boolean;
  62341. /**
  62342. * Enable or disable the grain process from the pipeline
  62343. */
  62344. grainEnabled: boolean;
  62345. /**
  62346. * @constructor
  62347. * @param name - The rendering pipeline name (default: "")
  62348. * @param hdr - If high dynamic range textures should be used (default: true)
  62349. * @param scene - The scene linked to this pipeline (default: the last created scene)
  62350. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  62351. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  62352. */
  62353. constructor(name?: string, hdr?: boolean, scene?: Scene, cameras?: Camera[], automaticBuild?: boolean);
  62354. /**
  62355. * Get the class name
  62356. * @returns "DefaultRenderingPipeline"
  62357. */
  62358. getClassName(): string;
  62359. /**
  62360. * Force the compilation of the entire pipeline.
  62361. */
  62362. prepare(): void;
  62363. private _hasCleared;
  62364. private _prevPostProcess;
  62365. private _prevPrevPostProcess;
  62366. private _setAutoClearAndTextureSharing;
  62367. private _depthOfFieldSceneObserver;
  62368. private _buildPipeline;
  62369. private _disposePostProcesses;
  62370. /**
  62371. * Adds a camera to the pipeline
  62372. * @param camera the camera to be added
  62373. */
  62374. addCamera(camera: Camera): void;
  62375. /**
  62376. * Removes a camera from the pipeline
  62377. * @param camera the camera to remove
  62378. */
  62379. removeCamera(camera: Camera): void;
  62380. /**
  62381. * Dispose of the pipeline and stop all post processes
  62382. */
  62383. dispose(): void;
  62384. /**
  62385. * Serialize the rendering pipeline (Used when exporting)
  62386. * @returns the serialized object
  62387. */
  62388. serialize(): any;
  62389. /**
  62390. * Parse the serialized pipeline
  62391. * @param source Source pipeline.
  62392. * @param scene The scene to load the pipeline to.
  62393. * @param rootUrl The URL of the serialized pipeline.
  62394. * @returns An instantiated pipeline from the serialized object.
  62395. */
  62396. static Parse(source: any, scene: Scene, rootUrl: string): DefaultRenderingPipeline;
  62397. }
  62398. }
  62399. declare module "babylonjs/Shaders/lensHighlights.fragment" {
  62400. /** @hidden */
  62401. export var lensHighlightsPixelShader: {
  62402. name: string;
  62403. shader: string;
  62404. };
  62405. }
  62406. declare module "babylonjs/Shaders/depthOfField.fragment" {
  62407. /** @hidden */
  62408. export var depthOfFieldPixelShader: {
  62409. name: string;
  62410. shader: string;
  62411. };
  62412. }
  62413. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline" {
  62414. import { Camera } from "babylonjs/Cameras/camera";
  62415. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  62416. import { Scene } from "babylonjs/scene";
  62417. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  62418. import "babylonjs/Shaders/chromaticAberration.fragment";
  62419. import "babylonjs/Shaders/lensHighlights.fragment";
  62420. import "babylonjs/Shaders/depthOfField.fragment";
  62421. /**
  62422. * BABYLON.JS Chromatic Aberration GLSL Shader
  62423. * Author: Olivier Guyot
  62424. * Separates very slightly R, G and B colors on the edges of the screen
  62425. * Inspired by Francois Tarlier & Martins Upitis
  62426. */
  62427. export class LensRenderingPipeline extends PostProcessRenderPipeline {
  62428. /**
  62429. * @ignore
  62430. * The chromatic aberration PostProcess id in the pipeline
  62431. */
  62432. LensChromaticAberrationEffect: string;
  62433. /**
  62434. * @ignore
  62435. * The highlights enhancing PostProcess id in the pipeline
  62436. */
  62437. HighlightsEnhancingEffect: string;
  62438. /**
  62439. * @ignore
  62440. * The depth-of-field PostProcess id in the pipeline
  62441. */
  62442. LensDepthOfFieldEffect: string;
  62443. private _scene;
  62444. private _depthTexture;
  62445. private _grainTexture;
  62446. private _chromaticAberrationPostProcess;
  62447. private _highlightsPostProcess;
  62448. private _depthOfFieldPostProcess;
  62449. private _edgeBlur;
  62450. private _grainAmount;
  62451. private _chromaticAberration;
  62452. private _distortion;
  62453. private _highlightsGain;
  62454. private _highlightsThreshold;
  62455. private _dofDistance;
  62456. private _dofAperture;
  62457. private _dofDarken;
  62458. private _dofPentagon;
  62459. private _blurNoise;
  62460. /**
  62461. * @constructor
  62462. *
  62463. * Effect parameters are as follow:
  62464. * {
  62465. * chromatic_aberration: number; // from 0 to x (1 for realism)
  62466. * edge_blur: number; // from 0 to x (1 for realism)
  62467. * distortion: number; // from 0 to x (1 for realism)
  62468. * grain_amount: number; // from 0 to 1
  62469. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  62470. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  62471. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  62472. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  62473. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  62474. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  62475. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  62476. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  62477. * }
  62478. * Note: if an effect parameter is unset, effect is disabled
  62479. *
  62480. * @param name The rendering pipeline name
  62481. * @param parameters - An object containing all parameters (see above)
  62482. * @param scene The scene linked to this pipeline
  62483. * @param ratio The size of the postprocesses (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)
  62484. * @param cameras The array of cameras that the rendering pipeline will be attached to
  62485. */
  62486. constructor(name: string, parameters: any, scene: Scene, ratio?: number, cameras?: Camera[]);
  62487. /**
  62488. * Get the class name
  62489. * @returns "LensRenderingPipeline"
  62490. */
  62491. getClassName(): string;
  62492. /**
  62493. * Gets associated scene
  62494. */
  62495. readonly scene: Scene;
  62496. /**
  62497. * Gets or sets the edge blur
  62498. */
  62499. edgeBlur: number;
  62500. /**
  62501. * Gets or sets the grain amount
  62502. */
  62503. grainAmount: number;
  62504. /**
  62505. * Gets or sets the chromatic aberration amount
  62506. */
  62507. chromaticAberration: number;
  62508. /**
  62509. * Gets or sets the depth of field aperture
  62510. */
  62511. dofAperture: number;
  62512. /**
  62513. * Gets or sets the edge distortion
  62514. */
  62515. edgeDistortion: number;
  62516. /**
  62517. * Gets or sets the depth of field distortion
  62518. */
  62519. dofDistortion: number;
  62520. /**
  62521. * Gets or sets the darken out of focus amount
  62522. */
  62523. darkenOutOfFocus: number;
  62524. /**
  62525. * Gets or sets a boolean indicating if blur noise is enabled
  62526. */
  62527. blurNoise: boolean;
  62528. /**
  62529. * Gets or sets a boolean indicating if pentagon bokeh is enabled
  62530. */
  62531. pentagonBokeh: boolean;
  62532. /**
  62533. * Gets or sets the highlight grain amount
  62534. */
  62535. highlightsGain: number;
  62536. /**
  62537. * Gets or sets the highlight threshold
  62538. */
  62539. highlightsThreshold: number;
  62540. /**
  62541. * Sets the amount of blur at the edges
  62542. * @param amount blur amount
  62543. */
  62544. setEdgeBlur(amount: number): void;
  62545. /**
  62546. * Sets edge blur to 0
  62547. */
  62548. disableEdgeBlur(): void;
  62549. /**
  62550. * Sets the amout of grain
  62551. * @param amount Amount of grain
  62552. */
  62553. setGrainAmount(amount: number): void;
  62554. /**
  62555. * Set grain amount to 0
  62556. */
  62557. disableGrain(): void;
  62558. /**
  62559. * Sets the chromatic aberration amount
  62560. * @param amount amount of chromatic aberration
  62561. */
  62562. setChromaticAberration(amount: number): void;
  62563. /**
  62564. * Sets chromatic aberration amount to 0
  62565. */
  62566. disableChromaticAberration(): void;
  62567. /**
  62568. * Sets the EdgeDistortion amount
  62569. * @param amount amount of EdgeDistortion
  62570. */
  62571. setEdgeDistortion(amount: number): void;
  62572. /**
  62573. * Sets edge distortion to 0
  62574. */
  62575. disableEdgeDistortion(): void;
  62576. /**
  62577. * Sets the FocusDistance amount
  62578. * @param amount amount of FocusDistance
  62579. */
  62580. setFocusDistance(amount: number): void;
  62581. /**
  62582. * Disables depth of field
  62583. */
  62584. disableDepthOfField(): void;
  62585. /**
  62586. * Sets the Aperture amount
  62587. * @param amount amount of Aperture
  62588. */
  62589. setAperture(amount: number): void;
  62590. /**
  62591. * Sets the DarkenOutOfFocus amount
  62592. * @param amount amount of DarkenOutOfFocus
  62593. */
  62594. setDarkenOutOfFocus(amount: number): void;
  62595. private _pentagonBokehIsEnabled;
  62596. /**
  62597. * Creates a pentagon bokeh effect
  62598. */
  62599. enablePentagonBokeh(): void;
  62600. /**
  62601. * Disables the pentagon bokeh effect
  62602. */
  62603. disablePentagonBokeh(): void;
  62604. /**
  62605. * Enables noise blur
  62606. */
  62607. enableNoiseBlur(): void;
  62608. /**
  62609. * Disables noise blur
  62610. */
  62611. disableNoiseBlur(): void;
  62612. /**
  62613. * Sets the HighlightsGain amount
  62614. * @param amount amount of HighlightsGain
  62615. */
  62616. setHighlightsGain(amount: number): void;
  62617. /**
  62618. * Sets the HighlightsThreshold amount
  62619. * @param amount amount of HighlightsThreshold
  62620. */
  62621. setHighlightsThreshold(amount: number): void;
  62622. /**
  62623. * Disables highlights
  62624. */
  62625. disableHighlights(): void;
  62626. /**
  62627. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  62628. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  62629. */
  62630. dispose(disableDepthRender?: boolean): void;
  62631. private _createChromaticAberrationPostProcess;
  62632. private _createHighlightsPostProcess;
  62633. private _createDepthOfFieldPostProcess;
  62634. private _createGrainTexture;
  62635. }
  62636. }
  62637. declare module "babylonjs/Shaders/ssao2.fragment" {
  62638. /** @hidden */
  62639. export var ssao2PixelShader: {
  62640. name: string;
  62641. shader: string;
  62642. };
  62643. }
  62644. declare module "babylonjs/Shaders/ssaoCombine.fragment" {
  62645. /** @hidden */
  62646. export var ssaoCombinePixelShader: {
  62647. name: string;
  62648. shader: string;
  62649. };
  62650. }
  62651. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline" {
  62652. import { Camera } from "babylonjs/Cameras/camera";
  62653. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  62654. import { Scene } from "babylonjs/scene";
  62655. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  62656. import "babylonjs/Shaders/ssao2.fragment";
  62657. import "babylonjs/Shaders/ssaoCombine.fragment";
  62658. /**
  62659. * Render pipeline to produce ssao effect
  62660. */
  62661. export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
  62662. /**
  62663. * @ignore
  62664. * The PassPostProcess id in the pipeline that contains the original scene color
  62665. */
  62666. SSAOOriginalSceneColorEffect: string;
  62667. /**
  62668. * @ignore
  62669. * The SSAO PostProcess id in the pipeline
  62670. */
  62671. SSAORenderEffect: string;
  62672. /**
  62673. * @ignore
  62674. * The horizontal blur PostProcess id in the pipeline
  62675. */
  62676. SSAOBlurHRenderEffect: string;
  62677. /**
  62678. * @ignore
  62679. * The vertical blur PostProcess id in the pipeline
  62680. */
  62681. SSAOBlurVRenderEffect: string;
  62682. /**
  62683. * @ignore
  62684. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  62685. */
  62686. SSAOCombineRenderEffect: string;
  62687. /**
  62688. * The output strength of the SSAO post-process. Default value is 1.0.
  62689. */
  62690. totalStrength: number;
  62691. /**
  62692. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  62693. */
  62694. maxZ: number;
  62695. /**
  62696. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  62697. */
  62698. minZAspect: number;
  62699. private _samples;
  62700. /**
  62701. * Number of samples used for the SSAO calculations. Default value is 8
  62702. */
  62703. samples: number;
  62704. private _textureSamples;
  62705. /**
  62706. * Number of samples to use for antialiasing
  62707. */
  62708. textureSamples: number;
  62709. /**
  62710. * Ratio object used for SSAO ratio and blur ratio
  62711. */
  62712. private _ratio;
  62713. /**
  62714. * Dynamically generated sphere sampler.
  62715. */
  62716. private _sampleSphere;
  62717. /**
  62718. * Blur filter offsets
  62719. */
  62720. private _samplerOffsets;
  62721. private _expensiveBlur;
  62722. /**
  62723. * If bilateral blur should be used
  62724. */
  62725. expensiveBlur: boolean;
  62726. /**
  62727. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  62728. */
  62729. radius: number;
  62730. /**
  62731. * The base color of the SSAO post-process
  62732. * The final result is "base + ssao" between [0, 1]
  62733. */
  62734. base: number;
  62735. /**
  62736. * Support test.
  62737. */
  62738. static readonly IsSupported: boolean;
  62739. private _scene;
  62740. private _depthTexture;
  62741. private _normalTexture;
  62742. private _randomTexture;
  62743. private _originalColorPostProcess;
  62744. private _ssaoPostProcess;
  62745. private _blurHPostProcess;
  62746. private _blurVPostProcess;
  62747. private _ssaoCombinePostProcess;
  62748. private _firstUpdate;
  62749. /**
  62750. * Gets active scene
  62751. */
  62752. readonly scene: Scene;
  62753. /**
  62754. * @constructor
  62755. * @param name The rendering pipeline name
  62756. * @param scene The scene linked to this pipeline
  62757. * @param ratio The size of the postprocesses. Can be a number shared between passes or an object for more precision: { ssaoRatio: 0.5, blurRatio: 1.0 }
  62758. * @param cameras The array of cameras that the rendering pipeline will be attached to
  62759. */
  62760. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  62761. /**
  62762. * Get the class name
  62763. * @returns "SSAO2RenderingPipeline"
  62764. */
  62765. getClassName(): string;
  62766. /**
  62767. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  62768. */
  62769. dispose(disableGeometryBufferRenderer?: boolean): void;
  62770. private _createBlurPostProcess;
  62771. /** @hidden */
  62772. _rebuild(): void;
  62773. private _bits;
  62774. private _radicalInverse_VdC;
  62775. private _hammersley;
  62776. private _hemisphereSample_uniform;
  62777. private _generateHemisphere;
  62778. private _createSSAOPostProcess;
  62779. private _createSSAOCombinePostProcess;
  62780. private _createRandomTexture;
  62781. /**
  62782. * Serialize the rendering pipeline (Used when exporting)
  62783. * @returns the serialized object
  62784. */
  62785. serialize(): any;
  62786. /**
  62787. * Parse the serialized pipeline
  62788. * @param source Source pipeline.
  62789. * @param scene The scene to load the pipeline to.
  62790. * @param rootUrl The URL of the serialized pipeline.
  62791. * @returns An instantiated pipeline from the serialized object.
  62792. */
  62793. static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline;
  62794. }
  62795. }
  62796. declare module "babylonjs/Shaders/ssao.fragment" {
  62797. /** @hidden */
  62798. export var ssaoPixelShader: {
  62799. name: string;
  62800. shader: string;
  62801. };
  62802. }
  62803. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline" {
  62804. import { Camera } from "babylonjs/Cameras/camera";
  62805. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  62806. import { Scene } from "babylonjs/scene";
  62807. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  62808. import "babylonjs/Shaders/ssao.fragment";
  62809. import "babylonjs/Shaders/ssaoCombine.fragment";
  62810. /**
  62811. * Render pipeline to produce ssao effect
  62812. */
  62813. export class SSAORenderingPipeline extends PostProcessRenderPipeline {
  62814. /**
  62815. * @ignore
  62816. * The PassPostProcess id in the pipeline that contains the original scene color
  62817. */
  62818. SSAOOriginalSceneColorEffect: string;
  62819. /**
  62820. * @ignore
  62821. * The SSAO PostProcess id in the pipeline
  62822. */
  62823. SSAORenderEffect: string;
  62824. /**
  62825. * @ignore
  62826. * The horizontal blur PostProcess id in the pipeline
  62827. */
  62828. SSAOBlurHRenderEffect: string;
  62829. /**
  62830. * @ignore
  62831. * The vertical blur PostProcess id in the pipeline
  62832. */
  62833. SSAOBlurVRenderEffect: string;
  62834. /**
  62835. * @ignore
  62836. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  62837. */
  62838. SSAOCombineRenderEffect: string;
  62839. /**
  62840. * The output strength of the SSAO post-process. Default value is 1.0.
  62841. */
  62842. totalStrength: number;
  62843. /**
  62844. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  62845. */
  62846. radius: number;
  62847. /**
  62848. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  62849. * Must not be equal to fallOff and superior to fallOff.
  62850. * Default value is 0.0075
  62851. */
  62852. area: number;
  62853. /**
  62854. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  62855. * Must not be equal to area and inferior to area.
  62856. * Default value is 0.000001
  62857. */
  62858. fallOff: number;
  62859. /**
  62860. * The base color of the SSAO post-process
  62861. * The final result is "base + ssao" between [0, 1]
  62862. */
  62863. base: number;
  62864. private _scene;
  62865. private _depthTexture;
  62866. private _randomTexture;
  62867. private _originalColorPostProcess;
  62868. private _ssaoPostProcess;
  62869. private _blurHPostProcess;
  62870. private _blurVPostProcess;
  62871. private _ssaoCombinePostProcess;
  62872. private _firstUpdate;
  62873. /**
  62874. * Gets active scene
  62875. */
  62876. readonly scene: Scene;
  62877. /**
  62878. * @constructor
  62879. * @param name - The rendering pipeline name
  62880. * @param scene - The scene linked to this pipeline
  62881. * @param ratio - The size of the postprocesses. Can be a number shared between passes or an object for more precision: { ssaoRatio: 0.5, combineRatio: 1.0 }
  62882. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  62883. */
  62884. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  62885. /**
  62886. * Get the class name
  62887. * @returns "SSAORenderingPipeline"
  62888. */
  62889. getClassName(): string;
  62890. /**
  62891. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  62892. */
  62893. dispose(disableDepthRender?: boolean): void;
  62894. private _createBlurPostProcess;
  62895. /** @hidden */
  62896. _rebuild(): void;
  62897. private _createSSAOPostProcess;
  62898. private _createSSAOCombinePostProcess;
  62899. private _createRandomTexture;
  62900. }
  62901. }
  62902. declare module "babylonjs/Shaders/standard.fragment" {
  62903. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  62904. /** @hidden */
  62905. export var standardPixelShader: {
  62906. name: string;
  62907. shader: string;
  62908. };
  62909. }
  62910. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline" {
  62911. import { Nullable } from "babylonjs/types";
  62912. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  62913. import { Camera } from "babylonjs/Cameras/camera";
  62914. import { Texture } from "babylonjs/Materials/Textures/texture";
  62915. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  62916. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  62917. import { BlurPostProcess } from "babylonjs/PostProcesses/blurPostProcess";
  62918. import { FxaaPostProcess } from "babylonjs/PostProcesses/fxaaPostProcess";
  62919. import { IDisposable } from "babylonjs/scene";
  62920. import { SpotLight } from "babylonjs/Lights/spotLight";
  62921. import { DirectionalLight } from "babylonjs/Lights/directionalLight";
  62922. import { Scene } from "babylonjs/scene";
  62923. import { Animation } from "babylonjs/Animations/animation";
  62924. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  62925. import "babylonjs/Shaders/standard.fragment";
  62926. /**
  62927. * Standard rendering pipeline
  62928. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  62929. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  62930. */
  62931. export class StandardRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  62932. /**
  62933. * Public members
  62934. */
  62935. /**
  62936. * Post-process which contains the original scene color before the pipeline applies all the effects
  62937. */
  62938. originalPostProcess: Nullable<PostProcess>;
  62939. /**
  62940. * Post-process used to down scale an image x4
  62941. */
  62942. downSampleX4PostProcess: Nullable<PostProcess>;
  62943. /**
  62944. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  62945. */
  62946. brightPassPostProcess: Nullable<PostProcess>;
  62947. /**
  62948. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  62949. */
  62950. blurHPostProcesses: PostProcess[];
  62951. /**
  62952. * Post-process array storing all the vertical blur post-processes used by the pipeline
  62953. */
  62954. blurVPostProcesses: PostProcess[];
  62955. /**
  62956. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  62957. */
  62958. textureAdderPostProcess: Nullable<PostProcess>;
  62959. /**
  62960. * Post-process used to create volumetric lighting effect
  62961. */
  62962. volumetricLightPostProcess: Nullable<PostProcess>;
  62963. /**
  62964. * Post-process used to smooth the previous volumetric light post-process on the X axis
  62965. */
  62966. volumetricLightSmoothXPostProcess: Nullable<BlurPostProcess>;
  62967. /**
  62968. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  62969. */
  62970. volumetricLightSmoothYPostProcess: Nullable<BlurPostProcess>;
  62971. /**
  62972. * Post-process used to merge the volumetric light effect and the real scene color
  62973. */
  62974. volumetricLightMergePostProces: Nullable<PostProcess>;
  62975. /**
  62976. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  62977. */
  62978. volumetricLightFinalPostProcess: Nullable<PostProcess>;
  62979. /**
  62980. * Base post-process used to calculate the average luminance of the final image for HDR
  62981. */
  62982. luminancePostProcess: Nullable<PostProcess>;
  62983. /**
  62984. * Post-processes used to create down sample post-processes in order to get
  62985. * the average luminance of the final image for HDR
  62986. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  62987. */
  62988. luminanceDownSamplePostProcesses: PostProcess[];
  62989. /**
  62990. * Post-process used to create a HDR effect (light adaptation)
  62991. */
  62992. hdrPostProcess: Nullable<PostProcess>;
  62993. /**
  62994. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  62995. */
  62996. textureAdderFinalPostProcess: Nullable<PostProcess>;
  62997. /**
  62998. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  62999. */
  63000. lensFlareFinalPostProcess: Nullable<PostProcess>;
  63001. /**
  63002. * Post-process used to merge the final HDR post-process and the real scene color
  63003. */
  63004. hdrFinalPostProcess: Nullable<PostProcess>;
  63005. /**
  63006. * Post-process used to create a lens flare effect
  63007. */
  63008. lensFlarePostProcess: Nullable<PostProcess>;
  63009. /**
  63010. * Post-process that merges the result of the lens flare post-process and the real scene color
  63011. */
  63012. lensFlareComposePostProcess: Nullable<PostProcess>;
  63013. /**
  63014. * Post-process used to create a motion blur effect
  63015. */
  63016. motionBlurPostProcess: Nullable<PostProcess>;
  63017. /**
  63018. * Post-process used to create a depth of field effect
  63019. */
  63020. depthOfFieldPostProcess: Nullable<PostProcess>;
  63021. /**
  63022. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  63023. */
  63024. fxaaPostProcess: Nullable<FxaaPostProcess>;
  63025. /**
  63026. * Represents the brightness threshold in order to configure the illuminated surfaces
  63027. */
  63028. brightThreshold: number;
  63029. /**
  63030. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  63031. */
  63032. blurWidth: number;
  63033. /**
  63034. * Sets if the blur for highlighted surfaces must be only horizontal
  63035. */
  63036. horizontalBlur: boolean;
  63037. /**
  63038. * Gets the overall exposure used by the pipeline
  63039. */
  63040. /**
  63041. * Sets the overall exposure used by the pipeline
  63042. */
  63043. exposure: number;
  63044. /**
  63045. * Texture used typically to simulate "dirty" on camera lens
  63046. */
  63047. lensTexture: Nullable<Texture>;
  63048. /**
  63049. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  63050. */
  63051. volumetricLightCoefficient: number;
  63052. /**
  63053. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  63054. */
  63055. volumetricLightPower: number;
  63056. /**
  63057. * Used the set the blur intensity to smooth the volumetric lights
  63058. */
  63059. volumetricLightBlurScale: number;
  63060. /**
  63061. * Light (spot or directional) used to generate the volumetric lights rays
  63062. * The source light must have a shadow generate so the pipeline can get its
  63063. * depth map
  63064. */
  63065. sourceLight: Nullable<SpotLight | DirectionalLight>;
  63066. /**
  63067. * For eye adaptation, represents the minimum luminance the eye can see
  63068. */
  63069. hdrMinimumLuminance: number;
  63070. /**
  63071. * For eye adaptation, represents the decrease luminance speed
  63072. */
  63073. hdrDecreaseRate: number;
  63074. /**
  63075. * For eye adaptation, represents the increase luminance speed
  63076. */
  63077. hdrIncreaseRate: number;
  63078. /**
  63079. * Gets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  63080. */
  63081. /**
  63082. * Sets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  63083. */
  63084. hdrAutoExposure: boolean;
  63085. /**
  63086. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  63087. */
  63088. lensColorTexture: Nullable<Texture>;
  63089. /**
  63090. * The overall strengh for the lens flare effect
  63091. */
  63092. lensFlareStrength: number;
  63093. /**
  63094. * Dispersion coefficient for lens flare ghosts
  63095. */
  63096. lensFlareGhostDispersal: number;
  63097. /**
  63098. * Main lens flare halo width
  63099. */
  63100. lensFlareHaloWidth: number;
  63101. /**
  63102. * Based on the lens distortion effect, defines how much the lens flare result
  63103. * is distorted
  63104. */
  63105. lensFlareDistortionStrength: number;
  63106. /**
  63107. * Configures the blur intensity used for for lens flare (halo)
  63108. */
  63109. lensFlareBlurWidth: number;
  63110. /**
  63111. * Lens star texture must be used to simulate rays on the flares and is available
  63112. * in the documentation
  63113. */
  63114. lensStarTexture: Nullable<Texture>;
  63115. /**
  63116. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  63117. * flare effect by taking account of the dirt texture
  63118. */
  63119. lensFlareDirtTexture: Nullable<Texture>;
  63120. /**
  63121. * Represents the focal length for the depth of field effect
  63122. */
  63123. depthOfFieldDistance: number;
  63124. /**
  63125. * Represents the blur intensity for the blurred part of the depth of field effect
  63126. */
  63127. depthOfFieldBlurWidth: number;
  63128. /**
  63129. * Gets how much the image is blurred by the movement while using the motion blur post-process
  63130. */
  63131. /**
  63132. * Sets how much the image is blurred by the movement while using the motion blur post-process
  63133. */
  63134. motionStrength: number;
  63135. /**
  63136. * Gets wether or not the motion blur post-process is object based or screen based.
  63137. */
  63138. /**
  63139. * Sets wether or not the motion blur post-process should be object based or screen based
  63140. */
  63141. objectBasedMotionBlur: boolean;
  63142. /**
  63143. * List of animations for the pipeline (IAnimatable implementation)
  63144. */
  63145. animations: Animation[];
  63146. /**
  63147. * Private members
  63148. */
  63149. private _scene;
  63150. private _currentDepthOfFieldSource;
  63151. private _basePostProcess;
  63152. private _fixedExposure;
  63153. private _currentExposure;
  63154. private _hdrAutoExposure;
  63155. private _hdrCurrentLuminance;
  63156. private _motionStrength;
  63157. private _isObjectBasedMotionBlur;
  63158. private _floatTextureType;
  63159. private _camerasToBeAttached;
  63160. private _ratio;
  63161. private _bloomEnabled;
  63162. private _depthOfFieldEnabled;
  63163. private _vlsEnabled;
  63164. private _lensFlareEnabled;
  63165. private _hdrEnabled;
  63166. private _motionBlurEnabled;
  63167. private _fxaaEnabled;
  63168. private _motionBlurSamples;
  63169. private _volumetricLightStepsCount;
  63170. private _samples;
  63171. /**
  63172. * @ignore
  63173. * Specifies if the bloom pipeline is enabled
  63174. */
  63175. BloomEnabled: boolean;
  63176. /**
  63177. * @ignore
  63178. * Specifies if the depth of field pipeline is enabed
  63179. */
  63180. DepthOfFieldEnabled: boolean;
  63181. /**
  63182. * @ignore
  63183. * Specifies if the lens flare pipeline is enabed
  63184. */
  63185. LensFlareEnabled: boolean;
  63186. /**
  63187. * @ignore
  63188. * Specifies if the HDR pipeline is enabled
  63189. */
  63190. HDREnabled: boolean;
  63191. /**
  63192. * @ignore
  63193. * Specifies if the volumetric lights scattering effect is enabled
  63194. */
  63195. VLSEnabled: boolean;
  63196. /**
  63197. * @ignore
  63198. * Specifies if the motion blur effect is enabled
  63199. */
  63200. MotionBlurEnabled: boolean;
  63201. /**
  63202. * Specifies if anti-aliasing is enabled
  63203. */
  63204. fxaaEnabled: boolean;
  63205. /**
  63206. * Specifies the number of steps used to calculate the volumetric lights
  63207. * Typically in interval [50, 200]
  63208. */
  63209. volumetricLightStepsCount: number;
  63210. /**
  63211. * Specifies the number of samples used for the motion blur effect
  63212. * Typically in interval [16, 64]
  63213. */
  63214. motionBlurSamples: number;
  63215. /**
  63216. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  63217. */
  63218. samples: number;
  63219. /**
  63220. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  63221. * @constructor
  63222. * @param name The rendering pipeline name
  63223. * @param scene The scene linked to this pipeline
  63224. * @param ratio The size of the postprocesses (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)
  63225. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  63226. * @param cameras The array of cameras that the rendering pipeline will be attached to
  63227. */
  63228. constructor(name: string, scene: Scene, ratio: number, originalPostProcess?: Nullable<PostProcess>, cameras?: Camera[]);
  63229. private _buildPipeline;
  63230. private _createDownSampleX4PostProcess;
  63231. private _createBrightPassPostProcess;
  63232. private _createBlurPostProcesses;
  63233. private _createTextureAdderPostProcess;
  63234. private _createVolumetricLightPostProcess;
  63235. private _createLuminancePostProcesses;
  63236. private _createHdrPostProcess;
  63237. private _createLensFlarePostProcess;
  63238. private _createDepthOfFieldPostProcess;
  63239. private _createMotionBlurPostProcess;
  63240. private _getDepthTexture;
  63241. private _disposePostProcesses;
  63242. /**
  63243. * Dispose of the pipeline and stop all post processes
  63244. */
  63245. dispose(): void;
  63246. /**
  63247. * Serialize the rendering pipeline (Used when exporting)
  63248. * @returns the serialized object
  63249. */
  63250. serialize(): any;
  63251. /**
  63252. * Parse the serialized pipeline
  63253. * @param source Source pipeline.
  63254. * @param scene The scene to load the pipeline to.
  63255. * @param rootUrl The URL of the serialized pipeline.
  63256. * @returns An instantiated pipeline from the serialized object.
  63257. */
  63258. static Parse(source: any, scene: Scene, rootUrl: string): StandardRenderingPipeline;
  63259. /**
  63260. * Luminance steps
  63261. */
  63262. static LuminanceSteps: number;
  63263. }
  63264. }
  63265. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/index" {
  63266. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline";
  63267. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline";
  63268. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline";
  63269. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline";
  63270. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline";
  63271. }
  63272. declare module "babylonjs/PostProcesses/RenderPipeline/index" {
  63273. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/index";
  63274. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  63275. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  63276. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager";
  63277. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  63278. }
  63279. declare module "babylonjs/Shaders/tonemap.fragment" {
  63280. /** @hidden */
  63281. export var tonemapPixelShader: {
  63282. name: string;
  63283. shader: string;
  63284. };
  63285. }
  63286. declare module "babylonjs/PostProcesses/tonemapPostProcess" {
  63287. import { Camera } from "babylonjs/Cameras/camera";
  63288. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  63289. import "babylonjs/Shaders/tonemap.fragment";
  63290. import { Engine } from "babylonjs/Engines/engine";
  63291. /** Defines operator used for tonemapping */
  63292. export enum TonemappingOperator {
  63293. /** Hable */
  63294. Hable = 0,
  63295. /** Reinhard */
  63296. Reinhard = 1,
  63297. /** HejiDawson */
  63298. HejiDawson = 2,
  63299. /** Photographic */
  63300. Photographic = 3
  63301. }
  63302. /**
  63303. * Defines a post process to apply tone mapping
  63304. */
  63305. export class TonemapPostProcess extends PostProcess {
  63306. private _operator;
  63307. /** Defines the required exposure adjustement */
  63308. exposureAdjustment: number;
  63309. /**
  63310. * Creates a new TonemapPostProcess
  63311. * @param name defines the name of the postprocess
  63312. * @param _operator defines the operator to use
  63313. * @param exposureAdjustment defines the required exposure adjustement
  63314. * @param camera defines the camera to use (can be null)
  63315. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  63316. * @param engine defines the hosting engine (can be ignore if camera is set)
  63317. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  63318. */
  63319. constructor(name: string, _operator: TonemappingOperator,
  63320. /** Defines the required exposure adjustement */
  63321. exposureAdjustment: number, camera: Camera, samplingMode?: number, engine?: Engine, textureFormat?: number);
  63322. }
  63323. }
  63324. declare module "babylonjs/Shaders/depth.vertex" {
  63325. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  63326. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  63327. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  63328. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  63329. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  63330. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  63331. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  63332. /** @hidden */
  63333. export var depthVertexShader: {
  63334. name: string;
  63335. shader: string;
  63336. };
  63337. }
  63338. declare module "babylonjs/Shaders/volumetricLightScattering.fragment" {
  63339. /** @hidden */
  63340. export var volumetricLightScatteringPixelShader: {
  63341. name: string;
  63342. shader: string;
  63343. };
  63344. }
  63345. declare module "babylonjs/Shaders/volumetricLightScatteringPass.vertex" {
  63346. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  63347. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  63348. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  63349. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  63350. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  63351. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  63352. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  63353. /** @hidden */
  63354. export var volumetricLightScatteringPassVertexShader: {
  63355. name: string;
  63356. shader: string;
  63357. };
  63358. }
  63359. declare module "babylonjs/Shaders/volumetricLightScatteringPass.fragment" {
  63360. /** @hidden */
  63361. export var volumetricLightScatteringPassPixelShader: {
  63362. name: string;
  63363. shader: string;
  63364. };
  63365. }
  63366. declare module "babylonjs/PostProcesses/volumetricLightScatteringPostProcess" {
  63367. import { Vector3 } from "babylonjs/Maths/math.vector";
  63368. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  63369. import { Mesh } from "babylonjs/Meshes/mesh";
  63370. import { Camera } from "babylonjs/Cameras/camera";
  63371. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  63372. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  63373. import { Scene } from "babylonjs/scene";
  63374. import "babylonjs/Meshes/Builders/planeBuilder";
  63375. import "babylonjs/Shaders/depth.vertex";
  63376. import "babylonjs/Shaders/volumetricLightScattering.fragment";
  63377. import "babylonjs/Shaders/volumetricLightScatteringPass.vertex";
  63378. import "babylonjs/Shaders/volumetricLightScatteringPass.fragment";
  63379. import { Engine } from "babylonjs/Engines/engine";
  63380. /**
  63381. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  63382. */
  63383. export class VolumetricLightScatteringPostProcess extends PostProcess {
  63384. private _volumetricLightScatteringPass;
  63385. private _volumetricLightScatteringRTT;
  63386. private _viewPort;
  63387. private _screenCoordinates;
  63388. private _cachedDefines;
  63389. /**
  63390. * If not undefined, the mesh position is computed from the attached node position
  63391. */
  63392. attachedNode: {
  63393. position: Vector3;
  63394. };
  63395. /**
  63396. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  63397. */
  63398. customMeshPosition: Vector3;
  63399. /**
  63400. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  63401. */
  63402. useCustomMeshPosition: boolean;
  63403. /**
  63404. * If the post-process should inverse the light scattering direction
  63405. */
  63406. invert: boolean;
  63407. /**
  63408. * The internal mesh used by the post-process
  63409. */
  63410. mesh: Mesh;
  63411. /**
  63412. * @hidden
  63413. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  63414. */
  63415. useDiffuseColor: boolean;
  63416. /**
  63417. * Array containing the excluded meshes not rendered in the internal pass
  63418. */
  63419. excludedMeshes: AbstractMesh[];
  63420. /**
  63421. * Controls the overall intensity of the post-process
  63422. */
  63423. exposure: number;
  63424. /**
  63425. * Dissipates each sample's contribution in range [0, 1]
  63426. */
  63427. decay: number;
  63428. /**
  63429. * Controls the overall intensity of each sample
  63430. */
  63431. weight: number;
  63432. /**
  63433. * Controls the density of each sample
  63434. */
  63435. density: number;
  63436. /**
  63437. * @constructor
  63438. * @param name The post-process name
  63439. * @param ratio The size of the post-process and/or internal pass (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)
  63440. * @param camera The camera that the post-process will be attached to
  63441. * @param mesh The mesh used to create the light scattering
  63442. * @param samples The post-process quality, default 100
  63443. * @param samplingModeThe post-process filtering mode
  63444. * @param engine The babylon engine
  63445. * @param reusable If the post-process is reusable
  63446. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  63447. */
  63448. constructor(name: string, ratio: any, camera: Camera, mesh?: Mesh, samples?: number, samplingMode?: number, engine?: Engine, reusable?: boolean, scene?: Scene);
  63449. /**
  63450. * Returns the string "VolumetricLightScatteringPostProcess"
  63451. * @returns "VolumetricLightScatteringPostProcess"
  63452. */
  63453. getClassName(): string;
  63454. private _isReady;
  63455. /**
  63456. * Sets the new light position for light scattering effect
  63457. * @param position The new custom light position
  63458. */
  63459. setCustomMeshPosition(position: Vector3): void;
  63460. /**
  63461. * Returns the light position for light scattering effect
  63462. * @return Vector3 The custom light position
  63463. */
  63464. getCustomMeshPosition(): Vector3;
  63465. /**
  63466. * Disposes the internal assets and detaches the post-process from the camera
  63467. */
  63468. dispose(camera: Camera): void;
  63469. /**
  63470. * Returns the render target texture used by the post-process
  63471. * @return the render target texture used by the post-process
  63472. */
  63473. getPass(): RenderTargetTexture;
  63474. private _meshExcluded;
  63475. private _createPass;
  63476. private _updateMeshScreenCoordinates;
  63477. /**
  63478. * Creates a default mesh for the Volumeric Light Scattering post-process
  63479. * @param name The mesh name
  63480. * @param scene The scene where to create the mesh
  63481. * @return the default mesh
  63482. */
  63483. static CreateDefaultMesh(name: string, scene: Scene): Mesh;
  63484. }
  63485. }
  63486. declare module "babylonjs/PostProcesses/index" {
  63487. export * from "babylonjs/PostProcesses/anaglyphPostProcess";
  63488. export * from "babylonjs/PostProcesses/blackAndWhitePostProcess";
  63489. export * from "babylonjs/PostProcesses/bloomEffect";
  63490. export * from "babylonjs/PostProcesses/bloomMergePostProcess";
  63491. export * from "babylonjs/PostProcesses/blurPostProcess";
  63492. export * from "babylonjs/PostProcesses/chromaticAberrationPostProcess";
  63493. export * from "babylonjs/PostProcesses/circleOfConfusionPostProcess";
  63494. export * from "babylonjs/PostProcesses/colorCorrectionPostProcess";
  63495. export * from "babylonjs/PostProcesses/convolutionPostProcess";
  63496. export * from "babylonjs/PostProcesses/depthOfFieldBlurPostProcess";
  63497. export * from "babylonjs/PostProcesses/depthOfFieldEffect";
  63498. export * from "babylonjs/PostProcesses/depthOfFieldMergePostProcess";
  63499. export * from "babylonjs/PostProcesses/displayPassPostProcess";
  63500. export * from "babylonjs/PostProcesses/extractHighlightsPostProcess";
  63501. export * from "babylonjs/PostProcesses/filterPostProcess";
  63502. export * from "babylonjs/PostProcesses/fxaaPostProcess";
  63503. export * from "babylonjs/PostProcesses/grainPostProcess";
  63504. export * from "babylonjs/PostProcesses/highlightsPostProcess";
  63505. export * from "babylonjs/PostProcesses/imageProcessingPostProcess";
  63506. export * from "babylonjs/PostProcesses/motionBlurPostProcess";
  63507. export * from "babylonjs/PostProcesses/passPostProcess";
  63508. export * from "babylonjs/PostProcesses/postProcess";
  63509. export * from "babylonjs/PostProcesses/postProcessManager";
  63510. export * from "babylonjs/PostProcesses/refractionPostProcess";
  63511. export * from "babylonjs/PostProcesses/RenderPipeline/index";
  63512. export * from "babylonjs/PostProcesses/sharpenPostProcess";
  63513. export * from "babylonjs/PostProcesses/stereoscopicInterlacePostProcess";
  63514. export * from "babylonjs/PostProcesses/tonemapPostProcess";
  63515. export * from "babylonjs/PostProcesses/volumetricLightScatteringPostProcess";
  63516. export * from "babylonjs/PostProcesses/vrDistortionCorrectionPostProcess";
  63517. export * from "babylonjs/PostProcesses/vrMultiviewToSingleviewPostProcess";
  63518. }
  63519. declare module "babylonjs/Probes/index" {
  63520. export * from "babylonjs/Probes/reflectionProbe";
  63521. }
  63522. declare module "babylonjs/Rendering/boundingBoxRenderer" {
  63523. import { Scene } from "babylonjs/scene";
  63524. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  63525. import { SmartArray } from "babylonjs/Misc/smartArray";
  63526. import { ISceneComponent } from "babylonjs/sceneComponent";
  63527. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  63528. import "babylonjs/Meshes/Builders/boxBuilder";
  63529. import "babylonjs/Shaders/color.fragment";
  63530. import "babylonjs/Shaders/color.vertex";
  63531. import { Color3 } from "babylonjs/Maths/math.color";
  63532. module "babylonjs/scene" {
  63533. interface Scene {
  63534. /** @hidden (Backing field) */
  63535. _boundingBoxRenderer: BoundingBoxRenderer;
  63536. /** @hidden (Backing field) */
  63537. _forceShowBoundingBoxes: boolean;
  63538. /**
  63539. * Gets or sets a boolean indicating if all bounding boxes must be rendered
  63540. */
  63541. forceShowBoundingBoxes: boolean;
  63542. /**
  63543. * Gets the bounding box renderer associated with the scene
  63544. * @returns a BoundingBoxRenderer
  63545. */
  63546. getBoundingBoxRenderer(): BoundingBoxRenderer;
  63547. }
  63548. }
  63549. module "babylonjs/Meshes/abstractMesh" {
  63550. interface AbstractMesh {
  63551. /** @hidden (Backing field) */
  63552. _showBoundingBox: boolean;
  63553. /**
  63554. * Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)
  63555. */
  63556. showBoundingBox: boolean;
  63557. }
  63558. }
  63559. /**
  63560. * Component responsible of rendering the bounding box of the meshes in a scene.
  63561. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  63562. */
  63563. export class BoundingBoxRenderer implements ISceneComponent {
  63564. /**
  63565. * The component name helpfull to identify the component in the list of scene components.
  63566. */
  63567. readonly name: string;
  63568. /**
  63569. * The scene the component belongs to.
  63570. */
  63571. scene: Scene;
  63572. /**
  63573. * Color of the bounding box lines placed in front of an object
  63574. */
  63575. frontColor: Color3;
  63576. /**
  63577. * Color of the bounding box lines placed behind an object
  63578. */
  63579. backColor: Color3;
  63580. /**
  63581. * Defines if the renderer should show the back lines or not
  63582. */
  63583. showBackLines: boolean;
  63584. /**
  63585. * @hidden
  63586. */
  63587. renderList: SmartArray<BoundingBox>;
  63588. private _colorShader;
  63589. private _vertexBuffers;
  63590. private _indexBuffer;
  63591. private _fillIndexBuffer;
  63592. private _fillIndexData;
  63593. /**
  63594. * Instantiates a new bounding box renderer in a scene.
  63595. * @param scene the scene the renderer renders in
  63596. */
  63597. constructor(scene: Scene);
  63598. /**
  63599. * Registers the component in a given scene
  63600. */
  63601. register(): void;
  63602. private _evaluateSubMesh;
  63603. private _activeMesh;
  63604. private _prepareRessources;
  63605. private _createIndexBuffer;
  63606. /**
  63607. * Rebuilds the elements related to this component in case of
  63608. * context lost for instance.
  63609. */
  63610. rebuild(): void;
  63611. /**
  63612. * @hidden
  63613. */
  63614. reset(): void;
  63615. /**
  63616. * Render the bounding boxes of a specific rendering group
  63617. * @param renderingGroupId defines the rendering group to render
  63618. */
  63619. render(renderingGroupId: number): void;
  63620. /**
  63621. * In case of occlusion queries, we can render the occlusion bounding box through this method
  63622. * @param mesh Define the mesh to render the occlusion bounding box for
  63623. */
  63624. renderOcclusionBoundingBox(mesh: AbstractMesh): void;
  63625. /**
  63626. * Dispose and release the resources attached to this renderer.
  63627. */
  63628. dispose(): void;
  63629. }
  63630. }
  63631. declare module "babylonjs/Shaders/depth.fragment" {
  63632. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  63633. /** @hidden */
  63634. export var depthPixelShader: {
  63635. name: string;
  63636. shader: string;
  63637. };
  63638. }
  63639. declare module "babylonjs/Rendering/depthRenderer" {
  63640. import { Nullable } from "babylonjs/types";
  63641. import { SubMesh } from "babylonjs/Meshes/subMesh";
  63642. import { Scene } from "babylonjs/scene";
  63643. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  63644. import { Camera } from "babylonjs/Cameras/camera";
  63645. import "babylonjs/Shaders/depth.fragment";
  63646. import "babylonjs/Shaders/depth.vertex";
  63647. /**
  63648. * This represents a depth renderer in Babylon.
  63649. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  63650. */
  63651. export class DepthRenderer {
  63652. private _scene;
  63653. private _depthMap;
  63654. private _effect;
  63655. private readonly _storeNonLinearDepth;
  63656. private readonly _clearColor;
  63657. /** Get if the depth renderer is using packed depth or not */
  63658. readonly isPacked: boolean;
  63659. private _cachedDefines;
  63660. private _camera;
  63661. /**
  63662. * Specifiess that the depth renderer will only be used within
  63663. * the camera it is created for.
  63664. * This can help forcing its rendering during the camera processing.
  63665. */
  63666. useOnlyInActiveCamera: boolean;
  63667. /** @hidden */
  63668. static _SceneComponentInitialization: (scene: Scene) => void;
  63669. /**
  63670. * Instantiates a depth renderer
  63671. * @param scene The scene the renderer belongs to
  63672. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  63673. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  63674. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  63675. */
  63676. constructor(scene: Scene, type?: number, camera?: Nullable<Camera>, storeNonLinearDepth?: boolean);
  63677. /**
  63678. * Creates the depth rendering effect and checks if the effect is ready.
  63679. * @param subMesh The submesh to be used to render the depth map of
  63680. * @param useInstances If multiple world instances should be used
  63681. * @returns if the depth renderer is ready to render the depth map
  63682. */
  63683. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  63684. /**
  63685. * Gets the texture which the depth map will be written to.
  63686. * @returns The depth map texture
  63687. */
  63688. getDepthMap(): RenderTargetTexture;
  63689. /**
  63690. * Disposes of the depth renderer.
  63691. */
  63692. dispose(): void;
  63693. }
  63694. }
  63695. declare module "babylonjs/Rendering/depthRendererSceneComponent" {
  63696. import { Nullable } from "babylonjs/types";
  63697. import { Scene } from "babylonjs/scene";
  63698. import { DepthRenderer } from "babylonjs/Rendering/depthRenderer";
  63699. import { Camera } from "babylonjs/Cameras/camera";
  63700. import { ISceneComponent } from "babylonjs/sceneComponent";
  63701. module "babylonjs/scene" {
  63702. interface Scene {
  63703. /** @hidden (Backing field) */
  63704. _depthRenderer: {
  63705. [id: string]: DepthRenderer;
  63706. };
  63707. /**
  63708. * Creates a depth renderer a given camera which contains a depth map which can be used for post processing.
  63709. * @param camera The camera to create the depth renderer on (default: scene's active camera)
  63710. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  63711. * @returns the created depth renderer
  63712. */
  63713. enableDepthRenderer(camera?: Nullable<Camera>, storeNonLinearDepth?: boolean): DepthRenderer;
  63714. /**
  63715. * Disables a depth renderer for a given camera
  63716. * @param camera The camera to disable the depth renderer on (default: scene's active camera)
  63717. */
  63718. disableDepthRenderer(camera?: Nullable<Camera>): void;
  63719. }
  63720. }
  63721. /**
  63722. * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
  63723. * in several rendering techniques.
  63724. */
  63725. export class DepthRendererSceneComponent implements ISceneComponent {
  63726. /**
  63727. * The component name helpfull to identify the component in the list of scene components.
  63728. */
  63729. readonly name: string;
  63730. /**
  63731. * The scene the component belongs to.
  63732. */
  63733. scene: Scene;
  63734. /**
  63735. * Creates a new instance of the component for the given scene
  63736. * @param scene Defines the scene to register the component in
  63737. */
  63738. constructor(scene: Scene);
  63739. /**
  63740. * Registers the component in a given scene
  63741. */
  63742. register(): void;
  63743. /**
  63744. * Rebuilds the elements related to this component in case of
  63745. * context lost for instance.
  63746. */
  63747. rebuild(): void;
  63748. /**
  63749. * Disposes the component and the associated ressources
  63750. */
  63751. dispose(): void;
  63752. private _gatherRenderTargets;
  63753. private _gatherActiveCameraRenderTargets;
  63754. }
  63755. }
  63756. declare module "babylonjs/Shaders/outline.fragment" {
  63757. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  63758. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  63759. /** @hidden */
  63760. export var outlinePixelShader: {
  63761. name: string;
  63762. shader: string;
  63763. };
  63764. }
  63765. declare module "babylonjs/Shaders/outline.vertex" {
  63766. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  63767. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  63768. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  63769. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  63770. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  63771. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  63772. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  63773. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  63774. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  63775. /** @hidden */
  63776. export var outlineVertexShader: {
  63777. name: string;
  63778. shader: string;
  63779. };
  63780. }
  63781. declare module "babylonjs/Rendering/outlineRenderer" {
  63782. import { SubMesh } from "babylonjs/Meshes/subMesh";
  63783. import { _InstancesBatch } from "babylonjs/Meshes/mesh";
  63784. import { Scene } from "babylonjs/scene";
  63785. import { ISceneComponent } from "babylonjs/sceneComponent";
  63786. import "babylonjs/Shaders/outline.fragment";
  63787. import "babylonjs/Shaders/outline.vertex";
  63788. module "babylonjs/scene" {
  63789. interface Scene {
  63790. /** @hidden */
  63791. _outlineRenderer: OutlineRenderer;
  63792. /**
  63793. * Gets the outline renderer associated with the scene
  63794. * @returns a OutlineRenderer
  63795. */
  63796. getOutlineRenderer(): OutlineRenderer;
  63797. }
  63798. }
  63799. module "babylonjs/Meshes/abstractMesh" {
  63800. interface AbstractMesh {
  63801. /** @hidden (Backing field) */
  63802. _renderOutline: boolean;
  63803. /**
  63804. * Gets or sets a boolean indicating if the outline must be rendered as well
  63805. * @see https://www.babylonjs-playground.com/#10WJ5S#3
  63806. */
  63807. renderOutline: boolean;
  63808. /** @hidden (Backing field) */
  63809. _renderOverlay: boolean;
  63810. /**
  63811. * Gets or sets a boolean indicating if the overlay must be rendered as well
  63812. * @see https://www.babylonjs-playground.com/#10WJ5S#2
  63813. */
  63814. renderOverlay: boolean;
  63815. }
  63816. }
  63817. /**
  63818. * This class is responsible to draw bothe outline/overlay of meshes.
  63819. * It should not be used directly but through the available method on mesh.
  63820. */
  63821. export class OutlineRenderer implements ISceneComponent {
  63822. /**
  63823. * Stencil value used to avoid outline being seen within the mesh when the mesh is transparent
  63824. */
  63825. private static _StencilReference;
  63826. /**
  63827. * The name of the component. Each component must have a unique name.
  63828. */
  63829. name: string;
  63830. /**
  63831. * The scene the component belongs to.
  63832. */
  63833. scene: Scene;
  63834. /**
  63835. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  63836. */
  63837. zOffset: number;
  63838. private _engine;
  63839. private _effect;
  63840. private _cachedDefines;
  63841. private _savedDepthWrite;
  63842. /**
  63843. * Instantiates a new outline renderer. (There could be only one per scene).
  63844. * @param scene Defines the scene it belongs to
  63845. */
  63846. constructor(scene: Scene);
  63847. /**
  63848. * Register the component to one instance of a scene.
  63849. */
  63850. register(): void;
  63851. /**
  63852. * Rebuilds the elements related to this component in case of
  63853. * context lost for instance.
  63854. */
  63855. rebuild(): void;
  63856. /**
  63857. * Disposes the component and the associated ressources.
  63858. */
  63859. dispose(): void;
  63860. /**
  63861. * Renders the outline in the canvas.
  63862. * @param subMesh Defines the sumesh to render
  63863. * @param batch Defines the batch of meshes in case of instances
  63864. * @param useOverlay Defines if the rendering is for the overlay or the outline
  63865. */
  63866. render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
  63867. /**
  63868. * Returns whether or not the outline renderer is ready for a given submesh.
  63869. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  63870. * @param subMesh Defines the submesh to check readyness for
  63871. * @param useInstances Defines wheter wee are trying to render instances or not
  63872. * @returns true if ready otherwise false
  63873. */
  63874. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  63875. private _beforeRenderingMesh;
  63876. private _afterRenderingMesh;
  63877. }
  63878. }
  63879. declare module "babylonjs/Rendering/index" {
  63880. export * from "babylonjs/Rendering/boundingBoxRenderer";
  63881. export * from "babylonjs/Rendering/depthRenderer";
  63882. export * from "babylonjs/Rendering/depthRendererSceneComponent";
  63883. export * from "babylonjs/Rendering/edgesRenderer";
  63884. export * from "babylonjs/Rendering/geometryBufferRenderer";
  63885. export * from "babylonjs/Rendering/geometryBufferRendererSceneComponent";
  63886. export * from "babylonjs/Rendering/outlineRenderer";
  63887. export * from "babylonjs/Rendering/renderingGroup";
  63888. export * from "babylonjs/Rendering/renderingManager";
  63889. export * from "babylonjs/Rendering/utilityLayerRenderer";
  63890. }
  63891. declare module "babylonjs/Sprites/spritePackedManager" {
  63892. import { SpriteManager } from "babylonjs/Sprites/spriteManager";
  63893. import { Scene } from "babylonjs/scene";
  63894. /**
  63895. * Class used to manage multiple sprites of different sizes on the same spritesheet
  63896. * @see http://doc.babylonjs.com/babylon101/sprites
  63897. */
  63898. export class SpritePackedManager extends SpriteManager {
  63899. /** defines the packed manager's name */
  63900. name: string;
  63901. /**
  63902. * Creates a new sprite manager from a packed sprite sheet
  63903. * @param name defines the manager's name
  63904. * @param imgUrl defines the sprite sheet url
  63905. * @param capacity defines the maximum allowed number of sprites
  63906. * @param scene defines the hosting scene
  63907. * @param spriteJSON null otherwise a JSON object defining sprite sheet data
  63908. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  63909. * @param samplingMode defines the smapling mode to use with spritesheet
  63910. * @param fromPacked set to true; do not alter
  63911. */
  63912. constructor(
  63913. /** defines the packed manager's name */
  63914. name: string, imgUrl: string, capacity: number, scene: Scene, spriteJSON?: string | null, epsilon?: number, samplingMode?: number);
  63915. }
  63916. }
  63917. declare module "babylonjs/Sprites/index" {
  63918. export * from "babylonjs/Sprites/sprite";
  63919. export * from "babylonjs/Sprites/spriteManager";
  63920. export * from "babylonjs/Sprites/spritePackedManager";
  63921. export * from "babylonjs/Sprites/spriteSceneComponent";
  63922. }
  63923. declare module "babylonjs/Misc/assetsManager" {
  63924. import { Scene } from "babylonjs/scene";
  63925. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  63926. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  63927. import { Skeleton } from "babylonjs/Bones/skeleton";
  63928. import { Observable } from "babylonjs/Misc/observable";
  63929. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  63930. import { Texture } from "babylonjs/Materials/Textures/texture";
  63931. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  63932. import { HDRCubeTexture } from "babylonjs/Materials/Textures/hdrCubeTexture";
  63933. import { EquiRectangularCubeTexture } from "babylonjs/Materials/Textures/equiRectangularCubeTexture";
  63934. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  63935. /**
  63936. * Defines the list of states available for a task inside a AssetsManager
  63937. */
  63938. export enum AssetTaskState {
  63939. /**
  63940. * Initialization
  63941. */
  63942. INIT = 0,
  63943. /**
  63944. * Running
  63945. */
  63946. RUNNING = 1,
  63947. /**
  63948. * Done
  63949. */
  63950. DONE = 2,
  63951. /**
  63952. * Error
  63953. */
  63954. ERROR = 3
  63955. }
  63956. /**
  63957. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  63958. */
  63959. export abstract class AbstractAssetTask {
  63960. /**
  63961. * Task name
  63962. */ name: string;
  63963. /**
  63964. * Callback called when the task is successful
  63965. */
  63966. onSuccess: (task: any) => void;
  63967. /**
  63968. * Callback called when the task is not successful
  63969. */
  63970. onError: (task: any, message?: string, exception?: any) => void;
  63971. /**
  63972. * Creates a new AssetsManager
  63973. * @param name defines the name of the task
  63974. */
  63975. constructor(
  63976. /**
  63977. * Task name
  63978. */ name: string);
  63979. private _isCompleted;
  63980. private _taskState;
  63981. private _errorObject;
  63982. /**
  63983. * Get if the task is completed
  63984. */
  63985. readonly isCompleted: boolean;
  63986. /**
  63987. * Gets the current state of the task
  63988. */
  63989. readonly taskState: AssetTaskState;
  63990. /**
  63991. * Gets the current error object (if task is in error)
  63992. */
  63993. readonly errorObject: {
  63994. message?: string;
  63995. exception?: any;
  63996. };
  63997. /**
  63998. * Internal only
  63999. * @hidden
  64000. */
  64001. _setErrorObject(message?: string, exception?: any): void;
  64002. /**
  64003. * Execute the current task
  64004. * @param scene defines the scene where you want your assets to be loaded
  64005. * @param onSuccess is a callback called when the task is successfully executed
  64006. * @param onError is a callback called if an error occurs
  64007. */
  64008. run(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  64009. /**
  64010. * Execute the current task
  64011. * @param scene defines the scene where you want your assets to be loaded
  64012. * @param onSuccess is a callback called when the task is successfully executed
  64013. * @param onError is a callback called if an error occurs
  64014. */
  64015. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  64016. /**
  64017. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  64018. * This can be used with failed tasks that have the reason for failure fixed.
  64019. */
  64020. reset(): void;
  64021. private onErrorCallback;
  64022. private onDoneCallback;
  64023. }
  64024. /**
  64025. * Define the interface used by progress events raised during assets loading
  64026. */
  64027. export interface IAssetsProgressEvent {
  64028. /**
  64029. * Defines the number of remaining tasks to process
  64030. */
  64031. remainingCount: number;
  64032. /**
  64033. * Defines the total number of tasks
  64034. */
  64035. totalCount: number;
  64036. /**
  64037. * Defines the task that was just processed
  64038. */
  64039. task: AbstractAssetTask;
  64040. }
  64041. /**
  64042. * Class used to share progress information about assets loading
  64043. */
  64044. export class AssetsProgressEvent implements IAssetsProgressEvent {
  64045. /**
  64046. * Defines the number of remaining tasks to process
  64047. */
  64048. remainingCount: number;
  64049. /**
  64050. * Defines the total number of tasks
  64051. */
  64052. totalCount: number;
  64053. /**
  64054. * Defines the task that was just processed
  64055. */
  64056. task: AbstractAssetTask;
  64057. /**
  64058. * Creates a AssetsProgressEvent
  64059. * @param remainingCount defines the number of remaining tasks to process
  64060. * @param totalCount defines the total number of tasks
  64061. * @param task defines the task that was just processed
  64062. */
  64063. constructor(remainingCount: number, totalCount: number, task: AbstractAssetTask);
  64064. }
  64065. /**
  64066. * Define a task used by AssetsManager to load meshes
  64067. */
  64068. export class MeshAssetTask extends AbstractAssetTask {
  64069. /**
  64070. * Defines the name of the task
  64071. */
  64072. name: string;
  64073. /**
  64074. * Defines the list of mesh's names you want to load
  64075. */
  64076. meshesNames: any;
  64077. /**
  64078. * Defines the root url to use as a base to load your meshes and associated resources
  64079. */
  64080. rootUrl: string;
  64081. /**
  64082. * Defines the filename of the scene to load from
  64083. */
  64084. sceneFilename: string;
  64085. /**
  64086. * Gets the list of loaded meshes
  64087. */
  64088. loadedMeshes: Array<AbstractMesh>;
  64089. /**
  64090. * Gets the list of loaded particle systems
  64091. */
  64092. loadedParticleSystems: Array<IParticleSystem>;
  64093. /**
  64094. * Gets the list of loaded skeletons
  64095. */
  64096. loadedSkeletons: Array<Skeleton>;
  64097. /**
  64098. * Gets the list of loaded animation groups
  64099. */
  64100. loadedAnimationGroups: Array<AnimationGroup>;
  64101. /**
  64102. * Callback called when the task is successful
  64103. */
  64104. onSuccess: (task: MeshAssetTask) => void;
  64105. /**
  64106. * Callback called when the task is successful
  64107. */
  64108. onError: (task: MeshAssetTask, message?: string, exception?: any) => void;
  64109. /**
  64110. * Creates a new MeshAssetTask
  64111. * @param name defines the name of the task
  64112. * @param meshesNames defines the list of mesh's names you want to load
  64113. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  64114. * @param sceneFilename defines the filename of the scene to load from
  64115. */
  64116. constructor(
  64117. /**
  64118. * Defines the name of the task
  64119. */
  64120. name: string,
  64121. /**
  64122. * Defines the list of mesh's names you want to load
  64123. */
  64124. meshesNames: any,
  64125. /**
  64126. * Defines the root url to use as a base to load your meshes and associated resources
  64127. */
  64128. rootUrl: string,
  64129. /**
  64130. * Defines the filename of the scene to load from
  64131. */
  64132. sceneFilename: string);
  64133. /**
  64134. * Execute the current task
  64135. * @param scene defines the scene where you want your assets to be loaded
  64136. * @param onSuccess is a callback called when the task is successfully executed
  64137. * @param onError is a callback called if an error occurs
  64138. */
  64139. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  64140. }
  64141. /**
  64142. * Define a task used by AssetsManager to load text content
  64143. */
  64144. export class TextFileAssetTask extends AbstractAssetTask {
  64145. /**
  64146. * Defines the name of the task
  64147. */
  64148. name: string;
  64149. /**
  64150. * Defines the location of the file to load
  64151. */
  64152. url: string;
  64153. /**
  64154. * Gets the loaded text string
  64155. */
  64156. text: string;
  64157. /**
  64158. * Callback called when the task is successful
  64159. */
  64160. onSuccess: (task: TextFileAssetTask) => void;
  64161. /**
  64162. * Callback called when the task is successful
  64163. */
  64164. onError: (task: TextFileAssetTask, message?: string, exception?: any) => void;
  64165. /**
  64166. * Creates a new TextFileAssetTask object
  64167. * @param name defines the name of the task
  64168. * @param url defines the location of the file to load
  64169. */
  64170. constructor(
  64171. /**
  64172. * Defines the name of the task
  64173. */
  64174. name: string,
  64175. /**
  64176. * Defines the location of the file to load
  64177. */
  64178. url: string);
  64179. /**
  64180. * Execute the current task
  64181. * @param scene defines the scene where you want your assets to be loaded
  64182. * @param onSuccess is a callback called when the task is successfully executed
  64183. * @param onError is a callback called if an error occurs
  64184. */
  64185. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  64186. }
  64187. /**
  64188. * Define a task used by AssetsManager to load binary data
  64189. */
  64190. export class BinaryFileAssetTask extends AbstractAssetTask {
  64191. /**
  64192. * Defines the name of the task
  64193. */
  64194. name: string;
  64195. /**
  64196. * Defines the location of the file to load
  64197. */
  64198. url: string;
  64199. /**
  64200. * Gets the lodaded data (as an array buffer)
  64201. */
  64202. data: ArrayBuffer;
  64203. /**
  64204. * Callback called when the task is successful
  64205. */
  64206. onSuccess: (task: BinaryFileAssetTask) => void;
  64207. /**
  64208. * Callback called when the task is successful
  64209. */
  64210. onError: (task: BinaryFileAssetTask, message?: string, exception?: any) => void;
  64211. /**
  64212. * Creates a new BinaryFileAssetTask object
  64213. * @param name defines the name of the new task
  64214. * @param url defines the location of the file to load
  64215. */
  64216. constructor(
  64217. /**
  64218. * Defines the name of the task
  64219. */
  64220. name: string,
  64221. /**
  64222. * Defines the location of the file to load
  64223. */
  64224. url: string);
  64225. /**
  64226. * Execute the current task
  64227. * @param scene defines the scene where you want your assets to be loaded
  64228. * @param onSuccess is a callback called when the task is successfully executed
  64229. * @param onError is a callback called if an error occurs
  64230. */
  64231. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  64232. }
  64233. /**
  64234. * Define a task used by AssetsManager to load images
  64235. */
  64236. export class ImageAssetTask extends AbstractAssetTask {
  64237. /**
  64238. * Defines the name of the task
  64239. */
  64240. name: string;
  64241. /**
  64242. * Defines the location of the image to load
  64243. */
  64244. url: string;
  64245. /**
  64246. * Gets the loaded images
  64247. */
  64248. image: HTMLImageElement;
  64249. /**
  64250. * Callback called when the task is successful
  64251. */
  64252. onSuccess: (task: ImageAssetTask) => void;
  64253. /**
  64254. * Callback called when the task is successful
  64255. */
  64256. onError: (task: ImageAssetTask, message?: string, exception?: any) => void;
  64257. /**
  64258. * Creates a new ImageAssetTask
  64259. * @param name defines the name of the task
  64260. * @param url defines the location of the image to load
  64261. */
  64262. constructor(
  64263. /**
  64264. * Defines the name of the task
  64265. */
  64266. name: string,
  64267. /**
  64268. * Defines the location of the image to load
  64269. */
  64270. url: string);
  64271. /**
  64272. * Execute the current task
  64273. * @param scene defines the scene where you want your assets to be loaded
  64274. * @param onSuccess is a callback called when the task is successfully executed
  64275. * @param onError is a callback called if an error occurs
  64276. */
  64277. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  64278. }
  64279. /**
  64280. * Defines the interface used by texture loading tasks
  64281. */
  64282. export interface ITextureAssetTask<TEX extends BaseTexture> {
  64283. /**
  64284. * Gets the loaded texture
  64285. */
  64286. texture: TEX;
  64287. }
  64288. /**
  64289. * Define a task used by AssetsManager to load 2D textures
  64290. */
  64291. export class TextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<Texture> {
  64292. /**
  64293. * Defines the name of the task
  64294. */
  64295. name: string;
  64296. /**
  64297. * Defines the location of the file to load
  64298. */
  64299. url: string;
  64300. /**
  64301. * Defines if mipmap should not be generated (default is false)
  64302. */
  64303. noMipmap?: boolean | undefined;
  64304. /**
  64305. * Defines if texture must be inverted on Y axis (default is false)
  64306. */
  64307. invertY?: boolean | undefined;
  64308. /**
  64309. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  64310. */
  64311. samplingMode: number;
  64312. /**
  64313. * Gets the loaded texture
  64314. */
  64315. texture: Texture;
  64316. /**
  64317. * Callback called when the task is successful
  64318. */
  64319. onSuccess: (task: TextureAssetTask) => void;
  64320. /**
  64321. * Callback called when the task is successful
  64322. */
  64323. onError: (task: TextureAssetTask, message?: string, exception?: any) => void;
  64324. /**
  64325. * Creates a new TextureAssetTask object
  64326. * @param name defines the name of the task
  64327. * @param url defines the location of the file to load
  64328. * @param noMipmap defines if mipmap should not be generated (default is false)
  64329. * @param invertY defines if texture must be inverted on Y axis (default is false)
  64330. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  64331. */
  64332. constructor(
  64333. /**
  64334. * Defines the name of the task
  64335. */
  64336. name: string,
  64337. /**
  64338. * Defines the location of the file to load
  64339. */
  64340. url: string,
  64341. /**
  64342. * Defines if mipmap should not be generated (default is false)
  64343. */
  64344. noMipmap?: boolean | undefined,
  64345. /**
  64346. * Defines if texture must be inverted on Y axis (default is false)
  64347. */
  64348. invertY?: boolean | undefined,
  64349. /**
  64350. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  64351. */
  64352. samplingMode?: number);
  64353. /**
  64354. * Execute the current task
  64355. * @param scene defines the scene where you want your assets to be loaded
  64356. * @param onSuccess is a callback called when the task is successfully executed
  64357. * @param onError is a callback called if an error occurs
  64358. */
  64359. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  64360. }
  64361. /**
  64362. * Define a task used by AssetsManager to load cube textures
  64363. */
  64364. export class CubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<CubeTexture> {
  64365. /**
  64366. * Defines the name of the task
  64367. */
  64368. name: string;
  64369. /**
  64370. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  64371. */
  64372. url: string;
  64373. /**
  64374. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  64375. */
  64376. extensions?: string[] | undefined;
  64377. /**
  64378. * Defines if mipmaps should not be generated (default is false)
  64379. */
  64380. noMipmap?: boolean | undefined;
  64381. /**
  64382. * Defines the explicit list of files (undefined by default)
  64383. */
  64384. files?: string[] | undefined;
  64385. /**
  64386. * Gets the loaded texture
  64387. */
  64388. texture: CubeTexture;
  64389. /**
  64390. * Callback called when the task is successful
  64391. */
  64392. onSuccess: (task: CubeTextureAssetTask) => void;
  64393. /**
  64394. * Callback called when the task is successful
  64395. */
  64396. onError: (task: CubeTextureAssetTask, message?: string, exception?: any) => void;
  64397. /**
  64398. * Creates a new CubeTextureAssetTask
  64399. * @param name defines the name of the task
  64400. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  64401. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  64402. * @param noMipmap defines if mipmaps should not be generated (default is false)
  64403. * @param files defines the explicit list of files (undefined by default)
  64404. */
  64405. constructor(
  64406. /**
  64407. * Defines the name of the task
  64408. */
  64409. name: string,
  64410. /**
  64411. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  64412. */
  64413. url: string,
  64414. /**
  64415. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  64416. */
  64417. extensions?: string[] | undefined,
  64418. /**
  64419. * Defines if mipmaps should not be generated (default is false)
  64420. */
  64421. noMipmap?: boolean | undefined,
  64422. /**
  64423. * Defines the explicit list of files (undefined by default)
  64424. */
  64425. files?: string[] | undefined);
  64426. /**
  64427. * Execute the current task
  64428. * @param scene defines the scene where you want your assets to be loaded
  64429. * @param onSuccess is a callback called when the task is successfully executed
  64430. * @param onError is a callback called if an error occurs
  64431. */
  64432. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  64433. }
  64434. /**
  64435. * Define a task used by AssetsManager to load HDR cube textures
  64436. */
  64437. export class HDRCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<HDRCubeTexture> {
  64438. /**
  64439. * Defines the name of the task
  64440. */
  64441. name: string;
  64442. /**
  64443. * Defines the location of the file to load
  64444. */
  64445. url: string;
  64446. /**
  64447. * Defines the desired size (the more it increases the longer the generation will be)
  64448. */
  64449. size: number;
  64450. /**
  64451. * Defines if mipmaps should not be generated (default is false)
  64452. */
  64453. noMipmap: boolean;
  64454. /**
  64455. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  64456. */
  64457. generateHarmonics: boolean;
  64458. /**
  64459. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
  64460. */
  64461. gammaSpace: boolean;
  64462. /**
  64463. * Internal Use Only
  64464. */
  64465. reserved: boolean;
  64466. /**
  64467. * Gets the loaded texture
  64468. */
  64469. texture: HDRCubeTexture;
  64470. /**
  64471. * Callback called when the task is successful
  64472. */
  64473. onSuccess: (task: HDRCubeTextureAssetTask) => void;
  64474. /**
  64475. * Callback called when the task is successful
  64476. */
  64477. onError: (task: HDRCubeTextureAssetTask, message?: string, exception?: any) => void;
  64478. /**
  64479. * Creates a new HDRCubeTextureAssetTask object
  64480. * @param name defines the name of the task
  64481. * @param url defines the location of the file to load
  64482. * @param size defines the desired size (the more it increases the longer the generation will be) If the size is omitted this implies you are using a preprocessed cubemap.
  64483. * @param noMipmap defines if mipmaps should not be generated (default is false)
  64484. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  64485. * @param gammaSpace specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
  64486. * @param reserved Internal use only
  64487. */
  64488. constructor(
  64489. /**
  64490. * Defines the name of the task
  64491. */
  64492. name: string,
  64493. /**
  64494. * Defines the location of the file to load
  64495. */
  64496. url: string,
  64497. /**
  64498. * Defines the desired size (the more it increases the longer the generation will be)
  64499. */
  64500. size: number,
  64501. /**
  64502. * Defines if mipmaps should not be generated (default is false)
  64503. */
  64504. noMipmap?: boolean,
  64505. /**
  64506. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  64507. */
  64508. generateHarmonics?: boolean,
  64509. /**
  64510. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
  64511. */
  64512. gammaSpace?: boolean,
  64513. /**
  64514. * Internal Use Only
  64515. */
  64516. reserved?: boolean);
  64517. /**
  64518. * Execute the current task
  64519. * @param scene defines the scene where you want your assets to be loaded
  64520. * @param onSuccess is a callback called when the task is successfully executed
  64521. * @param onError is a callback called if an error occurs
  64522. */
  64523. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  64524. }
  64525. /**
  64526. * Define a task used by AssetsManager to load Equirectangular cube textures
  64527. */
  64528. export class EquiRectangularCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<EquiRectangularCubeTexture> {
  64529. /**
  64530. * Defines the name of the task
  64531. */
  64532. name: string;
  64533. /**
  64534. * Defines the location of the file to load
  64535. */
  64536. url: string;
  64537. /**
  64538. * Defines the desired size (the more it increases the longer the generation will be)
  64539. */
  64540. size: number;
  64541. /**
  64542. * Defines if mipmaps should not be generated (default is false)
  64543. */
  64544. noMipmap: boolean;
  64545. /**
  64546. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  64547. * but the standard material would require them in Gamma space) (default is true)
  64548. */
  64549. gammaSpace: boolean;
  64550. /**
  64551. * Gets the loaded texture
  64552. */
  64553. texture: EquiRectangularCubeTexture;
  64554. /**
  64555. * Callback called when the task is successful
  64556. */
  64557. onSuccess: (task: EquiRectangularCubeTextureAssetTask) => void;
  64558. /**
  64559. * Callback called when the task is successful
  64560. */
  64561. onError: (task: EquiRectangularCubeTextureAssetTask, message?: string, exception?: any) => void;
  64562. /**
  64563. * Creates a new EquiRectangularCubeTextureAssetTask object
  64564. * @param name defines the name of the task
  64565. * @param url defines the location of the file to load
  64566. * @param size defines the desired size (the more it increases the longer the generation will be)
  64567. * If the size is omitted this implies you are using a preprocessed cubemap.
  64568. * @param noMipmap defines if mipmaps should not be generated (default is false)
  64569. * @param gammaSpace specifies if the texture will be used in gamma or linear space
  64570. * (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  64571. * (default is true)
  64572. */
  64573. constructor(
  64574. /**
  64575. * Defines the name of the task
  64576. */
  64577. name: string,
  64578. /**
  64579. * Defines the location of the file to load
  64580. */
  64581. url: string,
  64582. /**
  64583. * Defines the desired size (the more it increases the longer the generation will be)
  64584. */
  64585. size: number,
  64586. /**
  64587. * Defines if mipmaps should not be generated (default is false)
  64588. */
  64589. noMipmap?: boolean,
  64590. /**
  64591. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  64592. * but the standard material would require them in Gamma space) (default is true)
  64593. */
  64594. gammaSpace?: boolean);
  64595. /**
  64596. * Execute the current task
  64597. * @param scene defines the scene where you want your assets to be loaded
  64598. * @param onSuccess is a callback called when the task is successfully executed
  64599. * @param onError is a callback called if an error occurs
  64600. */
  64601. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  64602. }
  64603. /**
  64604. * This class can be used to easily import assets into a scene
  64605. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  64606. */
  64607. export class AssetsManager {
  64608. private _scene;
  64609. private _isLoading;
  64610. protected _tasks: AbstractAssetTask[];
  64611. protected _waitingTasksCount: number;
  64612. protected _totalTasksCount: number;
  64613. /**
  64614. * Callback called when all tasks are processed
  64615. */
  64616. onFinish: (tasks: AbstractAssetTask[]) => void;
  64617. /**
  64618. * Callback called when a task is successful
  64619. */
  64620. onTaskSuccess: (task: AbstractAssetTask) => void;
  64621. /**
  64622. * Callback called when a task had an error
  64623. */
  64624. onTaskError: (task: AbstractAssetTask) => void;
  64625. /**
  64626. * Callback called when a task is done (whatever the result is)
  64627. */
  64628. onProgress: (remainingCount: number, totalCount: number, task: AbstractAssetTask) => void;
  64629. /**
  64630. * Observable called when all tasks are processed
  64631. */
  64632. onTaskSuccessObservable: Observable<AbstractAssetTask>;
  64633. /**
  64634. * Observable called when a task had an error
  64635. */
  64636. onTaskErrorObservable: Observable<AbstractAssetTask>;
  64637. /**
  64638. * Observable called when all tasks were executed
  64639. */
  64640. onTasksDoneObservable: Observable<AbstractAssetTask[]>;
  64641. /**
  64642. * Observable called when a task is done (whatever the result is)
  64643. */
  64644. onProgressObservable: Observable<IAssetsProgressEvent>;
  64645. /**
  64646. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  64647. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  64648. */
  64649. useDefaultLoadingScreen: boolean;
  64650. /**
  64651. * Gets or sets a boolean defining if the AssetsManager should automatically hide the loading screen
  64652. * when all assets have been downloaded.
  64653. * If set to false, you need to manually call in hideLoadingUI() once your scene is ready.
  64654. */
  64655. autoHideLoadingUI: boolean;
  64656. /**
  64657. * Creates a new AssetsManager
  64658. * @param scene defines the scene to work on
  64659. */
  64660. constructor(scene: Scene);
  64661. /**
  64662. * Add a MeshAssetTask to the list of active tasks
  64663. * @param taskName defines the name of the new task
  64664. * @param meshesNames defines the name of meshes to load
  64665. * @param rootUrl defines the root url to use to locate files
  64666. * @param sceneFilename defines the filename of the scene file
  64667. * @returns a new MeshAssetTask object
  64668. */
  64669. addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): MeshAssetTask;
  64670. /**
  64671. * Add a TextFileAssetTask to the list of active tasks
  64672. * @param taskName defines the name of the new task
  64673. * @param url defines the url of the file to load
  64674. * @returns a new TextFileAssetTask object
  64675. */
  64676. addTextFileTask(taskName: string, url: string): TextFileAssetTask;
  64677. /**
  64678. * Add a BinaryFileAssetTask to the list of active tasks
  64679. * @param taskName defines the name of the new task
  64680. * @param url defines the url of the file to load
  64681. * @returns a new BinaryFileAssetTask object
  64682. */
  64683. addBinaryFileTask(taskName: string, url: string): BinaryFileAssetTask;
  64684. /**
  64685. * Add a ImageAssetTask to the list of active tasks
  64686. * @param taskName defines the name of the new task
  64687. * @param url defines the url of the file to load
  64688. * @returns a new ImageAssetTask object
  64689. */
  64690. addImageTask(taskName: string, url: string): ImageAssetTask;
  64691. /**
  64692. * Add a TextureAssetTask to the list of active tasks
  64693. * @param taskName defines the name of the new task
  64694. * @param url defines the url of the file to load
  64695. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  64696. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  64697. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  64698. * @returns a new TextureAssetTask object
  64699. */
  64700. addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number): TextureAssetTask;
  64701. /**
  64702. * Add a CubeTextureAssetTask to the list of active tasks
  64703. * @param taskName defines the name of the new task
  64704. * @param url defines the url of the file to load
  64705. * @param extensions defines the extension to use to load the cube map (can be null)
  64706. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  64707. * @param files defines the list of files to load (can be null)
  64708. * @returns a new CubeTextureAssetTask object
  64709. */
  64710. addCubeTextureTask(taskName: string, url: string, extensions?: string[], noMipmap?: boolean, files?: string[]): CubeTextureAssetTask;
  64711. /**
  64712. *
  64713. * Add a HDRCubeTextureAssetTask to the list of active tasks
  64714. * @param taskName defines the name of the new task
  64715. * @param url defines the url of the file to load
  64716. * @param size defines the size you want for the cubemap (can be null)
  64717. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  64718. * @param generateHarmonics defines if you want to automatically generate (true by default)
  64719. * @param gammaSpace specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
  64720. * @param reserved Internal use only
  64721. * @returns a new HDRCubeTextureAssetTask object
  64722. */
  64723. addHDRCubeTextureTask(taskName: string, url: string, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean): HDRCubeTextureAssetTask;
  64724. /**
  64725. *
  64726. * Add a EquiRectangularCubeTextureAssetTask to the list of active tasks
  64727. * @param taskName defines the name of the new task
  64728. * @param url defines the url of the file to load
  64729. * @param size defines the size you want for the cubemap (can be null)
  64730. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  64731. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  64732. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  64733. * @returns a new EquiRectangularCubeTextureAssetTask object
  64734. */
  64735. addEquiRectangularCubeTextureAssetTask(taskName: string, url: string, size: number, noMipmap?: boolean, gammaSpace?: boolean): EquiRectangularCubeTextureAssetTask;
  64736. /**
  64737. * Remove a task from the assets manager.
  64738. * @param task the task to remove
  64739. */
  64740. removeTask(task: AbstractAssetTask): void;
  64741. private _decreaseWaitingTasksCount;
  64742. private _runTask;
  64743. /**
  64744. * Reset the AssetsManager and remove all tasks
  64745. * @return the current instance of the AssetsManager
  64746. */
  64747. reset(): AssetsManager;
  64748. /**
  64749. * Start the loading process
  64750. * @return the current instance of the AssetsManager
  64751. */
  64752. load(): AssetsManager;
  64753. /**
  64754. * Start the loading process as an async operation
  64755. * @return a promise returning the list of failed tasks
  64756. */
  64757. loadAsync(): Promise<void>;
  64758. }
  64759. }
  64760. declare module "babylonjs/Misc/deferred" {
  64761. /**
  64762. * Wrapper class for promise with external resolve and reject.
  64763. */
  64764. export class Deferred<T> {
  64765. /**
  64766. * The promise associated with this deferred object.
  64767. */
  64768. readonly promise: Promise<T>;
  64769. private _resolve;
  64770. private _reject;
  64771. /**
  64772. * The resolve method of the promise associated with this deferred object.
  64773. */
  64774. readonly resolve: (value?: T | PromiseLike<T> | undefined) => void;
  64775. /**
  64776. * The reject method of the promise associated with this deferred object.
  64777. */
  64778. readonly reject: (reason?: any) => void;
  64779. /**
  64780. * Constructor for this deferred object.
  64781. */
  64782. constructor();
  64783. }
  64784. }
  64785. declare module "babylonjs/Misc/meshExploder" {
  64786. import { Mesh } from "babylonjs/Meshes/mesh";
  64787. /**
  64788. * Class used to explode meshes (ie. to have a center and move them away from that center to better see the overall organization)
  64789. */
  64790. export class MeshExploder {
  64791. private _centerMesh;
  64792. private _meshes;
  64793. private _meshesOrigins;
  64794. private _toCenterVectors;
  64795. private _scaledDirection;
  64796. private _newPosition;
  64797. private _centerPosition;
  64798. /**
  64799. * Explodes meshes from a center mesh.
  64800. * @param meshes The meshes to explode.
  64801. * @param centerMesh The mesh to be center of explosion.
  64802. */
  64803. constructor(meshes: Array<Mesh>, centerMesh?: Mesh);
  64804. private _setCenterMesh;
  64805. /**
  64806. * Get class name
  64807. * @returns "MeshExploder"
  64808. */
  64809. getClassName(): string;
  64810. /**
  64811. * "Exploded meshes"
  64812. * @returns Array of meshes with the centerMesh at index 0.
  64813. */
  64814. getMeshes(): Array<Mesh>;
  64815. /**
  64816. * Explodes meshes giving a specific direction
  64817. * @param direction Number to multiply distance of each mesh's origin from center. Use a negative number to implode, or zero to reset.
  64818. */
  64819. explode(direction?: number): void;
  64820. }
  64821. }
  64822. declare module "babylonjs/Misc/filesInput" {
  64823. import { Engine } from "babylonjs/Engines/engine";
  64824. import { Scene } from "babylonjs/scene";
  64825. import { SceneLoaderProgressEvent } from "babylonjs/Loading/sceneLoader";
  64826. /**
  64827. * Class used to help managing file picking and drag'n'drop
  64828. */
  64829. export class FilesInput {
  64830. /**
  64831. * List of files ready to be loaded
  64832. */
  64833. static readonly FilesToLoad: {
  64834. [key: string]: File;
  64835. };
  64836. /**
  64837. * Callback called when a file is processed
  64838. */
  64839. onProcessFileCallback: (file: File, name: string, extension: string) => true;
  64840. private _engine;
  64841. private _currentScene;
  64842. private _sceneLoadedCallback;
  64843. private _progressCallback;
  64844. private _additionalRenderLoopLogicCallback;
  64845. private _textureLoadingCallback;
  64846. private _startingProcessingFilesCallback;
  64847. private _onReloadCallback;
  64848. private _errorCallback;
  64849. private _elementToMonitor;
  64850. private _sceneFileToLoad;
  64851. private _filesToLoad;
  64852. /**
  64853. * Creates a new FilesInput
  64854. * @param engine defines the rendering engine
  64855. * @param scene defines the hosting scene
  64856. * @param sceneLoadedCallback callback called when scene is loaded
  64857. * @param progressCallback callback called to track progress
  64858. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  64859. * @param textureLoadingCallback callback called when a texture is loading
  64860. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  64861. * @param onReloadCallback callback called when a reload is requested
  64862. * @param errorCallback callback call if an error occurs
  64863. */
  64864. constructor(engine: Engine, scene: Scene, sceneLoadedCallback: (sceneFile: File, scene: Scene) => void, progressCallback: (progress: SceneLoaderProgressEvent) => void, additionalRenderLoopLogicCallback: () => void, textureLoadingCallback: (remaining: number) => void, startingProcessingFilesCallback: (files?: File[]) => void, onReloadCallback: (sceneFile: File) => void, errorCallback: (sceneFile: File, scene: Scene, message: string) => void);
  64865. private _dragEnterHandler;
  64866. private _dragOverHandler;
  64867. private _dropHandler;
  64868. /**
  64869. * Calls this function to listen to drag'n'drop events on a specific DOM element
  64870. * @param elementToMonitor defines the DOM element to track
  64871. */
  64872. monitorElementForDragNDrop(elementToMonitor: HTMLElement): void;
  64873. /**
  64874. * Release all associated resources
  64875. */
  64876. dispose(): void;
  64877. private renderFunction;
  64878. private drag;
  64879. private drop;
  64880. private _traverseFolder;
  64881. private _processFiles;
  64882. /**
  64883. * Load files from a drop event
  64884. * @param event defines the drop event to use as source
  64885. */
  64886. loadFiles(event: any): void;
  64887. private _processReload;
  64888. /**
  64889. * Reload the current scene from the loaded files
  64890. */
  64891. reload(): void;
  64892. }
  64893. }
  64894. declare module "babylonjs/Misc/HighDynamicRange/index" {
  64895. export * from "babylonjs/Misc/HighDynamicRange/cubemapToSphericalPolynomial";
  64896. export * from "babylonjs/Misc/HighDynamicRange/hdr";
  64897. export * from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  64898. }
  64899. declare module "babylonjs/Misc/sceneOptimizer" {
  64900. import { Scene, IDisposable } from "babylonjs/scene";
  64901. import { Observable } from "babylonjs/Misc/observable";
  64902. /**
  64903. * Defines the root class used to create scene optimization to use with SceneOptimizer
  64904. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64905. */
  64906. export class SceneOptimization {
  64907. /**
  64908. * Defines the priority of this optimization (0 by default which means first in the list)
  64909. */
  64910. priority: number;
  64911. /**
  64912. * Gets a string describing the action executed by the current optimization
  64913. * @returns description string
  64914. */
  64915. getDescription(): string;
  64916. /**
  64917. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  64918. * @param scene defines the current scene where to apply this optimization
  64919. * @param optimizer defines the current optimizer
  64920. * @returns true if everything that can be done was applied
  64921. */
  64922. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  64923. /**
  64924. * Creates the SceneOptimization object
  64925. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  64926. * @param desc defines the description associated with the optimization
  64927. */
  64928. constructor(
  64929. /**
  64930. * Defines the priority of this optimization (0 by default which means first in the list)
  64931. */
  64932. priority?: number);
  64933. }
  64934. /**
  64935. * Defines an optimization used to reduce the size of render target textures
  64936. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64937. */
  64938. export class TextureOptimization extends SceneOptimization {
  64939. /**
  64940. * Defines the priority of this optimization (0 by default which means first in the list)
  64941. */
  64942. priority: number;
  64943. /**
  64944. * Defines the maximum sized allowed for textures (1024 is the default value). If a texture is bigger, it will be scaled down using a factor defined by the step parameter
  64945. */
  64946. maximumSize: number;
  64947. /**
  64948. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  64949. */
  64950. step: number;
  64951. /**
  64952. * Gets a string describing the action executed by the current optimization
  64953. * @returns description string
  64954. */
  64955. getDescription(): string;
  64956. /**
  64957. * Creates the TextureOptimization object
  64958. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  64959. * @param maximumSize defines the maximum sized allowed for textures (1024 is the default value). If a texture is bigger, it will be scaled down using a factor defined by the step parameter
  64960. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  64961. */
  64962. constructor(
  64963. /**
  64964. * Defines the priority of this optimization (0 by default which means first in the list)
  64965. */
  64966. priority?: number,
  64967. /**
  64968. * Defines the maximum sized allowed for textures (1024 is the default value). If a texture is bigger, it will be scaled down using a factor defined by the step parameter
  64969. */
  64970. maximumSize?: number,
  64971. /**
  64972. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  64973. */
  64974. step?: number);
  64975. /**
  64976. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  64977. * @param scene defines the current scene where to apply this optimization
  64978. * @param optimizer defines the current optimizer
  64979. * @returns true if everything that can be done was applied
  64980. */
  64981. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  64982. }
  64983. /**
  64984. * Defines an optimization used to increase or decrease the rendering resolution
  64985. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64986. */
  64987. export class HardwareScalingOptimization extends SceneOptimization {
  64988. /**
  64989. * Defines the priority of this optimization (0 by default which means first in the list)
  64990. */
  64991. priority: number;
  64992. /**
  64993. * Defines the maximum scale to use (2 by default)
  64994. */
  64995. maximumScale: number;
  64996. /**
  64997. * Defines the step to use between two passes (0.5 by default)
  64998. */
  64999. step: number;
  65000. private _currentScale;
  65001. private _directionOffset;
  65002. /**
  65003. * Gets a string describing the action executed by the current optimization
  65004. * @return description string
  65005. */
  65006. getDescription(): string;
  65007. /**
  65008. * Creates the HardwareScalingOptimization object
  65009. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  65010. * @param maximumScale defines the maximum scale to use (2 by default)
  65011. * @param step defines the step to use between two passes (0.5 by default)
  65012. */
  65013. constructor(
  65014. /**
  65015. * Defines the priority of this optimization (0 by default which means first in the list)
  65016. */
  65017. priority?: number,
  65018. /**
  65019. * Defines the maximum scale to use (2 by default)
  65020. */
  65021. maximumScale?: number,
  65022. /**
  65023. * Defines the step to use between two passes (0.5 by default)
  65024. */
  65025. step?: number);
  65026. /**
  65027. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  65028. * @param scene defines the current scene where to apply this optimization
  65029. * @param optimizer defines the current optimizer
  65030. * @returns true if everything that can be done was applied
  65031. */
  65032. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  65033. }
  65034. /**
  65035. * Defines an optimization used to remove shadows
  65036. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  65037. */
  65038. export class ShadowsOptimization extends SceneOptimization {
  65039. /**
  65040. * Gets a string describing the action executed by the current optimization
  65041. * @return description string
  65042. */
  65043. getDescription(): string;
  65044. /**
  65045. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  65046. * @param scene defines the current scene where to apply this optimization
  65047. * @param optimizer defines the current optimizer
  65048. * @returns true if everything that can be done was applied
  65049. */
  65050. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  65051. }
  65052. /**
  65053. * Defines an optimization used to turn post-processes off
  65054. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  65055. */
  65056. export class PostProcessesOptimization extends SceneOptimization {
  65057. /**
  65058. * Gets a string describing the action executed by the current optimization
  65059. * @return description string
  65060. */
  65061. getDescription(): string;
  65062. /**
  65063. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  65064. * @param scene defines the current scene where to apply this optimization
  65065. * @param optimizer defines the current optimizer
  65066. * @returns true if everything that can be done was applied
  65067. */
  65068. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  65069. }
  65070. /**
  65071. * Defines an optimization used to turn lens flares off
  65072. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  65073. */
  65074. export class LensFlaresOptimization extends SceneOptimization {
  65075. /**
  65076. * Gets a string describing the action executed by the current optimization
  65077. * @return description string
  65078. */
  65079. getDescription(): string;
  65080. /**
  65081. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  65082. * @param scene defines the current scene where to apply this optimization
  65083. * @param optimizer defines the current optimizer
  65084. * @returns true if everything that can be done was applied
  65085. */
  65086. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  65087. }
  65088. /**
  65089. * Defines an optimization based on user defined callback.
  65090. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  65091. */
  65092. export class CustomOptimization extends SceneOptimization {
  65093. /**
  65094. * Callback called to apply the custom optimization.
  65095. */
  65096. onApply: (scene: Scene, optimizer: SceneOptimizer) => boolean;
  65097. /**
  65098. * Callback called to get custom description
  65099. */
  65100. onGetDescription: () => string;
  65101. /**
  65102. * Gets a string describing the action executed by the current optimization
  65103. * @returns description string
  65104. */
  65105. getDescription(): string;
  65106. /**
  65107. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  65108. * @param scene defines the current scene where to apply this optimization
  65109. * @param optimizer defines the current optimizer
  65110. * @returns true if everything that can be done was applied
  65111. */
  65112. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  65113. }
  65114. /**
  65115. * Defines an optimization used to turn particles off
  65116. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  65117. */
  65118. export class ParticlesOptimization extends SceneOptimization {
  65119. /**
  65120. * Gets a string describing the action executed by the current optimization
  65121. * @return description string
  65122. */
  65123. getDescription(): string;
  65124. /**
  65125. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  65126. * @param scene defines the current scene where to apply this optimization
  65127. * @param optimizer defines the current optimizer
  65128. * @returns true if everything that can be done was applied
  65129. */
  65130. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  65131. }
  65132. /**
  65133. * Defines an optimization used to turn render targets off
  65134. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  65135. */
  65136. export class RenderTargetsOptimization extends SceneOptimization {
  65137. /**
  65138. * Gets a string describing the action executed by the current optimization
  65139. * @return description string
  65140. */
  65141. getDescription(): string;
  65142. /**
  65143. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  65144. * @param scene defines the current scene where to apply this optimization
  65145. * @param optimizer defines the current optimizer
  65146. * @returns true if everything that can be done was applied
  65147. */
  65148. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  65149. }
  65150. /**
  65151. * Defines an optimization used to merge meshes with compatible materials
  65152. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  65153. */
  65154. export class MergeMeshesOptimization extends SceneOptimization {
  65155. private static _UpdateSelectionTree;
  65156. /**
  65157. * Gets or sets a boolean which defines if optimization octree has to be updated
  65158. */
  65159. /**
  65160. * Gets or sets a boolean which defines if optimization octree has to be updated
  65161. */
  65162. static UpdateSelectionTree: boolean;
  65163. /**
  65164. * Gets a string describing the action executed by the current optimization
  65165. * @return description string
  65166. */
  65167. getDescription(): string;
  65168. private _canBeMerged;
  65169. /**
  65170. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  65171. * @param scene defines the current scene where to apply this optimization
  65172. * @param optimizer defines the current optimizer
  65173. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  65174. * @returns true if everything that can be done was applied
  65175. */
  65176. apply(scene: Scene, optimizer: SceneOptimizer, updateSelectionTree?: boolean): boolean;
  65177. }
  65178. /**
  65179. * Defines a list of options used by SceneOptimizer
  65180. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  65181. */
  65182. export class SceneOptimizerOptions {
  65183. /**
  65184. * Defines the target frame rate to reach (60 by default)
  65185. */
  65186. targetFrameRate: number;
  65187. /**
  65188. * Defines the interval between two checkes (2000ms by default)
  65189. */
  65190. trackerDuration: number;
  65191. /**
  65192. * Gets the list of optimizations to apply
  65193. */
  65194. optimizations: SceneOptimization[];
  65195. /**
  65196. * Creates a new list of options used by SceneOptimizer
  65197. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  65198. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  65199. */
  65200. constructor(
  65201. /**
  65202. * Defines the target frame rate to reach (60 by default)
  65203. */
  65204. targetFrameRate?: number,
  65205. /**
  65206. * Defines the interval between two checkes (2000ms by default)
  65207. */
  65208. trackerDuration?: number);
  65209. /**
  65210. * Add a new optimization
  65211. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  65212. * @returns the current SceneOptimizerOptions
  65213. */
  65214. addOptimization(optimization: SceneOptimization): SceneOptimizerOptions;
  65215. /**
  65216. * Add a new custom optimization
  65217. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  65218. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  65219. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  65220. * @returns the current SceneOptimizerOptions
  65221. */
  65222. addCustomOptimization(onApply: (scene: Scene) => boolean, onGetDescription: () => string, priority?: number): SceneOptimizerOptions;
  65223. /**
  65224. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  65225. * @param targetFrameRate defines the target frame rate (60 by default)
  65226. * @returns a SceneOptimizerOptions object
  65227. */
  65228. static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  65229. /**
  65230. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  65231. * @param targetFrameRate defines the target frame rate (60 by default)
  65232. * @returns a SceneOptimizerOptions object
  65233. */
  65234. static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  65235. /**
  65236. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  65237. * @param targetFrameRate defines the target frame rate (60 by default)
  65238. * @returns a SceneOptimizerOptions object
  65239. */
  65240. static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  65241. }
  65242. /**
  65243. * Class used to run optimizations in order to reach a target frame rate
  65244. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  65245. */
  65246. export class SceneOptimizer implements IDisposable {
  65247. private _isRunning;
  65248. private _options;
  65249. private _scene;
  65250. private _currentPriorityLevel;
  65251. private _targetFrameRate;
  65252. private _trackerDuration;
  65253. private _currentFrameRate;
  65254. private _sceneDisposeObserver;
  65255. private _improvementMode;
  65256. /**
  65257. * Defines an observable called when the optimizer reaches the target frame rate
  65258. */
  65259. onSuccessObservable: Observable<SceneOptimizer>;
  65260. /**
  65261. * Defines an observable called when the optimizer enables an optimization
  65262. */
  65263. onNewOptimizationAppliedObservable: Observable<SceneOptimization>;
  65264. /**
  65265. * Defines an observable called when the optimizer is not able to reach the target frame rate
  65266. */
  65267. onFailureObservable: Observable<SceneOptimizer>;
  65268. /**
  65269. * Gets a boolean indicating if the optimizer is in improvement mode
  65270. */
  65271. readonly isInImprovementMode: boolean;
  65272. /**
  65273. * Gets the current priority level (0 at start)
  65274. */
  65275. readonly currentPriorityLevel: number;
  65276. /**
  65277. * Gets the current frame rate checked by the SceneOptimizer
  65278. */
  65279. readonly currentFrameRate: number;
  65280. /**
  65281. * Gets or sets the current target frame rate (60 by default)
  65282. */
  65283. /**
  65284. * Gets or sets the current target frame rate (60 by default)
  65285. */
  65286. targetFrameRate: number;
  65287. /**
  65288. * Gets or sets the current interval between two checks (every 2000ms by default)
  65289. */
  65290. /**
  65291. * Gets or sets the current interval between two checks (every 2000ms by default)
  65292. */
  65293. trackerDuration: number;
  65294. /**
  65295. * Gets the list of active optimizations
  65296. */
  65297. readonly optimizations: SceneOptimization[];
  65298. /**
  65299. * Creates a new SceneOptimizer
  65300. * @param scene defines the scene to work on
  65301. * @param options defines the options to use with the SceneOptimizer
  65302. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  65303. * @param improvementMode defines if the scene optimizer must run the maximum optimization while staying over a target frame instead of trying to reach the target framerate (false by default)
  65304. */
  65305. constructor(scene: Scene, options?: SceneOptimizerOptions, autoGeneratePriorities?: boolean, improvementMode?: boolean);
  65306. /**
  65307. * Stops the current optimizer
  65308. */
  65309. stop(): void;
  65310. /**
  65311. * Reset the optimizer to initial step (current priority level = 0)
  65312. */
  65313. reset(): void;
  65314. /**
  65315. * Start the optimizer. By default it will try to reach a specific framerate
  65316. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  65317. */
  65318. start(): void;
  65319. private _checkCurrentState;
  65320. /**
  65321. * Release all resources
  65322. */
  65323. dispose(): void;
  65324. /**
  65325. * Helper function to create a SceneOptimizer with one single line of code
  65326. * @param scene defines the scene to work on
  65327. * @param options defines the options to use with the SceneOptimizer
  65328. * @param onSuccess defines a callback to call on success
  65329. * @param onFailure defines a callback to call on failure
  65330. * @returns the new SceneOptimizer object
  65331. */
  65332. static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): SceneOptimizer;
  65333. }
  65334. }
  65335. declare module "babylonjs/Misc/sceneSerializer" {
  65336. import { Scene } from "babylonjs/scene";
  65337. /**
  65338. * Class used to serialize a scene into a string
  65339. */
  65340. export class SceneSerializer {
  65341. /**
  65342. * Clear cache used by a previous serialization
  65343. */
  65344. static ClearCache(): void;
  65345. /**
  65346. * Serialize a scene into a JSON compatible object
  65347. * @param scene defines the scene to serialize
  65348. * @returns a JSON compatible object
  65349. */
  65350. static Serialize(scene: Scene): any;
  65351. /**
  65352. * Serialize a mesh into a JSON compatible object
  65353. * @param toSerialize defines the mesh to serialize
  65354. * @param withParents defines if parents must be serialized as well
  65355. * @param withChildren defines if children must be serialized as well
  65356. * @returns a JSON compatible object
  65357. */
  65358. static SerializeMesh(toSerialize: any, withParents?: boolean, withChildren?: boolean): any;
  65359. }
  65360. }
  65361. declare module "babylonjs/Misc/textureTools" {
  65362. import { Texture } from "babylonjs/Materials/Textures/texture";
  65363. /**
  65364. * Class used to host texture specific utilities
  65365. */
  65366. export class TextureTools {
  65367. /**
  65368. * Uses the GPU to create a copy texture rescaled at a given size
  65369. * @param texture Texture to copy from
  65370. * @param width defines the desired width
  65371. * @param height defines the desired height
  65372. * @param useBilinearMode defines if bilinear mode has to be used
  65373. * @return the generated texture
  65374. */
  65375. static CreateResizedCopy(texture: Texture, width: number, height: number, useBilinearMode?: boolean): Texture;
  65376. }
  65377. }
  65378. declare module "babylonjs/Misc/videoRecorder" {
  65379. import { Nullable } from "babylonjs/types";
  65380. import { Engine } from "babylonjs/Engines/engine";
  65381. /**
  65382. * This represents the different options available for the video capture.
  65383. */
  65384. export interface VideoRecorderOptions {
  65385. /** Defines the mime type of the video. */
  65386. mimeType: string;
  65387. /** Defines the FPS the video should be recorded at. */
  65388. fps: number;
  65389. /** Defines the chunk size for the recording data. */
  65390. recordChunckSize: number;
  65391. /** The audio tracks to attach to the recording. */
  65392. audioTracks?: MediaStreamTrack[];
  65393. }
  65394. /**
  65395. * This can help with recording videos from BabylonJS.
  65396. * This is based on the available WebRTC functionalities of the browser.
  65397. *
  65398. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  65399. */
  65400. export class VideoRecorder {
  65401. private static readonly _defaultOptions;
  65402. /**
  65403. * Returns whether or not the VideoRecorder is available in your browser.
  65404. * @param engine Defines the Babylon Engine.
  65405. * @returns true if supported otherwise false.
  65406. */
  65407. static IsSupported(engine: Engine): boolean;
  65408. private readonly _options;
  65409. private _canvas;
  65410. private _mediaRecorder;
  65411. private _recordedChunks;
  65412. private _fileName;
  65413. private _resolve;
  65414. private _reject;
  65415. /**
  65416. * True when a recording is already in progress.
  65417. */
  65418. readonly isRecording: boolean;
  65419. /**
  65420. * Create a new VideoCapture object which can help converting what you see in Babylon to a video file.
  65421. * @param engine Defines the BabylonJS Engine you wish to record.
  65422. * @param options Defines options that can be used to customize the capture.
  65423. */
  65424. constructor(engine: Engine, options?: Nullable<VideoRecorderOptions>);
  65425. /**
  65426. * Stops the current recording before the default capture timeout passed in the startRecording function.
  65427. */
  65428. stopRecording(): void;
  65429. /**
  65430. * Starts recording the canvas for a max duration specified in parameters.
  65431. * @param fileName Defines the name of the file to be downloaded when the recording stop.
  65432. * If null no automatic download will start and you can rely on the promise to get the data back.
  65433. * @param maxDuration Defines the maximum recording time in seconds.
  65434. * It defaults to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  65435. * @return A promise callback at the end of the recording with the video data in Blob.
  65436. */
  65437. startRecording(fileName?: Nullable<string>, maxDuration?: number): Promise<Blob>;
  65438. /**
  65439. * Releases internal resources used during the recording.
  65440. */
  65441. dispose(): void;
  65442. private _handleDataAvailable;
  65443. private _handleError;
  65444. private _handleStop;
  65445. }
  65446. }
  65447. declare module "babylonjs/Misc/screenshotTools" {
  65448. import { Camera } from "babylonjs/Cameras/camera";
  65449. import { IScreenshotSize } from "babylonjs/Misc/interfaces/screenshotSize";
  65450. import { Engine } from "babylonjs/Engines/engine";
  65451. /**
  65452. * Class containing a set of static utilities functions for screenshots
  65453. */
  65454. export class ScreenshotTools {
  65455. /**
  65456. * Captures a screenshot of the current rendering
  65457. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  65458. * @param engine defines the rendering engine
  65459. * @param camera defines the source camera
  65460. * @param size This parameter can be set to a single number or to an object with the
  65461. * following (optional) properties: precision, width, height. If a single number is passed,
  65462. * it will be used for both width and height. If an object is passed, the screenshot size
  65463. * will be derived from the parameters. The precision property is a multiplier allowing
  65464. * rendering at a higher or lower resolution
  65465. * @param successCallback defines the callback receives a single parameter which contains the
  65466. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  65467. * src parameter of an <img> to display it
  65468. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  65469. * Check your browser for supported MIME types
  65470. */
  65471. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  65472. /**
  65473. * Captures a screenshot of the current rendering
  65474. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  65475. * @param engine defines the rendering engine
  65476. * @param camera defines the source camera
  65477. * @param size This parameter can be set to a single number or to an object with the
  65478. * following (optional) properties: precision, width, height. If a single number is passed,
  65479. * it will be used for both width and height. If an object is passed, the screenshot size
  65480. * will be derived from the parameters. The precision property is a multiplier allowing
  65481. * rendering at a higher or lower resolution
  65482. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  65483. * Check your browser for supported MIME types
  65484. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  65485. * to the src parameter of an <img> to display it
  65486. */
  65487. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: any, mimeType?: string): Promise<string>;
  65488. /**
  65489. * Generates an image screenshot from the specified camera.
  65490. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  65491. * @param engine The engine to use for rendering
  65492. * @param camera The camera to use for rendering
  65493. * @param size This parameter can be set to a single number or to an object with the
  65494. * following (optional) properties: precision, width, height. If a single number is passed,
  65495. * it will be used for both width and height. If an object is passed, the screenshot size
  65496. * will be derived from the parameters. The precision property is a multiplier allowing
  65497. * rendering at a higher or lower resolution
  65498. * @param successCallback The callback receives a single parameter which contains the
  65499. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  65500. * src parameter of an <img> to display it
  65501. * @param mimeType The MIME type of the screenshot image (default: image/png).
  65502. * Check your browser for supported MIME types
  65503. * @param samples Texture samples (default: 1)
  65504. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  65505. * @param fileName A name for for the downloaded file.
  65506. */
  65507. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  65508. /**
  65509. * Generates an image screenshot from the specified camera.
  65510. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  65511. * @param engine The engine to use for rendering
  65512. * @param camera The camera to use for rendering
  65513. * @param size This parameter can be set to a single number or to an object with the
  65514. * following (optional) properties: precision, width, height. If a single number is passed,
  65515. * it will be used for both width and height. If an object is passed, the screenshot size
  65516. * will be derived from the parameters. The precision property is a multiplier allowing
  65517. * rendering at a higher or lower resolution
  65518. * @param mimeType The MIME type of the screenshot image (default: image/png).
  65519. * Check your browser for supported MIME types
  65520. * @param samples Texture samples (default: 1)
  65521. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  65522. * @param fileName A name for for the downloaded file.
  65523. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  65524. * to the src parameter of an <img> to display it
  65525. */
  65526. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: any, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  65527. /**
  65528. * Gets height and width for screenshot size
  65529. * @private
  65530. */
  65531. private static _getScreenshotSize;
  65532. }
  65533. }
  65534. declare module "babylonjs/Misc/index" {
  65535. export * from "babylonjs/Misc/andOrNotEvaluator";
  65536. export * from "babylonjs/Misc/assetsManager";
  65537. export * from "babylonjs/Misc/dds";
  65538. export * from "babylonjs/Misc/decorators";
  65539. export * from "babylonjs/Misc/deferred";
  65540. export * from "babylonjs/Misc/environmentTextureTools";
  65541. export * from "babylonjs/Misc/meshExploder";
  65542. export * from "babylonjs/Misc/filesInput";
  65543. export * from "babylonjs/Misc/HighDynamicRange/index";
  65544. export * from "babylonjs/Misc/khronosTextureContainer";
  65545. export * from "babylonjs/Misc/observable";
  65546. export * from "babylonjs/Misc/performanceMonitor";
  65547. export * from "babylonjs/Misc/promise";
  65548. export * from "babylonjs/Misc/sceneOptimizer";
  65549. export * from "babylonjs/Misc/sceneSerializer";
  65550. export * from "babylonjs/Misc/smartArray";
  65551. export * from "babylonjs/Misc/stringDictionary";
  65552. export * from "babylonjs/Misc/tags";
  65553. export * from "babylonjs/Misc/textureTools";
  65554. export * from "babylonjs/Misc/tga";
  65555. export * from "babylonjs/Misc/tools";
  65556. export * from "babylonjs/Misc/videoRecorder";
  65557. export * from "babylonjs/Misc/virtualJoystick";
  65558. export * from "babylonjs/Misc/workerPool";
  65559. export * from "babylonjs/Misc/logger";
  65560. export * from "babylonjs/Misc/typeStore";
  65561. export * from "babylonjs/Misc/filesInputStore";
  65562. export * from "babylonjs/Misc/deepCopier";
  65563. export * from "babylonjs/Misc/pivotTools";
  65564. export * from "babylonjs/Misc/precisionDate";
  65565. export * from "babylonjs/Misc/screenshotTools";
  65566. export * from "babylonjs/Misc/typeStore";
  65567. export * from "babylonjs/Misc/webRequest";
  65568. export * from "babylonjs/Misc/iInspectable";
  65569. export * from "babylonjs/Misc/brdfTextureTools";
  65570. export * from "babylonjs/Misc/rgbdTextureTools";
  65571. export * from "babylonjs/Misc/gradients";
  65572. export * from "babylonjs/Misc/perfCounter";
  65573. export * from "babylonjs/Misc/fileRequest";
  65574. export * from "babylonjs/Misc/customAnimationFrameRequester";
  65575. export * from "babylonjs/Misc/retryStrategy";
  65576. export * from "babylonjs/Misc/loadFileError";
  65577. }
  65578. declare module "babylonjs/index" {
  65579. export * from "babylonjs/abstractScene";
  65580. export * from "babylonjs/Actions/index";
  65581. export * from "babylonjs/Animations/index";
  65582. export * from "babylonjs/assetContainer";
  65583. export * from "babylonjs/Audio/index";
  65584. export * from "babylonjs/Behaviors/index";
  65585. export * from "babylonjs/Bones/index";
  65586. export * from "babylonjs/Cameras/index";
  65587. export * from "babylonjs/Collisions/index";
  65588. export * from "babylonjs/Culling/index";
  65589. export * from "babylonjs/Debug/index";
  65590. export * from "babylonjs/Engines/index";
  65591. export * from "babylonjs/Events/index";
  65592. export * from "babylonjs/Gamepads/index";
  65593. export * from "babylonjs/Gizmos/index";
  65594. export * from "babylonjs/Helpers/index";
  65595. export * from "babylonjs/Instrumentation/index";
  65596. export * from "babylonjs/Layers/index";
  65597. export * from "babylonjs/LensFlares/index";
  65598. export * from "babylonjs/Lights/index";
  65599. export * from "babylonjs/Loading/index";
  65600. export * from "babylonjs/Materials/index";
  65601. export * from "babylonjs/Maths/index";
  65602. export * from "babylonjs/Meshes/index";
  65603. export * from "babylonjs/Morph/index";
  65604. export * from "babylonjs/Navigation/index";
  65605. export * from "babylonjs/node";
  65606. export * from "babylonjs/Offline/index";
  65607. export * from "babylonjs/Particles/index";
  65608. export * from "babylonjs/Physics/index";
  65609. export * from "babylonjs/PostProcesses/index";
  65610. export * from "babylonjs/Probes/index";
  65611. export * from "babylonjs/Rendering/index";
  65612. export * from "babylonjs/scene";
  65613. export * from "babylonjs/sceneComponent";
  65614. export * from "babylonjs/Sprites/index";
  65615. export * from "babylonjs/States/index";
  65616. export * from "babylonjs/Misc/index";
  65617. export * from "babylonjs/types";
  65618. }
  65619. declare module "babylonjs/Animations/pathCursor" {
  65620. import { Vector3 } from "babylonjs/Maths/math.vector";
  65621. import { Path2 } from "babylonjs/Maths/math.path";
  65622. /**
  65623. * A cursor which tracks a point on a path
  65624. */
  65625. export class PathCursor {
  65626. private path;
  65627. /**
  65628. * Stores path cursor callbacks for when an onchange event is triggered
  65629. */
  65630. private _onchange;
  65631. /**
  65632. * The value of the path cursor
  65633. */
  65634. value: number;
  65635. /**
  65636. * The animation array of the path cursor
  65637. */
  65638. animations: Animation[];
  65639. /**
  65640. * Initializes the path cursor
  65641. * @param path The path to track
  65642. */
  65643. constructor(path: Path2);
  65644. /**
  65645. * Gets the cursor point on the path
  65646. * @returns A point on the path cursor at the cursor location
  65647. */
  65648. getPoint(): Vector3;
  65649. /**
  65650. * Moves the cursor ahead by the step amount
  65651. * @param step The amount to move the cursor forward
  65652. * @returns This path cursor
  65653. */
  65654. moveAhead(step?: number): PathCursor;
  65655. /**
  65656. * Moves the cursor behind by the step amount
  65657. * @param step The amount to move the cursor back
  65658. * @returns This path cursor
  65659. */
  65660. moveBack(step?: number): PathCursor;
  65661. /**
  65662. * Moves the cursor by the step amount
  65663. * If the step amount is greater than one, an exception is thrown
  65664. * @param step The amount to move the cursor
  65665. * @returns This path cursor
  65666. */
  65667. move(step: number): PathCursor;
  65668. /**
  65669. * Ensures that the value is limited between zero and one
  65670. * @returns This path cursor
  65671. */
  65672. private ensureLimits;
  65673. /**
  65674. * Runs onchange callbacks on change (used by the animation engine)
  65675. * @returns This path cursor
  65676. */
  65677. private raiseOnChange;
  65678. /**
  65679. * Executes a function on change
  65680. * @param f A path cursor onchange callback
  65681. * @returns This path cursor
  65682. */
  65683. onchange(f: (cursor: PathCursor) => void): PathCursor;
  65684. }
  65685. }
  65686. declare module "babylonjs/Engines/Processors/Expressions/Operators/index" {
  65687. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineAndOperator";
  65688. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator";
  65689. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator";
  65690. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineOrOperator";
  65691. }
  65692. declare module "babylonjs/Engines/Processors/Expressions/index" {
  65693. export * from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  65694. export * from "babylonjs/Engines/Processors/Expressions/Operators/index";
  65695. }
  65696. declare module "babylonjs/Engines/Processors/index" {
  65697. export * from "babylonjs/Engines/Processors/iShaderProcessor";
  65698. export * from "babylonjs/Engines/Processors/Expressions/index";
  65699. export * from "babylonjs/Engines/Processors/shaderCodeConditionNode";
  65700. export * from "babylonjs/Engines/Processors/shaderCodeCursor";
  65701. export * from "babylonjs/Engines/Processors/shaderCodeNode";
  65702. export * from "babylonjs/Engines/Processors/shaderCodeTestNode";
  65703. export * from "babylonjs/Engines/Processors/shaderProcessingOptions";
  65704. export * from "babylonjs/Engines/Processors/shaderProcessor";
  65705. }
  65706. declare module "babylonjs/Legacy/legacy" {
  65707. import * as Babylon from "babylonjs/index";
  65708. export * from "babylonjs/index";
  65709. }
  65710. declare module "babylonjs/Shaders/blur.fragment" {
  65711. /** @hidden */
  65712. export var blurPixelShader: {
  65713. name: string;
  65714. shader: string;
  65715. };
  65716. }
  65717. declare module "babylonjs/Shaders/ShadersInclude/pointCloudVertexDeclaration" {
  65718. /** @hidden */
  65719. export var pointCloudVertexDeclaration: {
  65720. name: string;
  65721. shader: string;
  65722. };
  65723. }
  65724. declare module "babylonjs" {
  65725. export * from "babylonjs/Legacy/legacy";
  65726. }
  65727. declare module BABYLON {
  65728. /** Alias type for value that can be null */
  65729. export type Nullable<T> = T | null;
  65730. /**
  65731. * Alias type for number that are floats
  65732. * @ignorenaming
  65733. */
  65734. export type float = number;
  65735. /**
  65736. * Alias type for number that are doubles.
  65737. * @ignorenaming
  65738. */
  65739. export type double = number;
  65740. /**
  65741. * Alias type for number that are integer
  65742. * @ignorenaming
  65743. */
  65744. export type int = number;
  65745. /** Alias type for number array or Float32Array */
  65746. export type FloatArray = number[] | Float32Array;
  65747. /** Alias type for number array or Float32Array or Int32Array or Uint32Array or Uint16Array */
  65748. export type IndicesArray = number[] | Int32Array | Uint32Array | Uint16Array;
  65749. /**
  65750. * Alias for types that can be used by a Buffer or VertexBuffer.
  65751. */
  65752. export type DataArray = number[] | ArrayBuffer | ArrayBufferView;
  65753. /**
  65754. * Alias type for primitive types
  65755. * @ignorenaming
  65756. */
  65757. type Primitive = undefined | null | boolean | string | number | Function;
  65758. /**
  65759. * Type modifier to make all the properties of an object Readonly
  65760. */
  65761. export type Immutable<T> = T extends Primitive ? T : T extends Array<infer U> ? ReadonlyArray<U> : DeepImmutable<T>;
  65762. /**
  65763. * Type modifier to make all the properties of an object Readonly recursively
  65764. */
  65765. export type DeepImmutable<T> = T extends Primitive ? T : T extends Array<infer U> ? DeepImmutableArray<U> : DeepImmutableObject<T>;
  65766. /** @hidden */
  65767. interface DeepImmutableArray<T> extends ReadonlyArray<DeepImmutable<T>> {
  65768. }
  65769. /** @hidden */
  65770. /** @hidden */
  65771. type DeepImmutableObject<T> = {
  65772. readonly [K in keyof T]: DeepImmutable<T[K]>;
  65773. };
  65774. }
  65775. declare module BABYLON {
  65776. /**
  65777. * A class serves as a medium between the observable and its observers
  65778. */
  65779. export class EventState {
  65780. /**
  65781. * Create a new EventState
  65782. * @param mask defines the mask associated with this state
  65783. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  65784. * @param target defines the original target of the state
  65785. * @param currentTarget defines the current target of the state
  65786. */
  65787. constructor(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any);
  65788. /**
  65789. * Initialize the current event state
  65790. * @param mask defines the mask associated with this state
  65791. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  65792. * @param target defines the original target of the state
  65793. * @param currentTarget defines the current target of the state
  65794. * @returns the current event state
  65795. */
  65796. initalize(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any): EventState;
  65797. /**
  65798. * An Observer can set this property to true to prevent subsequent observers of being notified
  65799. */
  65800. skipNextObservers: boolean;
  65801. /**
  65802. * Get the mask value that were used to trigger the event corresponding to this EventState object
  65803. */
  65804. mask: number;
  65805. /**
  65806. * The object that originally notified the event
  65807. */
  65808. target?: any;
  65809. /**
  65810. * The current object in the bubbling phase
  65811. */
  65812. currentTarget?: any;
  65813. /**
  65814. * This will be populated with the return value of the last function that was executed.
  65815. * If it is the first function in the callback chain it will be the event data.
  65816. */
  65817. lastReturnValue?: any;
  65818. }
  65819. /**
  65820. * Represent an Observer registered to a given Observable object.
  65821. */
  65822. export class Observer<T> {
  65823. /**
  65824. * Defines the callback to call when the observer is notified
  65825. */
  65826. callback: (eventData: T, eventState: EventState) => void;
  65827. /**
  65828. * Defines the mask of the observer (used to filter notifications)
  65829. */
  65830. mask: number;
  65831. /**
  65832. * Defines the current scope used to restore the JS context
  65833. */
  65834. scope: any;
  65835. /** @hidden */
  65836. _willBeUnregistered: boolean;
  65837. /**
  65838. * Gets or sets a property defining that the observer as to be unregistered after the next notification
  65839. */
  65840. unregisterOnNextCall: boolean;
  65841. /**
  65842. * Creates a new observer
  65843. * @param callback defines the callback to call when the observer is notified
  65844. * @param mask defines the mask of the observer (used to filter notifications)
  65845. * @param scope defines the current scope used to restore the JS context
  65846. */
  65847. constructor(
  65848. /**
  65849. * Defines the callback to call when the observer is notified
  65850. */
  65851. callback: (eventData: T, eventState: EventState) => void,
  65852. /**
  65853. * Defines the mask of the observer (used to filter notifications)
  65854. */
  65855. mask: number,
  65856. /**
  65857. * Defines the current scope used to restore the JS context
  65858. */
  65859. scope?: any);
  65860. }
  65861. /**
  65862. * Represent a list of observers registered to multiple Observables object.
  65863. */
  65864. export class MultiObserver<T> {
  65865. private _observers;
  65866. private _observables;
  65867. /**
  65868. * Release associated resources
  65869. */
  65870. dispose(): void;
  65871. /**
  65872. * Raise a callback when one of the observable will notify
  65873. * @param observables defines a list of observables to watch
  65874. * @param callback defines the callback to call on notification
  65875. * @param mask defines the mask used to filter notifications
  65876. * @param scope defines the current scope used to restore the JS context
  65877. * @returns the new MultiObserver
  65878. */
  65879. static Watch<T>(observables: Observable<T>[], callback: (eventData: T, eventState: EventState) => void, mask?: number, scope?: any): MultiObserver<T>;
  65880. }
  65881. /**
  65882. * The Observable class is a simple implementation of the Observable pattern.
  65883. *
  65884. * There's one slight particularity though: a given Observable can notify its observer using a particular mask value, only the Observers registered with this mask value will be notified.
  65885. * This enable a more fine grained execution without having to rely on multiple different Observable objects.
  65886. * For instance you may have a given Observable that have four different types of notifications: Move (mask = 0x01), Stop (mask = 0x02), Turn Right (mask = 0X04), Turn Left (mask = 0X08).
  65887. * A given observer can register itself with only Move and Stop (mask = 0x03), then it will only be notified when one of these two occurs and will never be for Turn Left/Right.
  65888. */
  65889. export class Observable<T> {
  65890. private _observers;
  65891. private _eventState;
  65892. private _onObserverAdded;
  65893. /**
  65894. * Gets the list of observers
  65895. */
  65896. readonly observers: Array<Observer<T>>;
  65897. /**
  65898. * Creates a new observable
  65899. * @param onObserverAdded defines a callback to call when a new observer is added
  65900. */
  65901. constructor(onObserverAdded?: (observer: Observer<T>) => void);
  65902. /**
  65903. * Create a new Observer with the specified callback
  65904. * @param callback the callback that will be executed for that Observer
  65905. * @param mask the mask used to filter observers
  65906. * @param insertFirst if true the callback will be inserted at the first position, hence executed before the others ones. If false (default behavior) the callback will be inserted at the last position, executed after all the others already present.
  65907. * @param scope optional scope for the callback to be called from
  65908. * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
  65909. * @returns the new observer created for the callback
  65910. */
  65911. add(callback: (eventData: T, eventState: EventState) => void, mask?: number, insertFirst?: boolean, scope?: any, unregisterOnFirstCall?: boolean): Nullable<Observer<T>>;
  65912. /**
  65913. * Create a new Observer with the specified callback and unregisters after the next notification
  65914. * @param callback the callback that will be executed for that Observer
  65915. * @returns the new observer created for the callback
  65916. */
  65917. addOnce(callback: (eventData: T, eventState: EventState) => void): Nullable<Observer<T>>;
  65918. /**
  65919. * Remove an Observer from the Observable object
  65920. * @param observer the instance of the Observer to remove
  65921. * @returns false if it doesn't belong to this Observable
  65922. */
  65923. remove(observer: Nullable<Observer<T>>): boolean;
  65924. /**
  65925. * Remove a callback from the Observable object
  65926. * @param callback the callback to remove
  65927. * @param scope optional scope. If used only the callbacks with this scope will be removed
  65928. * @returns false if it doesn't belong to this Observable
  65929. */
  65930. removeCallback(callback: (eventData: T, eventState: EventState) => void, scope?: any): boolean;
  65931. private _deferUnregister;
  65932. private _remove;
  65933. /**
  65934. * Moves the observable to the top of the observer list making it get called first when notified
  65935. * @param observer the observer to move
  65936. */
  65937. makeObserverTopPriority(observer: Observer<T>): void;
  65938. /**
  65939. * Moves the observable to the bottom of the observer list making it get called last when notified
  65940. * @param observer the observer to move
  65941. */
  65942. makeObserverBottomPriority(observer: Observer<T>): void;
  65943. /**
  65944. * Notify all Observers by calling their respective callback with the given data
  65945. * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
  65946. * @param eventData defines the data to send to all observers
  65947. * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
  65948. * @param target defines the original target of the state
  65949. * @param currentTarget defines the current target of the state
  65950. * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
  65951. */
  65952. notifyObservers(eventData: T, mask?: number, target?: any, currentTarget?: any): boolean;
  65953. /**
  65954. * Calling this will execute each callback, expecting it to be a promise or return a value.
  65955. * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
  65956. * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
  65957. * and it is crucial that all callbacks will be executed.
  65958. * The order of the callbacks is kept, callbacks are not executed parallel.
  65959. *
  65960. * @param eventData The data to be sent to each callback
  65961. * @param mask is used to filter observers defaults to -1
  65962. * @param target defines the callback target (see EventState)
  65963. * @param currentTarget defines he current object in the bubbling phase
  65964. * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
  65965. */
  65966. notifyObserversWithPromise(eventData: T, mask?: number, target?: any, currentTarget?: any): Promise<T>;
  65967. /**
  65968. * Notify a specific observer
  65969. * @param observer defines the observer to notify
  65970. * @param eventData defines the data to be sent to each callback
  65971. * @param mask is used to filter observers defaults to -1
  65972. */
  65973. notifyObserver(observer: Observer<T>, eventData: T, mask?: number): void;
  65974. /**
  65975. * Gets a boolean indicating if the observable has at least one observer
  65976. * @returns true is the Observable has at least one Observer registered
  65977. */
  65978. hasObservers(): boolean;
  65979. /**
  65980. * Clear the list of observers
  65981. */
  65982. clear(): void;
  65983. /**
  65984. * Clone the current observable
  65985. * @returns a new observable
  65986. */
  65987. clone(): Observable<T>;
  65988. /**
  65989. * Does this observable handles observer registered with a given mask
  65990. * @param mask defines the mask to be tested
  65991. * @return whether or not one observer registered with the given mask is handeled
  65992. **/
  65993. hasSpecificMask(mask?: number): boolean;
  65994. }
  65995. }
  65996. declare module BABYLON {
  65997. /**
  65998. * Sets of helpers dealing with the DOM and some of the recurrent functions needed in
  65999. * Babylon.js
  66000. */
  66001. export class DomManagement {
  66002. /**
  66003. * Checks if the window object exists
  66004. * @returns true if the window object exists
  66005. */
  66006. static IsWindowObjectExist(): boolean;
  66007. /**
  66008. * Checks if the navigator object exists
  66009. * @returns true if the navigator object exists
  66010. */
  66011. static IsNavigatorAvailable(): boolean;
  66012. /**
  66013. * Extracts text content from a DOM element hierarchy
  66014. * @param element defines the root element
  66015. * @returns a string
  66016. */
  66017. static GetDOMTextContent(element: HTMLElement): string;
  66018. }
  66019. }
  66020. declare module BABYLON {
  66021. /**
  66022. * Logger used througouht the application to allow configuration of
  66023. * the log level required for the messages.
  66024. */
  66025. export class Logger {
  66026. /**
  66027. * No log
  66028. */
  66029. static readonly NoneLogLevel: number;
  66030. /**
  66031. * Only message logs
  66032. */
  66033. static readonly MessageLogLevel: number;
  66034. /**
  66035. * Only warning logs
  66036. */
  66037. static readonly WarningLogLevel: number;
  66038. /**
  66039. * Only error logs
  66040. */
  66041. static readonly ErrorLogLevel: number;
  66042. /**
  66043. * All logs
  66044. */
  66045. static readonly AllLogLevel: number;
  66046. private static _LogCache;
  66047. /**
  66048. * Gets a value indicating the number of loading errors
  66049. * @ignorenaming
  66050. */
  66051. static errorsCount: number;
  66052. /**
  66053. * Callback called when a new log is added
  66054. */
  66055. static OnNewCacheEntry: (entry: string) => void;
  66056. private static _AddLogEntry;
  66057. private static _FormatMessage;
  66058. private static _LogDisabled;
  66059. private static _LogEnabled;
  66060. private static _WarnDisabled;
  66061. private static _WarnEnabled;
  66062. private static _ErrorDisabled;
  66063. private static _ErrorEnabled;
  66064. /**
  66065. * Log a message to the console
  66066. */
  66067. static Log: (message: string) => void;
  66068. /**
  66069. * Write a warning message to the console
  66070. */
  66071. static Warn: (message: string) => void;
  66072. /**
  66073. * Write an error message to the console
  66074. */
  66075. static Error: (message: string) => void;
  66076. /**
  66077. * Gets current log cache (list of logs)
  66078. */
  66079. static readonly LogCache: string;
  66080. /**
  66081. * Clears the log cache
  66082. */
  66083. static ClearLogCache(): void;
  66084. /**
  66085. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  66086. */
  66087. static LogLevels: number;
  66088. }
  66089. }
  66090. declare module BABYLON {
  66091. /** @hidden */
  66092. export class _TypeStore {
  66093. /** @hidden */
  66094. static RegisteredTypes: {
  66095. [key: string]: Object;
  66096. };
  66097. /** @hidden */
  66098. static GetClass(fqdn: string): any;
  66099. }
  66100. }
  66101. declare module BABYLON {
  66102. /**
  66103. * Class containing a set of static utilities functions for deep copy.
  66104. */
  66105. export class DeepCopier {
  66106. /**
  66107. * Tries to copy an object by duplicating every property
  66108. * @param source defines the source object
  66109. * @param destination defines the target object
  66110. * @param doNotCopyList defines a list of properties to avoid
  66111. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  66112. */
  66113. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  66114. }
  66115. }
  66116. declare module BABYLON {
  66117. /**
  66118. * Class containing a set of static utilities functions for precision date
  66119. */
  66120. export class PrecisionDate {
  66121. /**
  66122. * Gets either window.performance.now() if supported or Date.now() else
  66123. */
  66124. static readonly Now: number;
  66125. }
  66126. }
  66127. declare module BABYLON {
  66128. /** @hidden */
  66129. export class _DevTools {
  66130. static WarnImport(name: string): string;
  66131. }
  66132. }
  66133. declare module BABYLON {
  66134. /**
  66135. * Extended version of XMLHttpRequest with support for customizations (headers, ...)
  66136. */
  66137. export class WebRequest {
  66138. private _xhr;
  66139. /**
  66140. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  66141. * i.e. when loading files, where the server/service expects an Authorization header
  66142. */
  66143. static CustomRequestHeaders: {
  66144. [key: string]: string;
  66145. };
  66146. /**
  66147. * Add callback functions in this array to update all the requests before they get sent to the network
  66148. */
  66149. static CustomRequestModifiers: ((request: XMLHttpRequest, url: string) => void)[];
  66150. private _injectCustomRequestHeaders;
  66151. /**
  66152. * Gets or sets a function to be called when loading progress changes
  66153. */
  66154. onprogress: ((this: XMLHttpRequest, ev: ProgressEvent) => any) | null;
  66155. /**
  66156. * Returns client's state
  66157. */
  66158. readonly readyState: number;
  66159. /**
  66160. * Returns client's status
  66161. */
  66162. readonly status: number;
  66163. /**
  66164. * Returns client's status as a text
  66165. */
  66166. readonly statusText: string;
  66167. /**
  66168. * Returns client's response
  66169. */
  66170. readonly response: any;
  66171. /**
  66172. * Returns client's response url
  66173. */
  66174. readonly responseURL: string;
  66175. /**
  66176. * Returns client's response as text
  66177. */
  66178. readonly responseText: string;
  66179. /**
  66180. * Gets or sets the expected response type
  66181. */
  66182. responseType: XMLHttpRequestResponseType;
  66183. /** @hidden */
  66184. addEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | AddEventListenerOptions): void;
  66185. /** @hidden */
  66186. removeEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | EventListenerOptions): void;
  66187. /**
  66188. * Cancels any network activity
  66189. */
  66190. abort(): void;
  66191. /**
  66192. * Initiates the request. The optional argument provides the request body. The argument is ignored if request method is GET or HEAD
  66193. * @param body defines an optional request body
  66194. */
  66195. send(body?: Document | BodyInit | null): void;
  66196. /**
  66197. * Sets the request method, request URL
  66198. * @param method defines the method to use (GET, POST, etc..)
  66199. * @param url defines the url to connect with
  66200. */
  66201. open(method: string, url: string): void;
  66202. }
  66203. }
  66204. declare module BABYLON {
  66205. /**
  66206. * File request interface
  66207. */
  66208. export interface IFileRequest {
  66209. /**
  66210. * Raised when the request is complete (success or error).
  66211. */
  66212. onCompleteObservable: Observable<IFileRequest>;
  66213. /**
  66214. * Aborts the request for a file.
  66215. */
  66216. abort: () => void;
  66217. }
  66218. }
  66219. declare module BABYLON {
  66220. /**
  66221. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  66222. */
  66223. export class PerformanceMonitor {
  66224. private _enabled;
  66225. private _rollingFrameTime;
  66226. private _lastFrameTimeMs;
  66227. /**
  66228. * constructor
  66229. * @param frameSampleSize The number of samples required to saturate the sliding window
  66230. */
  66231. constructor(frameSampleSize?: number);
  66232. /**
  66233. * Samples current frame
  66234. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  66235. */
  66236. sampleFrame(timeMs?: number): void;
  66237. /**
  66238. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  66239. */
  66240. readonly averageFrameTime: number;
  66241. /**
  66242. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  66243. */
  66244. readonly averageFrameTimeVariance: number;
  66245. /**
  66246. * Returns the frame time of the most recent frame
  66247. */
  66248. readonly instantaneousFrameTime: number;
  66249. /**
  66250. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  66251. */
  66252. readonly averageFPS: number;
  66253. /**
  66254. * Returns the average framerate in frames per second using the most recent frame time
  66255. */
  66256. readonly instantaneousFPS: number;
  66257. /**
  66258. * Returns true if enough samples have been taken to completely fill the sliding window
  66259. */
  66260. readonly isSaturated: boolean;
  66261. /**
  66262. * Enables contributions to the sliding window sample set
  66263. */
  66264. enable(): void;
  66265. /**
  66266. * Disables contributions to the sliding window sample set
  66267. * Samples will not be interpolated over the disabled period
  66268. */
  66269. disable(): void;
  66270. /**
  66271. * Returns true if sampling is enabled
  66272. */
  66273. readonly isEnabled: boolean;
  66274. /**
  66275. * Resets performance monitor
  66276. */
  66277. reset(): void;
  66278. }
  66279. /**
  66280. * RollingAverage
  66281. *
  66282. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  66283. */
  66284. export class RollingAverage {
  66285. /**
  66286. * Current average
  66287. */
  66288. average: number;
  66289. /**
  66290. * Current variance
  66291. */
  66292. variance: number;
  66293. protected _samples: Array<number>;
  66294. protected _sampleCount: number;
  66295. protected _pos: number;
  66296. protected _m2: number;
  66297. /**
  66298. * constructor
  66299. * @param length The number of samples required to saturate the sliding window
  66300. */
  66301. constructor(length: number);
  66302. /**
  66303. * Adds a sample to the sample set
  66304. * @param v The sample value
  66305. */
  66306. add(v: number): void;
  66307. /**
  66308. * Returns previously added values or null if outside of history or outside the sliding window domain
  66309. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  66310. * @return Value previously recorded with add() or null if outside of range
  66311. */
  66312. history(i: number): number;
  66313. /**
  66314. * Returns true if enough samples have been taken to completely fill the sliding window
  66315. * @return true if sample-set saturated
  66316. */
  66317. isSaturated(): boolean;
  66318. /**
  66319. * Resets the rolling average (equivalent to 0 samples taken so far)
  66320. */
  66321. reset(): void;
  66322. /**
  66323. * Wraps a value around the sample range boundaries
  66324. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  66325. * @return Wrapped position in sample range
  66326. */
  66327. protected _wrapPosition(i: number): number;
  66328. }
  66329. }
  66330. declare module BABYLON {
  66331. /**
  66332. * This class implement a typical dictionary using a string as key and the generic type T as value.
  66333. * The underlying implementation relies on an associative array to ensure the best performances.
  66334. * The value can be anything including 'null' but except 'undefined'
  66335. */
  66336. export class StringDictionary<T> {
  66337. /**
  66338. * This will clear this dictionary and copy the content from the 'source' one.
  66339. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  66340. * @param source the dictionary to take the content from and copy to this dictionary
  66341. */
  66342. copyFrom(source: StringDictionary<T>): void;
  66343. /**
  66344. * Get a value based from its key
  66345. * @param key the given key to get the matching value from
  66346. * @return the value if found, otherwise undefined is returned
  66347. */
  66348. get(key: string): T | undefined;
  66349. /**
  66350. * Get a value from its key or add it if it doesn't exist.
  66351. * This method will ensure you that a given key/data will be present in the dictionary.
  66352. * @param key the given key to get the matching value from
  66353. * @param factory the factory that will create the value if the key is not present in the dictionary.
  66354. * The factory will only be invoked if there's no data for the given key.
  66355. * @return the value corresponding to the key.
  66356. */
  66357. getOrAddWithFactory(key: string, factory: (key: string) => T): T;
  66358. /**
  66359. * Get a value from its key if present in the dictionary otherwise add it
  66360. * @param key the key to get the value from
  66361. * @param val if there's no such key/value pair in the dictionary add it with this value
  66362. * @return the value corresponding to the key
  66363. */
  66364. getOrAdd(key: string, val: T): T;
  66365. /**
  66366. * Check if there's a given key in the dictionary
  66367. * @param key the key to check for
  66368. * @return true if the key is present, false otherwise
  66369. */
  66370. contains(key: string): boolean;
  66371. /**
  66372. * Add a new key and its corresponding value
  66373. * @param key the key to add
  66374. * @param value the value corresponding to the key
  66375. * @return true if the operation completed successfully, false if we couldn't insert the key/value because there was already this key in the dictionary
  66376. */
  66377. add(key: string, value: T): boolean;
  66378. /**
  66379. * Update a specific value associated to a key
  66380. * @param key defines the key to use
  66381. * @param value defines the value to store
  66382. * @returns true if the value was updated (or false if the key was not found)
  66383. */
  66384. set(key: string, value: T): boolean;
  66385. /**
  66386. * Get the element of the given key and remove it from the dictionary
  66387. * @param key defines the key to search
  66388. * @returns the value associated with the key or null if not found
  66389. */
  66390. getAndRemove(key: string): Nullable<T>;
  66391. /**
  66392. * Remove a key/value from the dictionary.
  66393. * @param key the key to remove
  66394. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  66395. */
  66396. remove(key: string): boolean;
  66397. /**
  66398. * Clear the whole content of the dictionary
  66399. */
  66400. clear(): void;
  66401. /**
  66402. * Gets the current count
  66403. */
  66404. readonly count: number;
  66405. /**
  66406. * Execute a callback on each key/val of the dictionary.
  66407. * Note that you can remove any element in this dictionary in the callback implementation
  66408. * @param callback the callback to execute on a given key/value pair
  66409. */
  66410. forEach(callback: (key: string, val: T) => void): void;
  66411. /**
  66412. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  66413. * If the callback returns null or undefined the method will iterate to the next key/value pair
  66414. * Note that you can remove any element in this dictionary in the callback implementation
  66415. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  66416. * @returns the first item
  66417. */
  66418. first<TRes>(callback: (key: string, val: T) => TRes): TRes | null;
  66419. private _count;
  66420. private _data;
  66421. }
  66422. }
  66423. declare module BABYLON {
  66424. /**
  66425. * Class used to store gfx data (like WebGLBuffer)
  66426. */
  66427. export class DataBuffer {
  66428. /**
  66429. * Gets or sets the number of objects referencing this buffer
  66430. */
  66431. references: number;
  66432. /** Gets or sets the size of the underlying buffer */
  66433. capacity: number;
  66434. /**
  66435. * Gets or sets a boolean indicating if the buffer contains 32bits indices
  66436. */
  66437. is32Bits: boolean;
  66438. /**
  66439. * Gets the underlying buffer
  66440. */
  66441. readonly underlyingResource: any;
  66442. }
  66443. }
  66444. declare module BABYLON {
  66445. /**
  66446. * Class used to store data that will be store in GPU memory
  66447. */
  66448. export class Buffer {
  66449. private _engine;
  66450. private _buffer;
  66451. /** @hidden */
  66452. _data: Nullable<DataArray>;
  66453. private _updatable;
  66454. private _instanced;
  66455. /**
  66456. * Gets the byte stride.
  66457. */
  66458. readonly byteStride: number;
  66459. /**
  66460. * Constructor
  66461. * @param engine the engine
  66462. * @param data the data to use for this buffer
  66463. * @param updatable whether the data is updatable
  66464. * @param stride the stride (optional)
  66465. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  66466. * @param instanced whether the buffer is instanced (optional)
  66467. * @param useBytes set to true if the stride in in bytes (optional)
  66468. */
  66469. constructor(engine: any, data: DataArray, updatable: boolean, stride?: number, postponeInternalCreation?: boolean, instanced?: boolean, useBytes?: boolean);
  66470. /**
  66471. * Create a new VertexBuffer based on the current buffer
  66472. * @param kind defines the vertex buffer kind (position, normal, etc.)
  66473. * @param offset defines offset in the buffer (0 by default)
  66474. * @param size defines the size in floats of attributes (position is 3 for instance)
  66475. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  66476. * @param instanced defines if the vertex buffer contains indexed data
  66477. * @param useBytes defines if the offset and stride are in bytes
  66478. * @returns the new vertex buffer
  66479. */
  66480. createVertexBuffer(kind: string, offset: number, size: number, stride?: number, instanced?: boolean, useBytes?: boolean): VertexBuffer;
  66481. /**
  66482. * Gets a boolean indicating if the Buffer is updatable?
  66483. * @returns true if the buffer is updatable
  66484. */
  66485. isUpdatable(): boolean;
  66486. /**
  66487. * Gets current buffer's data
  66488. * @returns a DataArray or null
  66489. */
  66490. getData(): Nullable<DataArray>;
  66491. /**
  66492. * Gets underlying native buffer
  66493. * @returns underlying native buffer
  66494. */
  66495. getBuffer(): Nullable<DataBuffer>;
  66496. /**
  66497. * Gets the stride in float32 units (i.e. byte stride / 4).
  66498. * May not be an integer if the byte stride is not divisible by 4.
  66499. * DEPRECATED. Use byteStride instead.
  66500. * @returns the stride in float32 units
  66501. */
  66502. getStrideSize(): number;
  66503. /**
  66504. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  66505. * @param data defines the data to store
  66506. */
  66507. create(data?: Nullable<DataArray>): void;
  66508. /** @hidden */
  66509. _rebuild(): void;
  66510. /**
  66511. * Update current buffer data
  66512. * @param data defines the data to store
  66513. */
  66514. update(data: DataArray): void;
  66515. /**
  66516. * Updates the data directly.
  66517. * @param data the new data
  66518. * @param offset the new offset
  66519. * @param vertexCount the vertex count (optional)
  66520. * @param useBytes set to true if the offset is in bytes
  66521. */
  66522. updateDirectly(data: DataArray, offset: number, vertexCount?: number, useBytes?: boolean): void;
  66523. /**
  66524. * Release all resources
  66525. */
  66526. dispose(): void;
  66527. }
  66528. /**
  66529. * Specialized buffer used to store vertex data
  66530. */
  66531. export class VertexBuffer {
  66532. /** @hidden */
  66533. _buffer: Buffer;
  66534. private _kind;
  66535. private _size;
  66536. private _ownsBuffer;
  66537. private _instanced;
  66538. private _instanceDivisor;
  66539. /**
  66540. * The byte type.
  66541. */
  66542. static readonly BYTE: number;
  66543. /**
  66544. * The unsigned byte type.
  66545. */
  66546. static readonly UNSIGNED_BYTE: number;
  66547. /**
  66548. * The short type.
  66549. */
  66550. static readonly SHORT: number;
  66551. /**
  66552. * The unsigned short type.
  66553. */
  66554. static readonly UNSIGNED_SHORT: number;
  66555. /**
  66556. * The integer type.
  66557. */
  66558. static readonly INT: number;
  66559. /**
  66560. * The unsigned integer type.
  66561. */
  66562. static readonly UNSIGNED_INT: number;
  66563. /**
  66564. * The float type.
  66565. */
  66566. static readonly FLOAT: number;
  66567. /**
  66568. * Gets or sets the instance divisor when in instanced mode
  66569. */
  66570. instanceDivisor: number;
  66571. /**
  66572. * Gets the byte stride.
  66573. */
  66574. readonly byteStride: number;
  66575. /**
  66576. * Gets the byte offset.
  66577. */
  66578. readonly byteOffset: number;
  66579. /**
  66580. * Gets whether integer data values should be normalized into a certain range when being casted to a float.
  66581. */
  66582. readonly normalized: boolean;
  66583. /**
  66584. * Gets the data type of each component in the array.
  66585. */
  66586. readonly type: number;
  66587. /**
  66588. * Constructor
  66589. * @param engine the engine
  66590. * @param data the data to use for this vertex buffer
  66591. * @param kind the vertex buffer kind
  66592. * @param updatable whether the data is updatable
  66593. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  66594. * @param stride the stride (optional)
  66595. * @param instanced whether the buffer is instanced (optional)
  66596. * @param offset the offset of the data (optional)
  66597. * @param size the number of components (optional)
  66598. * @param type the type of the component (optional)
  66599. * @param normalized whether the data contains normalized data (optional)
  66600. * @param useBytes set to true if stride and offset are in bytes (optional)
  66601. */
  66602. constructor(engine: any, data: DataArray | Buffer, kind: string, updatable: boolean, postponeInternalCreation?: boolean, stride?: number, instanced?: boolean, offset?: number, size?: number, type?: number, normalized?: boolean, useBytes?: boolean);
  66603. /** @hidden */
  66604. _rebuild(): void;
  66605. /**
  66606. * Returns the kind of the VertexBuffer (string)
  66607. * @returns a string
  66608. */
  66609. getKind(): string;
  66610. /**
  66611. * Gets a boolean indicating if the VertexBuffer is updatable?
  66612. * @returns true if the buffer is updatable
  66613. */
  66614. isUpdatable(): boolean;
  66615. /**
  66616. * Gets current buffer's data
  66617. * @returns a DataArray or null
  66618. */
  66619. getData(): Nullable<DataArray>;
  66620. /**
  66621. * Gets underlying native buffer
  66622. * @returns underlying native buffer
  66623. */
  66624. getBuffer(): Nullable<DataBuffer>;
  66625. /**
  66626. * Gets the stride in float32 units (i.e. byte stride / 4).
  66627. * May not be an integer if the byte stride is not divisible by 4.
  66628. * DEPRECATED. Use byteStride instead.
  66629. * @returns the stride in float32 units
  66630. */
  66631. getStrideSize(): number;
  66632. /**
  66633. * Returns the offset as a multiple of the type byte length.
  66634. * DEPRECATED. Use byteOffset instead.
  66635. * @returns the offset in bytes
  66636. */
  66637. getOffset(): number;
  66638. /**
  66639. * Returns the number of components per vertex attribute (integer)
  66640. * @returns the size in float
  66641. */
  66642. getSize(): number;
  66643. /**
  66644. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  66645. * @returns true if this buffer is instanced
  66646. */
  66647. getIsInstanced(): boolean;
  66648. /**
  66649. * Returns the instancing divisor, zero for non-instanced (integer).
  66650. * @returns a number
  66651. */
  66652. getInstanceDivisor(): number;
  66653. /**
  66654. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  66655. * @param data defines the data to store
  66656. */
  66657. create(data?: DataArray): void;
  66658. /**
  66659. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  66660. * This function will create a new buffer if the current one is not updatable
  66661. * @param data defines the data to store
  66662. */
  66663. update(data: DataArray): void;
  66664. /**
  66665. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  66666. * Returns the directly updated WebGLBuffer.
  66667. * @param data the new data
  66668. * @param offset the new offset
  66669. * @param useBytes set to true if the offset is in bytes
  66670. */
  66671. updateDirectly(data: DataArray, offset: number, useBytes?: boolean): void;
  66672. /**
  66673. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  66674. */
  66675. dispose(): void;
  66676. /**
  66677. * Enumerates each value of this vertex buffer as numbers.
  66678. * @param count the number of values to enumerate
  66679. * @param callback the callback function called for each value
  66680. */
  66681. forEach(count: number, callback: (value: number, index: number) => void): void;
  66682. /**
  66683. * Positions
  66684. */
  66685. static readonly PositionKind: string;
  66686. /**
  66687. * Normals
  66688. */
  66689. static readonly NormalKind: string;
  66690. /**
  66691. * Tangents
  66692. */
  66693. static readonly TangentKind: string;
  66694. /**
  66695. * Texture coordinates
  66696. */
  66697. static readonly UVKind: string;
  66698. /**
  66699. * Texture coordinates 2
  66700. */
  66701. static readonly UV2Kind: string;
  66702. /**
  66703. * Texture coordinates 3
  66704. */
  66705. static readonly UV3Kind: string;
  66706. /**
  66707. * Texture coordinates 4
  66708. */
  66709. static readonly UV4Kind: string;
  66710. /**
  66711. * Texture coordinates 5
  66712. */
  66713. static readonly UV5Kind: string;
  66714. /**
  66715. * Texture coordinates 6
  66716. */
  66717. static readonly UV6Kind: string;
  66718. /**
  66719. * Colors
  66720. */
  66721. static readonly ColorKind: string;
  66722. /**
  66723. * Matrix indices (for bones)
  66724. */
  66725. static readonly MatricesIndicesKind: string;
  66726. /**
  66727. * Matrix weights (for bones)
  66728. */
  66729. static readonly MatricesWeightsKind: string;
  66730. /**
  66731. * Additional matrix indices (for bones)
  66732. */
  66733. static readonly MatricesIndicesExtraKind: string;
  66734. /**
  66735. * Additional matrix weights (for bones)
  66736. */
  66737. static readonly MatricesWeightsExtraKind: string;
  66738. /**
  66739. * Deduces the stride given a kind.
  66740. * @param kind The kind string to deduce
  66741. * @returns The deduced stride
  66742. */
  66743. static DeduceStride(kind: string): number;
  66744. /**
  66745. * Gets the byte length of the given type.
  66746. * @param type the type
  66747. * @returns the number of bytes
  66748. */
  66749. static GetTypeByteLength(type: number): number;
  66750. /**
  66751. * Enumerates each value of the given parameters as numbers.
  66752. * @param data the data to enumerate
  66753. * @param byteOffset the byte offset of the data
  66754. * @param byteStride the byte stride of the data
  66755. * @param componentCount the number of components per element
  66756. * @param componentType the type of the component
  66757. * @param count the number of values to enumerate
  66758. * @param normalized whether the data is normalized
  66759. * @param callback the callback function called for each value
  66760. */
  66761. static ForEach(data: DataArray, byteOffset: number, byteStride: number, componentCount: number, componentType: number, count: number, normalized: boolean, callback: (value: number, index: number) => void): void;
  66762. private static _GetFloatValue;
  66763. }
  66764. }
  66765. declare module BABYLON {
  66766. /**
  66767. * Scalar computation library
  66768. */
  66769. export class Scalar {
  66770. /**
  66771. * Two pi constants convenient for computation.
  66772. */
  66773. static TwoPi: number;
  66774. /**
  66775. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  66776. * @param a number
  66777. * @param b number
  66778. * @param epsilon (default = 1.401298E-45)
  66779. * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  66780. */
  66781. static WithinEpsilon(a: number, b: number, epsilon?: number): boolean;
  66782. /**
  66783. * Returns a string : the upper case translation of the number i to hexadecimal.
  66784. * @param i number
  66785. * @returns the upper case translation of the number i to hexadecimal.
  66786. */
  66787. static ToHex(i: number): string;
  66788. /**
  66789. * Returns -1 if value is negative and +1 is value is positive.
  66790. * @param value the value
  66791. * @returns the value itself if it's equal to zero.
  66792. */
  66793. static Sign(value: number): number;
  66794. /**
  66795. * Returns the value itself if it's between min and max.
  66796. * Returns min if the value is lower than min.
  66797. * Returns max if the value is greater than max.
  66798. * @param value the value to clmap
  66799. * @param min the min value to clamp to (default: 0)
  66800. * @param max the max value to clamp to (default: 1)
  66801. * @returns the clamped value
  66802. */
  66803. static Clamp(value: number, min?: number, max?: number): number;
  66804. /**
  66805. * the log2 of value.
  66806. * @param value the value to compute log2 of
  66807. * @returns the log2 of value.
  66808. */
  66809. static Log2(value: number): number;
  66810. /**
  66811. * Loops the value, so that it is never larger than length and never smaller than 0.
  66812. *
  66813. * This is similar to the modulo operator but it works with floating point numbers.
  66814. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  66815. * With t = 5 and length = 2.5, the result would be 0.0.
  66816. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  66817. * @param value the value
  66818. * @param length the length
  66819. * @returns the looped value
  66820. */
  66821. static Repeat(value: number, length: number): number;
  66822. /**
  66823. * Normalize the value between 0.0 and 1.0 using min and max values
  66824. * @param value value to normalize
  66825. * @param min max to normalize between
  66826. * @param max min to normalize between
  66827. * @returns the normalized value
  66828. */
  66829. static Normalize(value: number, min: number, max: number): number;
  66830. /**
  66831. * Denormalize the value from 0.0 and 1.0 using min and max values
  66832. * @param normalized value to denormalize
  66833. * @param min max to denormalize between
  66834. * @param max min to denormalize between
  66835. * @returns the denormalized value
  66836. */
  66837. static Denormalize(normalized: number, min: number, max: number): number;
  66838. /**
  66839. * Calculates the shortest difference between two given angles given in degrees.
  66840. * @param current current angle in degrees
  66841. * @param target target angle in degrees
  66842. * @returns the delta
  66843. */
  66844. static DeltaAngle(current: number, target: number): number;
  66845. /**
  66846. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  66847. * @param tx value
  66848. * @param length length
  66849. * @returns The returned value will move back and forth between 0 and length
  66850. */
  66851. static PingPong(tx: number, length: number): number;
  66852. /**
  66853. * Interpolates between min and max with smoothing at the limits.
  66854. *
  66855. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  66856. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  66857. * @param from from
  66858. * @param to to
  66859. * @param tx value
  66860. * @returns the smooth stepped value
  66861. */
  66862. static SmoothStep(from: number, to: number, tx: number): number;
  66863. /**
  66864. * Moves a value current towards target.
  66865. *
  66866. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  66867. * Negative values of maxDelta pushes the value away from target.
  66868. * @param current current value
  66869. * @param target target value
  66870. * @param maxDelta max distance to move
  66871. * @returns resulting value
  66872. */
  66873. static MoveTowards(current: number, target: number, maxDelta: number): number;
  66874. /**
  66875. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  66876. *
  66877. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  66878. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  66879. * @param current current value
  66880. * @param target target value
  66881. * @param maxDelta max distance to move
  66882. * @returns resulting angle
  66883. */
  66884. static MoveTowardsAngle(current: number, target: number, maxDelta: number): number;
  66885. /**
  66886. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  66887. * @param start start value
  66888. * @param end target value
  66889. * @param amount amount to lerp between
  66890. * @returns the lerped value
  66891. */
  66892. static Lerp(start: number, end: number, amount: number): number;
  66893. /**
  66894. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  66895. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  66896. * @param start start value
  66897. * @param end target value
  66898. * @param amount amount to lerp between
  66899. * @returns the lerped value
  66900. */
  66901. static LerpAngle(start: number, end: number, amount: number): number;
  66902. /**
  66903. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  66904. * @param a start value
  66905. * @param b target value
  66906. * @param value value between a and b
  66907. * @returns the inverseLerp value
  66908. */
  66909. static InverseLerp(a: number, b: number, value: number): number;
  66910. /**
  66911. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  66912. * @see http://mathworld.wolfram.com/HermitePolynomial.html
  66913. * @param value1 spline value
  66914. * @param tangent1 spline value
  66915. * @param value2 spline value
  66916. * @param tangent2 spline value
  66917. * @param amount input value
  66918. * @returns hermite result
  66919. */
  66920. static Hermite(value1: number, tangent1: number, value2: number, tangent2: number, amount: number): number;
  66921. /**
  66922. * Returns a random float number between and min and max values
  66923. * @param min min value of random
  66924. * @param max max value of random
  66925. * @returns random value
  66926. */
  66927. static RandomRange(min: number, max: number): number;
  66928. /**
  66929. * This function returns percentage of a number in a given range.
  66930. *
  66931. * RangeToPercent(40,20,60) will return 0.5 (50%)
  66932. * RangeToPercent(34,0,100) will return 0.34 (34%)
  66933. * @param number to convert to percentage
  66934. * @param min min range
  66935. * @param max max range
  66936. * @returns the percentage
  66937. */
  66938. static RangeToPercent(number: number, min: number, max: number): number;
  66939. /**
  66940. * This function returns number that corresponds to the percentage in a given range.
  66941. *
  66942. * PercentToRange(0.34,0,100) will return 34.
  66943. * @param percent to convert to number
  66944. * @param min min range
  66945. * @param max max range
  66946. * @returns the number
  66947. */
  66948. static PercentToRange(percent: number, min: number, max: number): number;
  66949. /**
  66950. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  66951. * @param angle The angle to normalize in radian.
  66952. * @return The converted angle.
  66953. */
  66954. static NormalizeRadians(angle: number): number;
  66955. }
  66956. }
  66957. declare module BABYLON {
  66958. /**
  66959. * Constant used to convert a value to gamma space
  66960. * @ignorenaming
  66961. */
  66962. export const ToGammaSpace: number;
  66963. /**
  66964. * Constant used to convert a value to linear space
  66965. * @ignorenaming
  66966. */
  66967. export const ToLinearSpace = 2.2;
  66968. /**
  66969. * Constant used to define the minimal number value in Babylon.js
  66970. * @ignorenaming
  66971. */
  66972. let Epsilon: number;
  66973. }
  66974. declare module BABYLON {
  66975. /**
  66976. * Class used to represent a viewport on screen
  66977. */
  66978. export class Viewport {
  66979. /** viewport left coordinate */
  66980. x: number;
  66981. /** viewport top coordinate */
  66982. y: number;
  66983. /**viewport width */
  66984. width: number;
  66985. /** viewport height */
  66986. height: number;
  66987. /**
  66988. * Creates a Viewport object located at (x, y) and sized (width, height)
  66989. * @param x defines viewport left coordinate
  66990. * @param y defines viewport top coordinate
  66991. * @param width defines the viewport width
  66992. * @param height defines the viewport height
  66993. */
  66994. constructor(
  66995. /** viewport left coordinate */
  66996. x: number,
  66997. /** viewport top coordinate */
  66998. y: number,
  66999. /**viewport width */
  67000. width: number,
  67001. /** viewport height */
  67002. height: number);
  67003. /**
  67004. * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
  67005. * @param renderWidth defines the rendering width
  67006. * @param renderHeight defines the rendering height
  67007. * @returns a new Viewport
  67008. */
  67009. toGlobal(renderWidth: number, renderHeight: number): Viewport;
  67010. /**
  67011. * Stores absolute viewport value into a target viewport (from 0-> width, 0-> height instead of 0->1)
  67012. * @param renderWidth defines the rendering width
  67013. * @param renderHeight defines the rendering height
  67014. * @param ref defines the target viewport
  67015. * @returns the current viewport
  67016. */
  67017. toGlobalToRef(renderWidth: number, renderHeight: number, ref: Viewport): Viewport;
  67018. /**
  67019. * Returns a new Viewport copied from the current one
  67020. * @returns a new Viewport
  67021. */
  67022. clone(): Viewport;
  67023. }
  67024. }
  67025. declare module BABYLON {
  67026. /**
  67027. * Class containing a set of static utilities functions for arrays.
  67028. */
  67029. export class ArrayTools {
  67030. /**
  67031. * Returns an array of the given size filled with element built from the given constructor and the paramters
  67032. * @param size the number of element to construct and put in the array
  67033. * @param itemBuilder a callback responsible for creating new instance of item. Called once per array entry.
  67034. * @returns a new array filled with new objects
  67035. */
  67036. static BuildArray<T>(size: number, itemBuilder: () => T): Array<T>;
  67037. }
  67038. }
  67039. declare module BABYLON {
  67040. /**
  67041. * @hidden
  67042. */
  67043. export interface IColor4Like {
  67044. r: float;
  67045. g: float;
  67046. b: float;
  67047. a: float;
  67048. }
  67049. /**
  67050. * @hidden
  67051. */
  67052. export interface IColor3Like {
  67053. r: float;
  67054. g: float;
  67055. b: float;
  67056. }
  67057. /**
  67058. * @hidden
  67059. */
  67060. export interface IVector4Like {
  67061. x: float;
  67062. y: float;
  67063. z: float;
  67064. w: float;
  67065. }
  67066. /**
  67067. * @hidden
  67068. */
  67069. export interface IVector3Like {
  67070. x: float;
  67071. y: float;
  67072. z: float;
  67073. }
  67074. /**
  67075. * @hidden
  67076. */
  67077. export interface IVector2Like {
  67078. x: float;
  67079. y: float;
  67080. }
  67081. /**
  67082. * @hidden
  67083. */
  67084. export interface IMatrixLike {
  67085. toArray(): DeepImmutable<Float32Array>;
  67086. updateFlag: int;
  67087. }
  67088. /**
  67089. * @hidden
  67090. */
  67091. export interface IViewportLike {
  67092. x: float;
  67093. y: float;
  67094. width: float;
  67095. height: float;
  67096. }
  67097. /**
  67098. * @hidden
  67099. */
  67100. export interface IPlaneLike {
  67101. normal: IVector3Like;
  67102. d: float;
  67103. normalize(): void;
  67104. }
  67105. }
  67106. declare module BABYLON {
  67107. /**
  67108. * Class representing a vector containing 2 coordinates
  67109. */
  67110. export class Vector2 {
  67111. /** defines the first coordinate */
  67112. x: number;
  67113. /** defines the second coordinate */
  67114. y: number;
  67115. /**
  67116. * Creates a new Vector2 from the given x and y coordinates
  67117. * @param x defines the first coordinate
  67118. * @param y defines the second coordinate
  67119. */
  67120. constructor(
  67121. /** defines the first coordinate */
  67122. x?: number,
  67123. /** defines the second coordinate */
  67124. y?: number);
  67125. /**
  67126. * Gets a string with the Vector2 coordinates
  67127. * @returns a string with the Vector2 coordinates
  67128. */
  67129. toString(): string;
  67130. /**
  67131. * Gets class name
  67132. * @returns the string "Vector2"
  67133. */
  67134. getClassName(): string;
  67135. /**
  67136. * Gets current vector hash code
  67137. * @returns the Vector2 hash code as a number
  67138. */
  67139. getHashCode(): number;
  67140. /**
  67141. * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
  67142. * @param array defines the source array
  67143. * @param index defines the offset in source array
  67144. * @returns the current Vector2
  67145. */
  67146. toArray(array: FloatArray, index?: number): Vector2;
  67147. /**
  67148. * Copy the current vector to an array
  67149. * @returns a new array with 2 elements: the Vector2 coordinates.
  67150. */
  67151. asArray(): number[];
  67152. /**
  67153. * Sets the Vector2 coordinates with the given Vector2 coordinates
  67154. * @param source defines the source Vector2
  67155. * @returns the current updated Vector2
  67156. */
  67157. copyFrom(source: DeepImmutable<Vector2>): Vector2;
  67158. /**
  67159. * Sets the Vector2 coordinates with the given floats
  67160. * @param x defines the first coordinate
  67161. * @param y defines the second coordinate
  67162. * @returns the current updated Vector2
  67163. */
  67164. copyFromFloats(x: number, y: number): Vector2;
  67165. /**
  67166. * Sets the Vector2 coordinates with the given floats
  67167. * @param x defines the first coordinate
  67168. * @param y defines the second coordinate
  67169. * @returns the current updated Vector2
  67170. */
  67171. set(x: number, y: number): Vector2;
  67172. /**
  67173. * Add another vector with the current one
  67174. * @param otherVector defines the other vector
  67175. * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
  67176. */
  67177. add(otherVector: DeepImmutable<Vector2>): Vector2;
  67178. /**
  67179. * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
  67180. * @param otherVector defines the other vector
  67181. * @param result defines the target vector
  67182. * @returns the unmodified current Vector2
  67183. */
  67184. addToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  67185. /**
  67186. * Set the Vector2 coordinates by adding the given Vector2 coordinates
  67187. * @param otherVector defines the other vector
  67188. * @returns the current updated Vector2
  67189. */
  67190. addInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  67191. /**
  67192. * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
  67193. * @param otherVector defines the other vector
  67194. * @returns a new Vector2
  67195. */
  67196. addVector3(otherVector: Vector3): Vector2;
  67197. /**
  67198. * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
  67199. * @param otherVector defines the other vector
  67200. * @returns a new Vector2
  67201. */
  67202. subtract(otherVector: Vector2): Vector2;
  67203. /**
  67204. * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
  67205. * @param otherVector defines the other vector
  67206. * @param result defines the target vector
  67207. * @returns the unmodified current Vector2
  67208. */
  67209. subtractToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  67210. /**
  67211. * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
  67212. * @param otherVector defines the other vector
  67213. * @returns the current updated Vector2
  67214. */
  67215. subtractInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  67216. /**
  67217. * Multiplies in place the current Vector2 coordinates by the given ones
  67218. * @param otherVector defines the other vector
  67219. * @returns the current updated Vector2
  67220. */
  67221. multiplyInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  67222. /**
  67223. * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
  67224. * @param otherVector defines the other vector
  67225. * @returns a new Vector2
  67226. */
  67227. multiply(otherVector: DeepImmutable<Vector2>): Vector2;
  67228. /**
  67229. * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
  67230. * @param otherVector defines the other vector
  67231. * @param result defines the target vector
  67232. * @returns the unmodified current Vector2
  67233. */
  67234. multiplyToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  67235. /**
  67236. * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
  67237. * @param x defines the first coordinate
  67238. * @param y defines the second coordinate
  67239. * @returns a new Vector2
  67240. */
  67241. multiplyByFloats(x: number, y: number): Vector2;
  67242. /**
  67243. * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
  67244. * @param otherVector defines the other vector
  67245. * @returns a new Vector2
  67246. */
  67247. divide(otherVector: Vector2): Vector2;
  67248. /**
  67249. * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
  67250. * @param otherVector defines the other vector
  67251. * @param result defines the target vector
  67252. * @returns the unmodified current Vector2
  67253. */
  67254. divideToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  67255. /**
  67256. * Divides the current Vector2 coordinates by the given ones
  67257. * @param otherVector defines the other vector
  67258. * @returns the current updated Vector2
  67259. */
  67260. divideInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  67261. /**
  67262. * Gets a new Vector2 with current Vector2 negated coordinates
  67263. * @returns a new Vector2
  67264. */
  67265. negate(): Vector2;
  67266. /**
  67267. * Multiply the Vector2 coordinates by scale
  67268. * @param scale defines the scaling factor
  67269. * @returns the current updated Vector2
  67270. */
  67271. scaleInPlace(scale: number): Vector2;
  67272. /**
  67273. * Returns a new Vector2 scaled by "scale" from the current Vector2
  67274. * @param scale defines the scaling factor
  67275. * @returns a new Vector2
  67276. */
  67277. scale(scale: number): Vector2;
  67278. /**
  67279. * Scale the current Vector2 values by a factor to a given Vector2
  67280. * @param scale defines the scale factor
  67281. * @param result defines the Vector2 object where to store the result
  67282. * @returns the unmodified current Vector2
  67283. */
  67284. scaleToRef(scale: number, result: Vector2): Vector2;
  67285. /**
  67286. * Scale the current Vector2 values by a factor and add the result to a given Vector2
  67287. * @param scale defines the scale factor
  67288. * @param result defines the Vector2 object where to store the result
  67289. * @returns the unmodified current Vector2
  67290. */
  67291. scaleAndAddToRef(scale: number, result: Vector2): Vector2;
  67292. /**
  67293. * Gets a boolean if two vectors are equals
  67294. * @param otherVector defines the other vector
  67295. * @returns true if the given vector coordinates strictly equal the current Vector2 ones
  67296. */
  67297. equals(otherVector: DeepImmutable<Vector2>): boolean;
  67298. /**
  67299. * Gets a boolean if two vectors are equals (using an epsilon value)
  67300. * @param otherVector defines the other vector
  67301. * @param epsilon defines the minimal distance to consider equality
  67302. * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
  67303. */
  67304. equalsWithEpsilon(otherVector: DeepImmutable<Vector2>, epsilon?: number): boolean;
  67305. /**
  67306. * Gets a new Vector2 from current Vector2 floored values
  67307. * @returns a new Vector2
  67308. */
  67309. floor(): Vector2;
  67310. /**
  67311. * Gets a new Vector2 from current Vector2 floored values
  67312. * @returns a new Vector2
  67313. */
  67314. fract(): Vector2;
  67315. /**
  67316. * Gets the length of the vector
  67317. * @returns the vector length (float)
  67318. */
  67319. length(): number;
  67320. /**
  67321. * Gets the vector squared length
  67322. * @returns the vector squared length (float)
  67323. */
  67324. lengthSquared(): number;
  67325. /**
  67326. * Normalize the vector
  67327. * @returns the current updated Vector2
  67328. */
  67329. normalize(): Vector2;
  67330. /**
  67331. * Gets a new Vector2 copied from the Vector2
  67332. * @returns a new Vector2
  67333. */
  67334. clone(): Vector2;
  67335. /**
  67336. * Gets a new Vector2(0, 0)
  67337. * @returns a new Vector2
  67338. */
  67339. static Zero(): Vector2;
  67340. /**
  67341. * Gets a new Vector2(1, 1)
  67342. * @returns a new Vector2
  67343. */
  67344. static One(): Vector2;
  67345. /**
  67346. * Gets a new Vector2 set from the given index element of the given array
  67347. * @param array defines the data source
  67348. * @param offset defines the offset in the data source
  67349. * @returns a new Vector2
  67350. */
  67351. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector2;
  67352. /**
  67353. * Sets "result" from the given index element of the given array
  67354. * @param array defines the data source
  67355. * @param offset defines the offset in the data source
  67356. * @param result defines the target vector
  67357. */
  67358. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector2): void;
  67359. /**
  67360. * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
  67361. * @param value1 defines 1st point of control
  67362. * @param value2 defines 2nd point of control
  67363. * @param value3 defines 3rd point of control
  67364. * @param value4 defines 4th point of control
  67365. * @param amount defines the interpolation factor
  67366. * @returns a new Vector2
  67367. */
  67368. static CatmullRom(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, value3: DeepImmutable<Vector2>, value4: DeepImmutable<Vector2>, amount: number): Vector2;
  67369. /**
  67370. * Returns a new Vector2 set with same the coordinates than "value" ones if the vector "value" is in the square defined by "min" and "max".
  67371. * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
  67372. * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
  67373. * @param value defines the value to clamp
  67374. * @param min defines the lower limit
  67375. * @param max defines the upper limit
  67376. * @returns a new Vector2
  67377. */
  67378. static Clamp(value: DeepImmutable<Vector2>, min: DeepImmutable<Vector2>, max: DeepImmutable<Vector2>): Vector2;
  67379. /**
  67380. * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
  67381. * @param value1 defines the 1st control point
  67382. * @param tangent1 defines the outgoing tangent
  67383. * @param value2 defines the 2nd control point
  67384. * @param tangent2 defines the incoming tangent
  67385. * @param amount defines the interpolation factor
  67386. * @returns a new Vector2
  67387. */
  67388. static Hermite(value1: DeepImmutable<Vector2>, tangent1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, tangent2: DeepImmutable<Vector2>, amount: number): Vector2;
  67389. /**
  67390. * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
  67391. * @param start defines the start vector
  67392. * @param end defines the end vector
  67393. * @param amount defines the interpolation factor
  67394. * @returns a new Vector2
  67395. */
  67396. static Lerp(start: DeepImmutable<Vector2>, end: DeepImmutable<Vector2>, amount: number): Vector2;
  67397. /**
  67398. * Gets the dot product of the vector "left" and the vector "right"
  67399. * @param left defines first vector
  67400. * @param right defines second vector
  67401. * @returns the dot product (float)
  67402. */
  67403. static Dot(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): number;
  67404. /**
  67405. * Returns a new Vector2 equal to the normalized given vector
  67406. * @param vector defines the vector to normalize
  67407. * @returns a new Vector2
  67408. */
  67409. static Normalize(vector: DeepImmutable<Vector2>): Vector2;
  67410. /**
  67411. * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
  67412. * @param left defines 1st vector
  67413. * @param right defines 2nd vector
  67414. * @returns a new Vector2
  67415. */
  67416. static Minimize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  67417. /**
  67418. * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
  67419. * @param left defines 1st vector
  67420. * @param right defines 2nd vector
  67421. * @returns a new Vector2
  67422. */
  67423. static Maximize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  67424. /**
  67425. * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
  67426. * @param vector defines the vector to transform
  67427. * @param transformation defines the matrix to apply
  67428. * @returns a new Vector2
  67429. */
  67430. static Transform(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>): Vector2;
  67431. /**
  67432. * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
  67433. * @param vector defines the vector to transform
  67434. * @param transformation defines the matrix to apply
  67435. * @param result defines the target vector
  67436. */
  67437. static TransformToRef(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>, result: Vector2): void;
  67438. /**
  67439. * Determines if a given vector is included in a triangle
  67440. * @param p defines the vector to test
  67441. * @param p0 defines 1st triangle point
  67442. * @param p1 defines 2nd triangle point
  67443. * @param p2 defines 3rd triangle point
  67444. * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
  67445. */
  67446. static PointInTriangle(p: DeepImmutable<Vector2>, p0: DeepImmutable<Vector2>, p1: DeepImmutable<Vector2>, p2: DeepImmutable<Vector2>): boolean;
  67447. /**
  67448. * Gets the distance between the vectors "value1" and "value2"
  67449. * @param value1 defines first vector
  67450. * @param value2 defines second vector
  67451. * @returns the distance between vectors
  67452. */
  67453. static Distance(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  67454. /**
  67455. * Returns the squared distance between the vectors "value1" and "value2"
  67456. * @param value1 defines first vector
  67457. * @param value2 defines second vector
  67458. * @returns the squared distance between vectors
  67459. */
  67460. static DistanceSquared(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  67461. /**
  67462. * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
  67463. * @param value1 defines first vector
  67464. * @param value2 defines second vector
  67465. * @returns a new Vector2
  67466. */
  67467. static Center(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): Vector2;
  67468. /**
  67469. * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
  67470. * @param p defines the middle point
  67471. * @param segA defines one point of the segment
  67472. * @param segB defines the other point of the segment
  67473. * @returns the shortest distance
  67474. */
  67475. static DistanceOfPointFromSegment(p: DeepImmutable<Vector2>, segA: DeepImmutable<Vector2>, segB: DeepImmutable<Vector2>): number;
  67476. }
  67477. /**
  67478. * Classed used to store (x,y,z) vector representation
  67479. * A Vector3 is the main object used in 3D geometry
  67480. * It can represent etiher the coordinates of a point the space, either a direction
  67481. * Reminder: js uses a left handed forward facing system
  67482. */
  67483. export class Vector3 {
  67484. /**
  67485. * Defines the first coordinates (on X axis)
  67486. */
  67487. x: number;
  67488. /**
  67489. * Defines the second coordinates (on Y axis)
  67490. */
  67491. y: number;
  67492. /**
  67493. * Defines the third coordinates (on Z axis)
  67494. */
  67495. z: number;
  67496. private static _UpReadOnly;
  67497. private static _ZeroReadOnly;
  67498. /**
  67499. * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
  67500. * @param x defines the first coordinates (on X axis)
  67501. * @param y defines the second coordinates (on Y axis)
  67502. * @param z defines the third coordinates (on Z axis)
  67503. */
  67504. constructor(
  67505. /**
  67506. * Defines the first coordinates (on X axis)
  67507. */
  67508. x?: number,
  67509. /**
  67510. * Defines the second coordinates (on Y axis)
  67511. */
  67512. y?: number,
  67513. /**
  67514. * Defines the third coordinates (on Z axis)
  67515. */
  67516. z?: number);
  67517. /**
  67518. * Creates a string representation of the Vector3
  67519. * @returns a string with the Vector3 coordinates.
  67520. */
  67521. toString(): string;
  67522. /**
  67523. * Gets the class name
  67524. * @returns the string "Vector3"
  67525. */
  67526. getClassName(): string;
  67527. /**
  67528. * Creates the Vector3 hash code
  67529. * @returns a number which tends to be unique between Vector3 instances
  67530. */
  67531. getHashCode(): number;
  67532. /**
  67533. * Creates an array containing three elements : the coordinates of the Vector3
  67534. * @returns a new array of numbers
  67535. */
  67536. asArray(): number[];
  67537. /**
  67538. * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
  67539. * @param array defines the destination array
  67540. * @param index defines the offset in the destination array
  67541. * @returns the current Vector3
  67542. */
  67543. toArray(array: FloatArray, index?: number): Vector3;
  67544. /**
  67545. * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
  67546. * @returns a new Quaternion object, computed from the Vector3 coordinates
  67547. */
  67548. toQuaternion(): Quaternion;
  67549. /**
  67550. * Adds the given vector to the current Vector3
  67551. * @param otherVector defines the second operand
  67552. * @returns the current updated Vector3
  67553. */
  67554. addInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  67555. /**
  67556. * Adds the given coordinates to the current Vector3
  67557. * @param x defines the x coordinate of the operand
  67558. * @param y defines the y coordinate of the operand
  67559. * @param z defines the z coordinate of the operand
  67560. * @returns the current updated Vector3
  67561. */
  67562. addInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  67563. /**
  67564. * Gets a new Vector3, result of the addition the current Vector3 and the given vector
  67565. * @param otherVector defines the second operand
  67566. * @returns the resulting Vector3
  67567. */
  67568. add(otherVector: DeepImmutable<Vector3>): Vector3;
  67569. /**
  67570. * Adds the current Vector3 to the given one and stores the result in the vector "result"
  67571. * @param otherVector defines the second operand
  67572. * @param result defines the Vector3 object where to store the result
  67573. * @returns the current Vector3
  67574. */
  67575. addToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  67576. /**
  67577. * Subtract the given vector from the current Vector3
  67578. * @param otherVector defines the second operand
  67579. * @returns the current updated Vector3
  67580. */
  67581. subtractInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  67582. /**
  67583. * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
  67584. * @param otherVector defines the second operand
  67585. * @returns the resulting Vector3
  67586. */
  67587. subtract(otherVector: DeepImmutable<Vector3>): Vector3;
  67588. /**
  67589. * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
  67590. * @param otherVector defines the second operand
  67591. * @param result defines the Vector3 object where to store the result
  67592. * @returns the current Vector3
  67593. */
  67594. subtractToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  67595. /**
  67596. * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
  67597. * @param x defines the x coordinate of the operand
  67598. * @param y defines the y coordinate of the operand
  67599. * @param z defines the z coordinate of the operand
  67600. * @returns the resulting Vector3
  67601. */
  67602. subtractFromFloats(x: number, y: number, z: number): Vector3;
  67603. /**
  67604. * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
  67605. * @param x defines the x coordinate of the operand
  67606. * @param y defines the y coordinate of the operand
  67607. * @param z defines the z coordinate of the operand
  67608. * @param result defines the Vector3 object where to store the result
  67609. * @returns the current Vector3
  67610. */
  67611. subtractFromFloatsToRef(x: number, y: number, z: number, result: Vector3): Vector3;
  67612. /**
  67613. * Gets a new Vector3 set with the current Vector3 negated coordinates
  67614. * @returns a new Vector3
  67615. */
  67616. negate(): Vector3;
  67617. /**
  67618. * Multiplies the Vector3 coordinates by the float "scale"
  67619. * @param scale defines the multiplier factor
  67620. * @returns the current updated Vector3
  67621. */
  67622. scaleInPlace(scale: number): Vector3;
  67623. /**
  67624. * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
  67625. * @param scale defines the multiplier factor
  67626. * @returns a new Vector3
  67627. */
  67628. scale(scale: number): Vector3;
  67629. /**
  67630. * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
  67631. * @param scale defines the multiplier factor
  67632. * @param result defines the Vector3 object where to store the result
  67633. * @returns the current Vector3
  67634. */
  67635. scaleToRef(scale: number, result: Vector3): Vector3;
  67636. /**
  67637. * Scale the current Vector3 values by a factor and add the result to a given Vector3
  67638. * @param scale defines the scale factor
  67639. * @param result defines the Vector3 object where to store the result
  67640. * @returns the unmodified current Vector3
  67641. */
  67642. scaleAndAddToRef(scale: number, result: Vector3): Vector3;
  67643. /**
  67644. * Returns true if the current Vector3 and the given vector coordinates are strictly equal
  67645. * @param otherVector defines the second operand
  67646. * @returns true if both vectors are equals
  67647. */
  67648. equals(otherVector: DeepImmutable<Vector3>): boolean;
  67649. /**
  67650. * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
  67651. * @param otherVector defines the second operand
  67652. * @param epsilon defines the minimal distance to define values as equals
  67653. * @returns true if both vectors are distant less than epsilon
  67654. */
  67655. equalsWithEpsilon(otherVector: DeepImmutable<Vector3>, epsilon?: number): boolean;
  67656. /**
  67657. * Returns true if the current Vector3 coordinates equals the given floats
  67658. * @param x defines the x coordinate of the operand
  67659. * @param y defines the y coordinate of the operand
  67660. * @param z defines the z coordinate of the operand
  67661. * @returns true if both vectors are equals
  67662. */
  67663. equalsToFloats(x: number, y: number, z: number): boolean;
  67664. /**
  67665. * Multiplies the current Vector3 coordinates by the given ones
  67666. * @param otherVector defines the second operand
  67667. * @returns the current updated Vector3
  67668. */
  67669. multiplyInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  67670. /**
  67671. * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
  67672. * @param otherVector defines the second operand
  67673. * @returns the new Vector3
  67674. */
  67675. multiply(otherVector: DeepImmutable<Vector3>): Vector3;
  67676. /**
  67677. * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
  67678. * @param otherVector defines the second operand
  67679. * @param result defines the Vector3 object where to store the result
  67680. * @returns the current Vector3
  67681. */
  67682. multiplyToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  67683. /**
  67684. * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
  67685. * @param x defines the x coordinate of the operand
  67686. * @param y defines the y coordinate of the operand
  67687. * @param z defines the z coordinate of the operand
  67688. * @returns the new Vector3
  67689. */
  67690. multiplyByFloats(x: number, y: number, z: number): Vector3;
  67691. /**
  67692. * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
  67693. * @param otherVector defines the second operand
  67694. * @returns the new Vector3
  67695. */
  67696. divide(otherVector: DeepImmutable<Vector3>): Vector3;
  67697. /**
  67698. * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result"
  67699. * @param otherVector defines the second operand
  67700. * @param result defines the Vector3 object where to store the result
  67701. * @returns the current Vector3
  67702. */
  67703. divideToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  67704. /**
  67705. * Divides the current Vector3 coordinates by the given ones.
  67706. * @param otherVector defines the second operand
  67707. * @returns the current updated Vector3
  67708. */
  67709. divideInPlace(otherVector: Vector3): Vector3;
  67710. /**
  67711. * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
  67712. * @param other defines the second operand
  67713. * @returns the current updated Vector3
  67714. */
  67715. minimizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  67716. /**
  67717. * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
  67718. * @param other defines the second operand
  67719. * @returns the current updated Vector3
  67720. */
  67721. maximizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  67722. /**
  67723. * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates
  67724. * @param x defines the x coordinate of the operand
  67725. * @param y defines the y coordinate of the operand
  67726. * @param z defines the z coordinate of the operand
  67727. * @returns the current updated Vector3
  67728. */
  67729. minimizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  67730. /**
  67731. * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.
  67732. * @param x defines the x coordinate of the operand
  67733. * @param y defines the y coordinate of the operand
  67734. * @param z defines the z coordinate of the operand
  67735. * @returns the current updated Vector3
  67736. */
  67737. maximizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  67738. /**
  67739. * Due to float precision, scale of a mesh could be uniform but float values are off by a small fraction
  67740. * Check if is non uniform within a certain amount of decimal places to account for this
  67741. * @param epsilon the amount the values can differ
  67742. * @returns if the the vector is non uniform to a certain number of decimal places
  67743. */
  67744. isNonUniformWithinEpsilon(epsilon: number): boolean;
  67745. /**
  67746. * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
  67747. */
  67748. readonly isNonUniform: boolean;
  67749. /**
  67750. * Gets a new Vector3 from current Vector3 floored values
  67751. * @returns a new Vector3
  67752. */
  67753. floor(): Vector3;
  67754. /**
  67755. * Gets a new Vector3 from current Vector3 floored values
  67756. * @returns a new Vector3
  67757. */
  67758. fract(): Vector3;
  67759. /**
  67760. * Gets the length of the Vector3
  67761. * @returns the length of the Vector3
  67762. */
  67763. length(): number;
  67764. /**
  67765. * Gets the squared length of the Vector3
  67766. * @returns squared length of the Vector3
  67767. */
  67768. lengthSquared(): number;
  67769. /**
  67770. * Normalize the current Vector3.
  67771. * Please note that this is an in place operation.
  67772. * @returns the current updated Vector3
  67773. */
  67774. normalize(): Vector3;
  67775. /**
  67776. * Reorders the x y z properties of the vector in place
  67777. * @param order new ordering of the properties (eg. for vector 1,2,3 with "ZYX" will produce 3,2,1)
  67778. * @returns the current updated vector
  67779. */
  67780. reorderInPlace(order: string): this;
  67781. /**
  67782. * Rotates the vector around 0,0,0 by a quaternion
  67783. * @param quaternion the rotation quaternion
  67784. * @param result vector to store the result
  67785. * @returns the resulting vector
  67786. */
  67787. rotateByQuaternionToRef(quaternion: Quaternion, result: Vector3): Vector3;
  67788. /**
  67789. * Rotates a vector around a given point
  67790. * @param quaternion the rotation quaternion
  67791. * @param point the point to rotate around
  67792. * @param result vector to store the result
  67793. * @returns the resulting vector
  67794. */
  67795. rotateByQuaternionAroundPointToRef(quaternion: Quaternion, point: Vector3, result: Vector3): Vector3;
  67796. /**
  67797. * Normalize the current Vector3 with the given input length.
  67798. * Please note that this is an in place operation.
  67799. * @param len the length of the vector
  67800. * @returns the current updated Vector3
  67801. */
  67802. normalizeFromLength(len: number): Vector3;
  67803. /**
  67804. * Normalize the current Vector3 to a new vector
  67805. * @returns the new Vector3
  67806. */
  67807. normalizeToNew(): Vector3;
  67808. /**
  67809. * Normalize the current Vector3 to the reference
  67810. * @param reference define the Vector3 to update
  67811. * @returns the updated Vector3
  67812. */
  67813. normalizeToRef(reference: DeepImmutable<Vector3>): Vector3;
  67814. /**
  67815. * Creates a new Vector3 copied from the current Vector3
  67816. * @returns the new Vector3
  67817. */
  67818. clone(): Vector3;
  67819. /**
  67820. * Copies the given vector coordinates to the current Vector3 ones
  67821. * @param source defines the source Vector3
  67822. * @returns the current updated Vector3
  67823. */
  67824. copyFrom(source: DeepImmutable<Vector3>): Vector3;
  67825. /**
  67826. * Copies the given floats to the current Vector3 coordinates
  67827. * @param x defines the x coordinate of the operand
  67828. * @param y defines the y coordinate of the operand
  67829. * @param z defines the z coordinate of the operand
  67830. * @returns the current updated Vector3
  67831. */
  67832. copyFromFloats(x: number, y: number, z: number): Vector3;
  67833. /**
  67834. * Copies the given floats to the current Vector3 coordinates
  67835. * @param x defines the x coordinate of the operand
  67836. * @param y defines the y coordinate of the operand
  67837. * @param z defines the z coordinate of the operand
  67838. * @returns the current updated Vector3
  67839. */
  67840. set(x: number, y: number, z: number): Vector3;
  67841. /**
  67842. * Copies the given float to the current Vector3 coordinates
  67843. * @param v defines the x, y and z coordinates of the operand
  67844. * @returns the current updated Vector3
  67845. */
  67846. setAll(v: number): Vector3;
  67847. /**
  67848. * Get the clip factor between two vectors
  67849. * @param vector0 defines the first operand
  67850. * @param vector1 defines the second operand
  67851. * @param axis defines the axis to use
  67852. * @param size defines the size along the axis
  67853. * @returns the clip factor
  67854. */
  67855. static GetClipFactor(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, axis: DeepImmutable<Vector3>, size: number): number;
  67856. /**
  67857. * Get angle between two vectors
  67858. * @param vector0 angle between vector0 and vector1
  67859. * @param vector1 angle between vector0 and vector1
  67860. * @param normal direction of the normal
  67861. * @return the angle between vector0 and vector1
  67862. */
  67863. static GetAngleBetweenVectors(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): number;
  67864. /**
  67865. * Returns a new Vector3 set from the index "offset" of the given array
  67866. * @param array defines the source array
  67867. * @param offset defines the offset in the source array
  67868. * @returns the new Vector3
  67869. */
  67870. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector3;
  67871. /**
  67872. * Returns a new Vector3 set from the index "offset" of the given Float32Array
  67873. * This function is deprecated. Use FromArray instead
  67874. * @param array defines the source array
  67875. * @param offset defines the offset in the source array
  67876. * @returns the new Vector3
  67877. */
  67878. static FromFloatArray(array: DeepImmutable<Float32Array>, offset?: number): Vector3;
  67879. /**
  67880. * Sets the given vector "result" with the element values from the index "offset" of the given array
  67881. * @param array defines the source array
  67882. * @param offset defines the offset in the source array
  67883. * @param result defines the Vector3 where to store the result
  67884. */
  67885. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector3): void;
  67886. /**
  67887. * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
  67888. * This function is deprecated. Use FromArrayToRef instead.
  67889. * @param array defines the source array
  67890. * @param offset defines the offset in the source array
  67891. * @param result defines the Vector3 where to store the result
  67892. */
  67893. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector3): void;
  67894. /**
  67895. * Sets the given vector "result" with the given floats.
  67896. * @param x defines the x coordinate of the source
  67897. * @param y defines the y coordinate of the source
  67898. * @param z defines the z coordinate of the source
  67899. * @param result defines the Vector3 where to store the result
  67900. */
  67901. static FromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
  67902. /**
  67903. * Returns a new Vector3 set to (0.0, 0.0, 0.0)
  67904. * @returns a new empty Vector3
  67905. */
  67906. static Zero(): Vector3;
  67907. /**
  67908. * Returns a new Vector3 set to (1.0, 1.0, 1.0)
  67909. * @returns a new unit Vector3
  67910. */
  67911. static One(): Vector3;
  67912. /**
  67913. * Returns a new Vector3 set to (0.0, 1.0, 0.0)
  67914. * @returns a new up Vector3
  67915. */
  67916. static Up(): Vector3;
  67917. /**
  67918. * Gets a up Vector3 that must not be updated
  67919. */
  67920. static readonly UpReadOnly: DeepImmutable<Vector3>;
  67921. /**
  67922. * Gets a zero Vector3 that must not be updated
  67923. */
  67924. static readonly ZeroReadOnly: DeepImmutable<Vector3>;
  67925. /**
  67926. * Returns a new Vector3 set to (0.0, -1.0, 0.0)
  67927. * @returns a new down Vector3
  67928. */
  67929. static Down(): Vector3;
  67930. /**
  67931. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  67932. * @returns a new forward Vector3
  67933. */
  67934. static Forward(): Vector3;
  67935. /**
  67936. * Returns a new Vector3 set to (0.0, 0.0, -1.0)
  67937. * @returns a new forward Vector3
  67938. */
  67939. static Backward(): Vector3;
  67940. /**
  67941. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  67942. * @returns a new right Vector3
  67943. */
  67944. static Right(): Vector3;
  67945. /**
  67946. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  67947. * @returns a new left Vector3
  67948. */
  67949. static Left(): Vector3;
  67950. /**
  67951. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  67952. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  67953. * @param vector defines the Vector3 to transform
  67954. * @param transformation defines the transformation matrix
  67955. * @returns the transformed Vector3
  67956. */
  67957. static TransformCoordinates(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  67958. /**
  67959. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  67960. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  67961. * @param vector defines the Vector3 to transform
  67962. * @param transformation defines the transformation matrix
  67963. * @param result defines the Vector3 where to store the result
  67964. */
  67965. static TransformCoordinatesToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  67966. /**
  67967. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  67968. * This method computes tranformed coordinates only, not transformed direction vectors
  67969. * @param x define the x coordinate of the source vector
  67970. * @param y define the y coordinate of the source vector
  67971. * @param z define the z coordinate of the source vector
  67972. * @param transformation defines the transformation matrix
  67973. * @param result defines the Vector3 where to store the result
  67974. */
  67975. static TransformCoordinatesFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  67976. /**
  67977. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  67978. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  67979. * @param vector defines the Vector3 to transform
  67980. * @param transformation defines the transformation matrix
  67981. * @returns the new Vector3
  67982. */
  67983. static TransformNormal(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  67984. /**
  67985. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  67986. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  67987. * @param vector defines the Vector3 to transform
  67988. * @param transformation defines the transformation matrix
  67989. * @param result defines the Vector3 where to store the result
  67990. */
  67991. static TransformNormalToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  67992. /**
  67993. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  67994. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  67995. * @param x define the x coordinate of the source vector
  67996. * @param y define the y coordinate of the source vector
  67997. * @param z define the z coordinate of the source vector
  67998. * @param transformation defines the transformation matrix
  67999. * @param result defines the Vector3 where to store the result
  68000. */
  68001. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  68002. /**
  68003. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  68004. * @param value1 defines the first control point
  68005. * @param value2 defines the second control point
  68006. * @param value3 defines the third control point
  68007. * @param value4 defines the fourth control point
  68008. * @param amount defines the amount on the spline to use
  68009. * @returns the new Vector3
  68010. */
  68011. static CatmullRom(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, value3: DeepImmutable<Vector3>, value4: DeepImmutable<Vector3>, amount: number): Vector3;
  68012. /**
  68013. * Returns a new Vector3 set with the coordinates of "value", if the vector "value" is in the cube defined by the vectors "min" and "max"
  68014. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  68015. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  68016. * @param value defines the current value
  68017. * @param min defines the lower range value
  68018. * @param max defines the upper range value
  68019. * @returns the new Vector3
  68020. */
  68021. static Clamp(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): Vector3;
  68022. /**
  68023. * Sets the given vector "result" with the coordinates of "value", if the vector "value" is in the cube defined by the vectors "min" and "max"
  68024. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  68025. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  68026. * @param value defines the current value
  68027. * @param min defines the lower range value
  68028. * @param max defines the upper range value
  68029. * @param result defines the Vector3 where to store the result
  68030. */
  68031. static ClampToRef(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, result: Vector3): void;
  68032. /**
  68033. * Checks if a given vector is inside a specific range
  68034. * @param v defines the vector to test
  68035. * @param min defines the minimum range
  68036. * @param max defines the maximum range
  68037. */
  68038. static CheckExtends(v: Vector3, min: Vector3, max: Vector3): void;
  68039. /**
  68040. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  68041. * @param value1 defines the first control point
  68042. * @param tangent1 defines the first tangent vector
  68043. * @param value2 defines the second control point
  68044. * @param tangent2 defines the second tangent vector
  68045. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  68046. * @returns the new Vector3
  68047. */
  68048. static Hermite(value1: DeepImmutable<Vector3>, tangent1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, tangent2: DeepImmutable<Vector3>, amount: number): Vector3;
  68049. /**
  68050. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  68051. * @param start defines the start value
  68052. * @param end defines the end value
  68053. * @param amount max defines amount between both (between 0 and 1)
  68054. * @returns the new Vector3
  68055. */
  68056. static Lerp(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number): Vector3;
  68057. /**
  68058. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  68059. * @param start defines the start value
  68060. * @param end defines the end value
  68061. * @param amount max defines amount between both (between 0 and 1)
  68062. * @param result defines the Vector3 where to store the result
  68063. */
  68064. static LerpToRef(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number, result: Vector3): void;
  68065. /**
  68066. * Returns the dot product (float) between the vectors "left" and "right"
  68067. * @param left defines the left operand
  68068. * @param right defines the right operand
  68069. * @returns the dot product
  68070. */
  68071. static Dot(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): number;
  68072. /**
  68073. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  68074. * The cross product is then orthogonal to both "left" and "right"
  68075. * @param left defines the left operand
  68076. * @param right defines the right operand
  68077. * @returns the cross product
  68078. */
  68079. static Cross(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  68080. /**
  68081. * Sets the given vector "result" with the cross product of "left" and "right"
  68082. * The cross product is then orthogonal to both "left" and "right"
  68083. * @param left defines the left operand
  68084. * @param right defines the right operand
  68085. * @param result defines the Vector3 where to store the result
  68086. */
  68087. static CrossToRef(left: Vector3, right: Vector3, result: Vector3): void;
  68088. /**
  68089. * Returns a new Vector3 as the normalization of the given vector
  68090. * @param vector defines the Vector3 to normalize
  68091. * @returns the new Vector3
  68092. */
  68093. static Normalize(vector: DeepImmutable<Vector3>): Vector3;
  68094. /**
  68095. * Sets the given vector "result" with the normalization of the given first vector
  68096. * @param vector defines the Vector3 to normalize
  68097. * @param result defines the Vector3 where to store the result
  68098. */
  68099. static NormalizeToRef(vector: DeepImmutable<Vector3>, result: Vector3): void;
  68100. /**
  68101. * Project a Vector3 onto screen space
  68102. * @param vector defines the Vector3 to project
  68103. * @param world defines the world matrix to use
  68104. * @param transform defines the transform (view x projection) matrix to use
  68105. * @param viewport defines the screen viewport to use
  68106. * @returns the new Vector3
  68107. */
  68108. static Project(vector: DeepImmutable<Vector3>, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>, viewport: DeepImmutable<Viewport>): Vector3;
  68109. /** @hidden */
  68110. static _UnprojectFromInvertedMatrixToRef(source: DeepImmutable<Vector3>, matrix: DeepImmutable<Matrix>, result: Vector3): void;
  68111. /**
  68112. * Unproject from screen space to object space
  68113. * @param source defines the screen space Vector3 to use
  68114. * @param viewportWidth defines the current width of the viewport
  68115. * @param viewportHeight defines the current height of the viewport
  68116. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  68117. * @param transform defines the transform (view x projection) matrix to use
  68118. * @returns the new Vector3
  68119. */
  68120. static UnprojectFromTransform(source: Vector3, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>): Vector3;
  68121. /**
  68122. * Unproject from screen space to object space
  68123. * @param source defines the screen space Vector3 to use
  68124. * @param viewportWidth defines the current width of the viewport
  68125. * @param viewportHeight defines the current height of the viewport
  68126. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  68127. * @param view defines the view matrix to use
  68128. * @param projection defines the projection matrix to use
  68129. * @returns the new Vector3
  68130. */
  68131. static Unproject(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Vector3;
  68132. /**
  68133. * Unproject from screen space to object space
  68134. * @param source defines the screen space Vector3 to use
  68135. * @param viewportWidth defines the current width of the viewport
  68136. * @param viewportHeight defines the current height of the viewport
  68137. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  68138. * @param view defines the view matrix to use
  68139. * @param projection defines the projection matrix to use
  68140. * @param result defines the Vector3 where to store the result
  68141. */
  68142. static UnprojectToRef(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  68143. /**
  68144. * Unproject from screen space to object space
  68145. * @param sourceX defines the screen space x coordinate to use
  68146. * @param sourceY defines the screen space y coordinate to use
  68147. * @param sourceZ defines the screen space z coordinate to use
  68148. * @param viewportWidth defines the current width of the viewport
  68149. * @param viewportHeight defines the current height of the viewport
  68150. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  68151. * @param view defines the view matrix to use
  68152. * @param projection defines the projection matrix to use
  68153. * @param result defines the Vector3 where to store the result
  68154. */
  68155. static UnprojectFloatsToRef(sourceX: float, sourceY: float, sourceZ: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  68156. /**
  68157. * Gets the minimal coordinate values between two Vector3
  68158. * @param left defines the first operand
  68159. * @param right defines the second operand
  68160. * @returns the new Vector3
  68161. */
  68162. static Minimize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  68163. /**
  68164. * Gets the maximal coordinate values between two Vector3
  68165. * @param left defines the first operand
  68166. * @param right defines the second operand
  68167. * @returns the new Vector3
  68168. */
  68169. static Maximize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  68170. /**
  68171. * Returns the distance between the vectors "value1" and "value2"
  68172. * @param value1 defines the first operand
  68173. * @param value2 defines the second operand
  68174. * @returns the distance
  68175. */
  68176. static Distance(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  68177. /**
  68178. * Returns the squared distance between the vectors "value1" and "value2"
  68179. * @param value1 defines the first operand
  68180. * @param value2 defines the second operand
  68181. * @returns the squared distance
  68182. */
  68183. static DistanceSquared(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  68184. /**
  68185. * Returns a new Vector3 located at the center between "value1" and "value2"
  68186. * @param value1 defines the first operand
  68187. * @param value2 defines the second operand
  68188. * @returns the new Vector3
  68189. */
  68190. static Center(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): Vector3;
  68191. /**
  68192. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  68193. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  68194. * to something in order to rotate it from its local system to the given target system
  68195. * Note: axis1, axis2 and axis3 are normalized during this operation
  68196. * @param axis1 defines the first axis
  68197. * @param axis2 defines the second axis
  68198. * @param axis3 defines the third axis
  68199. * @returns a new Vector3
  68200. */
  68201. static RotationFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Vector3;
  68202. /**
  68203. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  68204. * @param axis1 defines the first axis
  68205. * @param axis2 defines the second axis
  68206. * @param axis3 defines the third axis
  68207. * @param ref defines the Vector3 where to store the result
  68208. */
  68209. static RotationFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Vector3): void;
  68210. }
  68211. /**
  68212. * Vector4 class created for EulerAngle class conversion to Quaternion
  68213. */
  68214. export class Vector4 {
  68215. /** x value of the vector */
  68216. x: number;
  68217. /** y value of the vector */
  68218. y: number;
  68219. /** z value of the vector */
  68220. z: number;
  68221. /** w value of the vector */
  68222. w: number;
  68223. /**
  68224. * Creates a Vector4 object from the given floats.
  68225. * @param x x value of the vector
  68226. * @param y y value of the vector
  68227. * @param z z value of the vector
  68228. * @param w w value of the vector
  68229. */
  68230. constructor(
  68231. /** x value of the vector */
  68232. x: number,
  68233. /** y value of the vector */
  68234. y: number,
  68235. /** z value of the vector */
  68236. z: number,
  68237. /** w value of the vector */
  68238. w: number);
  68239. /**
  68240. * Returns the string with the Vector4 coordinates.
  68241. * @returns a string containing all the vector values
  68242. */
  68243. toString(): string;
  68244. /**
  68245. * Returns the string "Vector4".
  68246. * @returns "Vector4"
  68247. */
  68248. getClassName(): string;
  68249. /**
  68250. * Returns the Vector4 hash code.
  68251. * @returns a unique hash code
  68252. */
  68253. getHashCode(): number;
  68254. /**
  68255. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  68256. * @returns the resulting array
  68257. */
  68258. asArray(): number[];
  68259. /**
  68260. * Populates the given array from the given index with the Vector4 coordinates.
  68261. * @param array array to populate
  68262. * @param index index of the array to start at (default: 0)
  68263. * @returns the Vector4.
  68264. */
  68265. toArray(array: FloatArray, index?: number): Vector4;
  68266. /**
  68267. * Adds the given vector to the current Vector4.
  68268. * @param otherVector the vector to add
  68269. * @returns the updated Vector4.
  68270. */
  68271. addInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  68272. /**
  68273. * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
  68274. * @param otherVector the vector to add
  68275. * @returns the resulting vector
  68276. */
  68277. add(otherVector: DeepImmutable<Vector4>): Vector4;
  68278. /**
  68279. * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
  68280. * @param otherVector the vector to add
  68281. * @param result the vector to store the result
  68282. * @returns the current Vector4.
  68283. */
  68284. addToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  68285. /**
  68286. * Subtract in place the given vector from the current Vector4.
  68287. * @param otherVector the vector to subtract
  68288. * @returns the updated Vector4.
  68289. */
  68290. subtractInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  68291. /**
  68292. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  68293. * @param otherVector the vector to add
  68294. * @returns the new vector with the result
  68295. */
  68296. subtract(otherVector: DeepImmutable<Vector4>): Vector4;
  68297. /**
  68298. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  68299. * @param otherVector the vector to subtract
  68300. * @param result the vector to store the result
  68301. * @returns the current Vector4.
  68302. */
  68303. subtractToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  68304. /**
  68305. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  68306. */
  68307. /**
  68308. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  68309. * @param x value to subtract
  68310. * @param y value to subtract
  68311. * @param z value to subtract
  68312. * @param w value to subtract
  68313. * @returns new vector containing the result
  68314. */
  68315. subtractFromFloats(x: number, y: number, z: number, w: number): Vector4;
  68316. /**
  68317. * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  68318. * @param x value to subtract
  68319. * @param y value to subtract
  68320. * @param z value to subtract
  68321. * @param w value to subtract
  68322. * @param result the vector to store the result in
  68323. * @returns the current Vector4.
  68324. */
  68325. subtractFromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): Vector4;
  68326. /**
  68327. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  68328. * @returns a new vector with the negated values
  68329. */
  68330. negate(): Vector4;
  68331. /**
  68332. * Multiplies the current Vector4 coordinates by scale (float).
  68333. * @param scale the number to scale with
  68334. * @returns the updated Vector4.
  68335. */
  68336. scaleInPlace(scale: number): Vector4;
  68337. /**
  68338. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  68339. * @param scale the number to scale with
  68340. * @returns a new vector with the result
  68341. */
  68342. scale(scale: number): Vector4;
  68343. /**
  68344. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  68345. * @param scale the number to scale with
  68346. * @param result a vector to store the result in
  68347. * @returns the current Vector4.
  68348. */
  68349. scaleToRef(scale: number, result: Vector4): Vector4;
  68350. /**
  68351. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  68352. * @param scale defines the scale factor
  68353. * @param result defines the Vector4 object where to store the result
  68354. * @returns the unmodified current Vector4
  68355. */
  68356. scaleAndAddToRef(scale: number, result: Vector4): Vector4;
  68357. /**
  68358. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  68359. * @param otherVector the vector to compare against
  68360. * @returns true if they are equal
  68361. */
  68362. equals(otherVector: DeepImmutable<Vector4>): boolean;
  68363. /**
  68364. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  68365. * @param otherVector vector to compare against
  68366. * @param epsilon (Default: very small number)
  68367. * @returns true if they are equal
  68368. */
  68369. equalsWithEpsilon(otherVector: DeepImmutable<Vector4>, epsilon?: number): boolean;
  68370. /**
  68371. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  68372. * @param x x value to compare against
  68373. * @param y y value to compare against
  68374. * @param z z value to compare against
  68375. * @param w w value to compare against
  68376. * @returns true if equal
  68377. */
  68378. equalsToFloats(x: number, y: number, z: number, w: number): boolean;
  68379. /**
  68380. * Multiplies in place the current Vector4 by the given one.
  68381. * @param otherVector vector to multiple with
  68382. * @returns the updated Vector4.
  68383. */
  68384. multiplyInPlace(otherVector: Vector4): Vector4;
  68385. /**
  68386. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  68387. * @param otherVector vector to multiple with
  68388. * @returns resulting new vector
  68389. */
  68390. multiply(otherVector: DeepImmutable<Vector4>): Vector4;
  68391. /**
  68392. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  68393. * @param otherVector vector to multiple with
  68394. * @param result vector to store the result
  68395. * @returns the current Vector4.
  68396. */
  68397. multiplyToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  68398. /**
  68399. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  68400. * @param x x value multiply with
  68401. * @param y y value multiply with
  68402. * @param z z value multiply with
  68403. * @param w w value multiply with
  68404. * @returns resulting new vector
  68405. */
  68406. multiplyByFloats(x: number, y: number, z: number, w: number): Vector4;
  68407. /**
  68408. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  68409. * @param otherVector vector to devide with
  68410. * @returns resulting new vector
  68411. */
  68412. divide(otherVector: DeepImmutable<Vector4>): Vector4;
  68413. /**
  68414. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  68415. * @param otherVector vector to devide with
  68416. * @param result vector to store the result
  68417. * @returns the current Vector4.
  68418. */
  68419. divideToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  68420. /**
  68421. * Divides the current Vector3 coordinates by the given ones.
  68422. * @param otherVector vector to devide with
  68423. * @returns the updated Vector3.
  68424. */
  68425. divideInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  68426. /**
  68427. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  68428. * @param other defines the second operand
  68429. * @returns the current updated Vector4
  68430. */
  68431. minimizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  68432. /**
  68433. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  68434. * @param other defines the second operand
  68435. * @returns the current updated Vector4
  68436. */
  68437. maximizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  68438. /**
  68439. * Gets a new Vector4 from current Vector4 floored values
  68440. * @returns a new Vector4
  68441. */
  68442. floor(): Vector4;
  68443. /**
  68444. * Gets a new Vector4 from current Vector3 floored values
  68445. * @returns a new Vector4
  68446. */
  68447. fract(): Vector4;
  68448. /**
  68449. * Returns the Vector4 length (float).
  68450. * @returns the length
  68451. */
  68452. length(): number;
  68453. /**
  68454. * Returns the Vector4 squared length (float).
  68455. * @returns the length squared
  68456. */
  68457. lengthSquared(): number;
  68458. /**
  68459. * Normalizes in place the Vector4.
  68460. * @returns the updated Vector4.
  68461. */
  68462. normalize(): Vector4;
  68463. /**
  68464. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  68465. * @returns this converted to a new vector3
  68466. */
  68467. toVector3(): Vector3;
  68468. /**
  68469. * Returns a new Vector4 copied from the current one.
  68470. * @returns the new cloned vector
  68471. */
  68472. clone(): Vector4;
  68473. /**
  68474. * Updates the current Vector4 with the given one coordinates.
  68475. * @param source the source vector to copy from
  68476. * @returns the updated Vector4.
  68477. */
  68478. copyFrom(source: DeepImmutable<Vector4>): Vector4;
  68479. /**
  68480. * Updates the current Vector4 coordinates with the given floats.
  68481. * @param x float to copy from
  68482. * @param y float to copy from
  68483. * @param z float to copy from
  68484. * @param w float to copy from
  68485. * @returns the updated Vector4.
  68486. */
  68487. copyFromFloats(x: number, y: number, z: number, w: number): Vector4;
  68488. /**
  68489. * Updates the current Vector4 coordinates with the given floats.
  68490. * @param x float to set from
  68491. * @param y float to set from
  68492. * @param z float to set from
  68493. * @param w float to set from
  68494. * @returns the updated Vector4.
  68495. */
  68496. set(x: number, y: number, z: number, w: number): Vector4;
  68497. /**
  68498. * Copies the given float to the current Vector3 coordinates
  68499. * @param v defines the x, y, z and w coordinates of the operand
  68500. * @returns the current updated Vector3
  68501. */
  68502. setAll(v: number): Vector4;
  68503. /**
  68504. * Returns a new Vector4 set from the starting index of the given array.
  68505. * @param array the array to pull values from
  68506. * @param offset the offset into the array to start at
  68507. * @returns the new vector
  68508. */
  68509. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector4;
  68510. /**
  68511. * Updates the given vector "result" from the starting index of the given array.
  68512. * @param array the array to pull values from
  68513. * @param offset the offset into the array to start at
  68514. * @param result the vector to store the result in
  68515. */
  68516. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector4): void;
  68517. /**
  68518. * Updates the given vector "result" from the starting index of the given Float32Array.
  68519. * @param array the array to pull values from
  68520. * @param offset the offset into the array to start at
  68521. * @param result the vector to store the result in
  68522. */
  68523. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector4): void;
  68524. /**
  68525. * Updates the given vector "result" coordinates from the given floats.
  68526. * @param x float to set from
  68527. * @param y float to set from
  68528. * @param z float to set from
  68529. * @param w float to set from
  68530. * @param result the vector to the floats in
  68531. */
  68532. static FromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): void;
  68533. /**
  68534. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  68535. * @returns the new vector
  68536. */
  68537. static Zero(): Vector4;
  68538. /**
  68539. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  68540. * @returns the new vector
  68541. */
  68542. static One(): Vector4;
  68543. /**
  68544. * Returns a new normalized Vector4 from the given one.
  68545. * @param vector the vector to normalize
  68546. * @returns the vector
  68547. */
  68548. static Normalize(vector: DeepImmutable<Vector4>): Vector4;
  68549. /**
  68550. * Updates the given vector "result" from the normalization of the given one.
  68551. * @param vector the vector to normalize
  68552. * @param result the vector to store the result in
  68553. */
  68554. static NormalizeToRef(vector: DeepImmutable<Vector4>, result: Vector4): void;
  68555. /**
  68556. * Returns a vector with the minimum values from the left and right vectors
  68557. * @param left left vector to minimize
  68558. * @param right right vector to minimize
  68559. * @returns a new vector with the minimum of the left and right vector values
  68560. */
  68561. static Minimize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  68562. /**
  68563. * Returns a vector with the maximum values from the left and right vectors
  68564. * @param left left vector to maximize
  68565. * @param right right vector to maximize
  68566. * @returns a new vector with the maximum of the left and right vector values
  68567. */
  68568. static Maximize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  68569. /**
  68570. * Returns the distance (float) between the vectors "value1" and "value2".
  68571. * @param value1 value to calulate the distance between
  68572. * @param value2 value to calulate the distance between
  68573. * @return the distance between the two vectors
  68574. */
  68575. static Distance(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  68576. /**
  68577. * Returns the squared distance (float) between the vectors "value1" and "value2".
  68578. * @param value1 value to calulate the distance between
  68579. * @param value2 value to calulate the distance between
  68580. * @return the distance between the two vectors squared
  68581. */
  68582. static DistanceSquared(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  68583. /**
  68584. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  68585. * @param value1 value to calulate the center between
  68586. * @param value2 value to calulate the center between
  68587. * @return the center between the two vectors
  68588. */
  68589. static Center(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): Vector4;
  68590. /**
  68591. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  68592. * This methods computes transformed normalized direction vectors only.
  68593. * @param vector the vector to transform
  68594. * @param transformation the transformation matrix to apply
  68595. * @returns the new vector
  68596. */
  68597. static TransformNormal(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>): Vector4;
  68598. /**
  68599. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  68600. * This methods computes transformed normalized direction vectors only.
  68601. * @param vector the vector to transform
  68602. * @param transformation the transformation matrix to apply
  68603. * @param result the vector to store the result in
  68604. */
  68605. static TransformNormalToRef(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  68606. /**
  68607. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  68608. * This methods computes transformed normalized direction vectors only.
  68609. * @param x value to transform
  68610. * @param y value to transform
  68611. * @param z value to transform
  68612. * @param w value to transform
  68613. * @param transformation the transformation matrix to apply
  68614. * @param result the vector to store the results in
  68615. */
  68616. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, w: number, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  68617. /**
  68618. * Creates a new Vector4 from a Vector3
  68619. * @param source defines the source data
  68620. * @param w defines the 4th component (default is 0)
  68621. * @returns a new Vector4
  68622. */
  68623. static FromVector3(source: Vector3, w?: number): Vector4;
  68624. }
  68625. /**
  68626. * Class used to store quaternion data
  68627. * @see https://en.wikipedia.org/wiki/Quaternion
  68628. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  68629. */
  68630. export class Quaternion {
  68631. /** defines the first component (0 by default) */
  68632. x: number;
  68633. /** defines the second component (0 by default) */
  68634. y: number;
  68635. /** defines the third component (0 by default) */
  68636. z: number;
  68637. /** defines the fourth component (1.0 by default) */
  68638. w: number;
  68639. /**
  68640. * Creates a new Quaternion from the given floats
  68641. * @param x defines the first component (0 by default)
  68642. * @param y defines the second component (0 by default)
  68643. * @param z defines the third component (0 by default)
  68644. * @param w defines the fourth component (1.0 by default)
  68645. */
  68646. constructor(
  68647. /** defines the first component (0 by default) */
  68648. x?: number,
  68649. /** defines the second component (0 by default) */
  68650. y?: number,
  68651. /** defines the third component (0 by default) */
  68652. z?: number,
  68653. /** defines the fourth component (1.0 by default) */
  68654. w?: number);
  68655. /**
  68656. * Gets a string representation for the current quaternion
  68657. * @returns a string with the Quaternion coordinates
  68658. */
  68659. toString(): string;
  68660. /**
  68661. * Gets the class name of the quaternion
  68662. * @returns the string "Quaternion"
  68663. */
  68664. getClassName(): string;
  68665. /**
  68666. * Gets a hash code for this quaternion
  68667. * @returns the quaternion hash code
  68668. */
  68669. getHashCode(): number;
  68670. /**
  68671. * Copy the quaternion to an array
  68672. * @returns a new array populated with 4 elements from the quaternion coordinates
  68673. */
  68674. asArray(): number[];
  68675. /**
  68676. * Check if two quaternions are equals
  68677. * @param otherQuaternion defines the second operand
  68678. * @return true if the current quaternion and the given one coordinates are strictly equals
  68679. */
  68680. equals(otherQuaternion: DeepImmutable<Quaternion>): boolean;
  68681. /**
  68682. * Clone the current quaternion
  68683. * @returns a new quaternion copied from the current one
  68684. */
  68685. clone(): Quaternion;
  68686. /**
  68687. * Copy a quaternion to the current one
  68688. * @param other defines the other quaternion
  68689. * @returns the updated current quaternion
  68690. */
  68691. copyFrom(other: DeepImmutable<Quaternion>): Quaternion;
  68692. /**
  68693. * Updates the current quaternion with the given float coordinates
  68694. * @param x defines the x coordinate
  68695. * @param y defines the y coordinate
  68696. * @param z defines the z coordinate
  68697. * @param w defines the w coordinate
  68698. * @returns the updated current quaternion
  68699. */
  68700. copyFromFloats(x: number, y: number, z: number, w: number): Quaternion;
  68701. /**
  68702. * Updates the current quaternion from the given float coordinates
  68703. * @param x defines the x coordinate
  68704. * @param y defines the y coordinate
  68705. * @param z defines the z coordinate
  68706. * @param w defines the w coordinate
  68707. * @returns the updated current quaternion
  68708. */
  68709. set(x: number, y: number, z: number, w: number): Quaternion;
  68710. /**
  68711. * Adds two quaternions
  68712. * @param other defines the second operand
  68713. * @returns a new quaternion as the addition result of the given one and the current quaternion
  68714. */
  68715. add(other: DeepImmutable<Quaternion>): Quaternion;
  68716. /**
  68717. * Add a quaternion to the current one
  68718. * @param other defines the quaternion to add
  68719. * @returns the current quaternion
  68720. */
  68721. addInPlace(other: DeepImmutable<Quaternion>): Quaternion;
  68722. /**
  68723. * Subtract two quaternions
  68724. * @param other defines the second operand
  68725. * @returns a new quaternion as the subtraction result of the given one from the current one
  68726. */
  68727. subtract(other: Quaternion): Quaternion;
  68728. /**
  68729. * Multiplies the current quaternion by a scale factor
  68730. * @param value defines the scale factor
  68731. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  68732. */
  68733. scale(value: number): Quaternion;
  68734. /**
  68735. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  68736. * @param scale defines the scale factor
  68737. * @param result defines the Quaternion object where to store the result
  68738. * @returns the unmodified current quaternion
  68739. */
  68740. scaleToRef(scale: number, result: Quaternion): Quaternion;
  68741. /**
  68742. * Multiplies in place the current quaternion by a scale factor
  68743. * @param value defines the scale factor
  68744. * @returns the current modified quaternion
  68745. */
  68746. scaleInPlace(value: number): Quaternion;
  68747. /**
  68748. * Scale the current quaternion values by a factor and add the result to a given quaternion
  68749. * @param scale defines the scale factor
  68750. * @param result defines the Quaternion object where to store the result
  68751. * @returns the unmodified current quaternion
  68752. */
  68753. scaleAndAddToRef(scale: number, result: Quaternion): Quaternion;
  68754. /**
  68755. * Multiplies two quaternions
  68756. * @param q1 defines the second operand
  68757. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  68758. */
  68759. multiply(q1: DeepImmutable<Quaternion>): Quaternion;
  68760. /**
  68761. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  68762. * @param q1 defines the second operand
  68763. * @param result defines the target quaternion
  68764. * @returns the current quaternion
  68765. */
  68766. multiplyToRef(q1: DeepImmutable<Quaternion>, result: Quaternion): Quaternion;
  68767. /**
  68768. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  68769. * @param q1 defines the second operand
  68770. * @returns the currentupdated quaternion
  68771. */
  68772. multiplyInPlace(q1: DeepImmutable<Quaternion>): Quaternion;
  68773. /**
  68774. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  68775. * @param ref defines the target quaternion
  68776. * @returns the current quaternion
  68777. */
  68778. conjugateToRef(ref: Quaternion): Quaternion;
  68779. /**
  68780. * Conjugates in place (1-q) the current quaternion
  68781. * @returns the current updated quaternion
  68782. */
  68783. conjugateInPlace(): Quaternion;
  68784. /**
  68785. * Conjugates in place (1-q) the current quaternion
  68786. * @returns a new quaternion
  68787. */
  68788. conjugate(): Quaternion;
  68789. /**
  68790. * Gets length of current quaternion
  68791. * @returns the quaternion length (float)
  68792. */
  68793. length(): number;
  68794. /**
  68795. * Normalize in place the current quaternion
  68796. * @returns the current updated quaternion
  68797. */
  68798. normalize(): Quaternion;
  68799. /**
  68800. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  68801. * @param order is a reserved parameter and is ignore for now
  68802. * @returns a new Vector3 containing the Euler angles
  68803. */
  68804. toEulerAngles(order?: string): Vector3;
  68805. /**
  68806. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  68807. * @param result defines the vector which will be filled with the Euler angles
  68808. * @param order is a reserved parameter and is ignore for now
  68809. * @returns the current unchanged quaternion
  68810. */
  68811. toEulerAnglesToRef(result: Vector3): Quaternion;
  68812. /**
  68813. * Updates the given rotation matrix with the current quaternion values
  68814. * @param result defines the target matrix
  68815. * @returns the current unchanged quaternion
  68816. */
  68817. toRotationMatrix(result: Matrix): Quaternion;
  68818. /**
  68819. * Updates the current quaternion from the given rotation matrix values
  68820. * @param matrix defines the source matrix
  68821. * @returns the current updated quaternion
  68822. */
  68823. fromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  68824. /**
  68825. * Creates a new quaternion from a rotation matrix
  68826. * @param matrix defines the source matrix
  68827. * @returns a new quaternion created from the given rotation matrix values
  68828. */
  68829. static FromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  68830. /**
  68831. * Updates the given quaternion with the given rotation matrix values
  68832. * @param matrix defines the source matrix
  68833. * @param result defines the target quaternion
  68834. */
  68835. static FromRotationMatrixToRef(matrix: DeepImmutable<Matrix>, result: Quaternion): void;
  68836. /**
  68837. * Returns the dot product (float) between the quaternions "left" and "right"
  68838. * @param left defines the left operand
  68839. * @param right defines the right operand
  68840. * @returns the dot product
  68841. */
  68842. static Dot(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>): number;
  68843. /**
  68844. * Checks if the two quaternions are close to each other
  68845. * @param quat0 defines the first quaternion to check
  68846. * @param quat1 defines the second quaternion to check
  68847. * @returns true if the two quaternions are close to each other
  68848. */
  68849. static AreClose(quat0: DeepImmutable<Quaternion>, quat1: DeepImmutable<Quaternion>): boolean;
  68850. /**
  68851. * Creates an empty quaternion
  68852. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  68853. */
  68854. static Zero(): Quaternion;
  68855. /**
  68856. * Inverse a given quaternion
  68857. * @param q defines the source quaternion
  68858. * @returns a new quaternion as the inverted current quaternion
  68859. */
  68860. static Inverse(q: DeepImmutable<Quaternion>): Quaternion;
  68861. /**
  68862. * Inverse a given quaternion
  68863. * @param q defines the source quaternion
  68864. * @param result the quaternion the result will be stored in
  68865. * @returns the result quaternion
  68866. */
  68867. static InverseToRef(q: Quaternion, result: Quaternion): Quaternion;
  68868. /**
  68869. * Creates an identity quaternion
  68870. * @returns the identity quaternion
  68871. */
  68872. static Identity(): Quaternion;
  68873. /**
  68874. * Gets a boolean indicating if the given quaternion is identity
  68875. * @param quaternion defines the quaternion to check
  68876. * @returns true if the quaternion is identity
  68877. */
  68878. static IsIdentity(quaternion: DeepImmutable<Quaternion>): boolean;
  68879. /**
  68880. * Creates a quaternion from a rotation around an axis
  68881. * @param axis defines the axis to use
  68882. * @param angle defines the angle to use
  68883. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  68884. */
  68885. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Quaternion;
  68886. /**
  68887. * Creates a rotation around an axis and stores it into the given quaternion
  68888. * @param axis defines the axis to use
  68889. * @param angle defines the angle to use
  68890. * @param result defines the target quaternion
  68891. * @returns the target quaternion
  68892. */
  68893. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Quaternion): Quaternion;
  68894. /**
  68895. * Creates a new quaternion from data stored into an array
  68896. * @param array defines the data source
  68897. * @param offset defines the offset in the source array where the data starts
  68898. * @returns a new quaternion
  68899. */
  68900. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Quaternion;
  68901. /**
  68902. * Create a quaternion from Euler rotation angles
  68903. * @param x Pitch
  68904. * @param y Yaw
  68905. * @param z Roll
  68906. * @returns the new Quaternion
  68907. */
  68908. static FromEulerAngles(x: number, y: number, z: number): Quaternion;
  68909. /**
  68910. * Updates a quaternion from Euler rotation angles
  68911. * @param x Pitch
  68912. * @param y Yaw
  68913. * @param z Roll
  68914. * @param result the quaternion to store the result
  68915. * @returns the updated quaternion
  68916. */
  68917. static FromEulerAnglesToRef(x: number, y: number, z: number, result: Quaternion): Quaternion;
  68918. /**
  68919. * Create a quaternion from Euler rotation vector
  68920. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  68921. * @returns the new Quaternion
  68922. */
  68923. static FromEulerVector(vec: DeepImmutable<Vector3>): Quaternion;
  68924. /**
  68925. * Updates a quaternion from Euler rotation vector
  68926. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  68927. * @param result the quaternion to store the result
  68928. * @returns the updated quaternion
  68929. */
  68930. static FromEulerVectorToRef(vec: DeepImmutable<Vector3>, result: Quaternion): Quaternion;
  68931. /**
  68932. * Creates a new quaternion from the given Euler float angles (y, x, z)
  68933. * @param yaw defines the rotation around Y axis
  68934. * @param pitch defines the rotation around X axis
  68935. * @param roll defines the rotation around Z axis
  68936. * @returns the new quaternion
  68937. */
  68938. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Quaternion;
  68939. /**
  68940. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  68941. * @param yaw defines the rotation around Y axis
  68942. * @param pitch defines the rotation around X axis
  68943. * @param roll defines the rotation around Z axis
  68944. * @param result defines the target quaternion
  68945. */
  68946. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Quaternion): void;
  68947. /**
  68948. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  68949. * @param alpha defines the rotation around first axis
  68950. * @param beta defines the rotation around second axis
  68951. * @param gamma defines the rotation around third axis
  68952. * @returns the new quaternion
  68953. */
  68954. static RotationAlphaBetaGamma(alpha: number, beta: number, gamma: number): Quaternion;
  68955. /**
  68956. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  68957. * @param alpha defines the rotation around first axis
  68958. * @param beta defines the rotation around second axis
  68959. * @param gamma defines the rotation around third axis
  68960. * @param result defines the target quaternion
  68961. */
  68962. static RotationAlphaBetaGammaToRef(alpha: number, beta: number, gamma: number, result: Quaternion): void;
  68963. /**
  68964. * Creates a new quaternion containing the rotation value to reach the target (axis1, axis2, axis3) orientation as a rotated XYZ system (axis1, axis2 and axis3 are normalized during this operation)
  68965. * @param axis1 defines the first axis
  68966. * @param axis2 defines the second axis
  68967. * @param axis3 defines the third axis
  68968. * @returns the new quaternion
  68969. */
  68970. static RotationQuaternionFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Quaternion;
  68971. /**
  68972. * Creates a rotation value to reach the target (axis1, axis2, axis3) orientation as a rotated XYZ system (axis1, axis2 and axis3 are normalized during this operation) and stores it in the target quaternion
  68973. * @param axis1 defines the first axis
  68974. * @param axis2 defines the second axis
  68975. * @param axis3 defines the third axis
  68976. * @param ref defines the target quaternion
  68977. */
  68978. static RotationQuaternionFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Quaternion): void;
  68979. /**
  68980. * Interpolates between two quaternions
  68981. * @param left defines first quaternion
  68982. * @param right defines second quaternion
  68983. * @param amount defines the gradient to use
  68984. * @returns the new interpolated quaternion
  68985. */
  68986. static Slerp(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number): Quaternion;
  68987. /**
  68988. * Interpolates between two quaternions and stores it into a target quaternion
  68989. * @param left defines first quaternion
  68990. * @param right defines second quaternion
  68991. * @param amount defines the gradient to use
  68992. * @param result defines the target quaternion
  68993. */
  68994. static SlerpToRef(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number, result: Quaternion): void;
  68995. /**
  68996. * Interpolate between two quaternions using Hermite interpolation
  68997. * @param value1 defines first quaternion
  68998. * @param tangent1 defines the incoming tangent
  68999. * @param value2 defines second quaternion
  69000. * @param tangent2 defines the outgoing tangent
  69001. * @param amount defines the target quaternion
  69002. * @returns the new interpolated quaternion
  69003. */
  69004. static Hermite(value1: DeepImmutable<Quaternion>, tangent1: DeepImmutable<Quaternion>, value2: DeepImmutable<Quaternion>, tangent2: DeepImmutable<Quaternion>, amount: number): Quaternion;
  69005. }
  69006. /**
  69007. * Class used to store matrix data (4x4)
  69008. */
  69009. export class Matrix {
  69010. private static _updateFlagSeed;
  69011. private static _identityReadOnly;
  69012. private _isIdentity;
  69013. private _isIdentityDirty;
  69014. private _isIdentity3x2;
  69015. private _isIdentity3x2Dirty;
  69016. /**
  69017. * Gets the update flag of the matrix which is an unique number for the matrix.
  69018. * It will be incremented every time the matrix data change.
  69019. * You can use it to speed the comparison between two versions of the same matrix.
  69020. */
  69021. updateFlag: number;
  69022. private readonly _m;
  69023. /**
  69024. * Gets the internal data of the matrix
  69025. */
  69026. readonly m: DeepImmutable<Float32Array>;
  69027. /** @hidden */
  69028. _markAsUpdated(): void;
  69029. /** @hidden */
  69030. private _updateIdentityStatus;
  69031. /**
  69032. * Creates an empty matrix (filled with zeros)
  69033. */
  69034. constructor();
  69035. /**
  69036. * Check if the current matrix is identity
  69037. * @returns true is the matrix is the identity matrix
  69038. */
  69039. isIdentity(): boolean;
  69040. /**
  69041. * Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)
  69042. * @returns true is the matrix is the identity matrix
  69043. */
  69044. isIdentityAs3x2(): boolean;
  69045. /**
  69046. * Gets the determinant of the matrix
  69047. * @returns the matrix determinant
  69048. */
  69049. determinant(): number;
  69050. /**
  69051. * Returns the matrix as a Float32Array
  69052. * @returns the matrix underlying array
  69053. */
  69054. toArray(): DeepImmutable<Float32Array>;
  69055. /**
  69056. * Returns the matrix as a Float32Array
  69057. * @returns the matrix underlying array.
  69058. */
  69059. asArray(): DeepImmutable<Float32Array>;
  69060. /**
  69061. * Inverts the current matrix in place
  69062. * @returns the current inverted matrix
  69063. */
  69064. invert(): Matrix;
  69065. /**
  69066. * Sets all the matrix elements to zero
  69067. * @returns the current matrix
  69068. */
  69069. reset(): Matrix;
  69070. /**
  69071. * Adds the current matrix with a second one
  69072. * @param other defines the matrix to add
  69073. * @returns a new matrix as the addition of the current matrix and the given one
  69074. */
  69075. add(other: DeepImmutable<Matrix>): Matrix;
  69076. /**
  69077. * Sets the given matrix "result" to the addition of the current matrix and the given one
  69078. * @param other defines the matrix to add
  69079. * @param result defines the target matrix
  69080. * @returns the current matrix
  69081. */
  69082. addToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  69083. /**
  69084. * Adds in place the given matrix to the current matrix
  69085. * @param other defines the second operand
  69086. * @returns the current updated matrix
  69087. */
  69088. addToSelf(other: DeepImmutable<Matrix>): Matrix;
  69089. /**
  69090. * Sets the given matrix to the current inverted Matrix
  69091. * @param other defines the target matrix
  69092. * @returns the unmodified current matrix
  69093. */
  69094. invertToRef(other: Matrix): Matrix;
  69095. /**
  69096. * add a value at the specified position in the current Matrix
  69097. * @param index the index of the value within the matrix. between 0 and 15.
  69098. * @param value the value to be added
  69099. * @returns the current updated matrix
  69100. */
  69101. addAtIndex(index: number, value: number): Matrix;
  69102. /**
  69103. * mutiply the specified position in the current Matrix by a value
  69104. * @param index the index of the value within the matrix. between 0 and 15.
  69105. * @param value the value to be added
  69106. * @returns the current updated matrix
  69107. */
  69108. multiplyAtIndex(index: number, value: number): Matrix;
  69109. /**
  69110. * Inserts the translation vector (using 3 floats) in the current matrix
  69111. * @param x defines the 1st component of the translation
  69112. * @param y defines the 2nd component of the translation
  69113. * @param z defines the 3rd component of the translation
  69114. * @returns the current updated matrix
  69115. */
  69116. setTranslationFromFloats(x: number, y: number, z: number): Matrix;
  69117. /**
  69118. * Adds the translation vector (using 3 floats) in the current matrix
  69119. * @param x defines the 1st component of the translation
  69120. * @param y defines the 2nd component of the translation
  69121. * @param z defines the 3rd component of the translation
  69122. * @returns the current updated matrix
  69123. */
  69124. addTranslationFromFloats(x: number, y: number, z: number): Matrix;
  69125. /**
  69126. * Inserts the translation vector in the current matrix
  69127. * @param vector3 defines the translation to insert
  69128. * @returns the current updated matrix
  69129. */
  69130. setTranslation(vector3: DeepImmutable<Vector3>): Matrix;
  69131. /**
  69132. * Gets the translation value of the current matrix
  69133. * @returns a new Vector3 as the extracted translation from the matrix
  69134. */
  69135. getTranslation(): Vector3;
  69136. /**
  69137. * Fill a Vector3 with the extracted translation from the matrix
  69138. * @param result defines the Vector3 where to store the translation
  69139. * @returns the current matrix
  69140. */
  69141. getTranslationToRef(result: Vector3): Matrix;
  69142. /**
  69143. * Remove rotation and scaling part from the matrix
  69144. * @returns the updated matrix
  69145. */
  69146. removeRotationAndScaling(): Matrix;
  69147. /**
  69148. * Multiply two matrices
  69149. * @param other defines the second operand
  69150. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  69151. */
  69152. multiply(other: DeepImmutable<Matrix>): Matrix;
  69153. /**
  69154. * Copy the current matrix from the given one
  69155. * @param other defines the source matrix
  69156. * @returns the current updated matrix
  69157. */
  69158. copyFrom(other: DeepImmutable<Matrix>): Matrix;
  69159. /**
  69160. * Populates the given array from the starting index with the current matrix values
  69161. * @param array defines the target array
  69162. * @param offset defines the offset in the target array where to start storing values
  69163. * @returns the current matrix
  69164. */
  69165. copyToArray(array: Float32Array, offset?: number): Matrix;
  69166. /**
  69167. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  69168. * @param other defines the second operand
  69169. * @param result defines the matrix where to store the multiplication
  69170. * @returns the current matrix
  69171. */
  69172. multiplyToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  69173. /**
  69174. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  69175. * @param other defines the second operand
  69176. * @param result defines the array where to store the multiplication
  69177. * @param offset defines the offset in the target array where to start storing values
  69178. * @returns the current matrix
  69179. */
  69180. multiplyToArray(other: DeepImmutable<Matrix>, result: Float32Array, offset: number): Matrix;
  69181. /**
  69182. * Check equality between this matrix and a second one
  69183. * @param value defines the second matrix to compare
  69184. * @returns true is the current matrix and the given one values are strictly equal
  69185. */
  69186. equals(value: DeepImmutable<Matrix>): boolean;
  69187. /**
  69188. * Clone the current matrix
  69189. * @returns a new matrix from the current matrix
  69190. */
  69191. clone(): Matrix;
  69192. /**
  69193. * Returns the name of the current matrix class
  69194. * @returns the string "Matrix"
  69195. */
  69196. getClassName(): string;
  69197. /**
  69198. * Gets the hash code of the current matrix
  69199. * @returns the hash code
  69200. */
  69201. getHashCode(): number;
  69202. /**
  69203. * Decomposes the current Matrix into a translation, rotation and scaling components
  69204. * @param scale defines the scale vector3 given as a reference to update
  69205. * @param rotation defines the rotation quaternion given as a reference to update
  69206. * @param translation defines the translation vector3 given as a reference to update
  69207. * @returns true if operation was successful
  69208. */
  69209. decompose(scale?: Vector3, rotation?: Quaternion, translation?: Vector3): boolean;
  69210. /**
  69211. * Gets specific row of the matrix
  69212. * @param index defines the number of the row to get
  69213. * @returns the index-th row of the current matrix as a new Vector4
  69214. */
  69215. getRow(index: number): Nullable<Vector4>;
  69216. /**
  69217. * Sets the index-th row of the current matrix to the vector4 values
  69218. * @param index defines the number of the row to set
  69219. * @param row defines the target vector4
  69220. * @returns the updated current matrix
  69221. */
  69222. setRow(index: number, row: Vector4): Matrix;
  69223. /**
  69224. * Compute the transpose of the matrix
  69225. * @returns the new transposed matrix
  69226. */
  69227. transpose(): Matrix;
  69228. /**
  69229. * Compute the transpose of the matrix and store it in a given matrix
  69230. * @param result defines the target matrix
  69231. * @returns the current matrix
  69232. */
  69233. transposeToRef(result: Matrix): Matrix;
  69234. /**
  69235. * Sets the index-th row of the current matrix with the given 4 x float values
  69236. * @param index defines the row index
  69237. * @param x defines the x component to set
  69238. * @param y defines the y component to set
  69239. * @param z defines the z component to set
  69240. * @param w defines the w component to set
  69241. * @returns the updated current matrix
  69242. */
  69243. setRowFromFloats(index: number, x: number, y: number, z: number, w: number): Matrix;
  69244. /**
  69245. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  69246. * @param scale defines the scale factor
  69247. * @returns a new matrix
  69248. */
  69249. scale(scale: number): Matrix;
  69250. /**
  69251. * Scale the current matrix values by a factor to a given result matrix
  69252. * @param scale defines the scale factor
  69253. * @param result defines the matrix to store the result
  69254. * @returns the current matrix
  69255. */
  69256. scaleToRef(scale: number, result: Matrix): Matrix;
  69257. /**
  69258. * Scale the current matrix values by a factor and add the result to a given matrix
  69259. * @param scale defines the scale factor
  69260. * @param result defines the Matrix to store the result
  69261. * @returns the current matrix
  69262. */
  69263. scaleAndAddToRef(scale: number, result: Matrix): Matrix;
  69264. /**
  69265. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  69266. * @param ref matrix to store the result
  69267. */
  69268. toNormalMatrix(ref: Matrix): void;
  69269. /**
  69270. * Gets only rotation part of the current matrix
  69271. * @returns a new matrix sets to the extracted rotation matrix from the current one
  69272. */
  69273. getRotationMatrix(): Matrix;
  69274. /**
  69275. * Extracts the rotation matrix from the current one and sets it as the given "result"
  69276. * @param result defines the target matrix to store data to
  69277. * @returns the current matrix
  69278. */
  69279. getRotationMatrixToRef(result: Matrix): Matrix;
  69280. /**
  69281. * Toggles model matrix from being right handed to left handed in place and vice versa
  69282. */
  69283. toggleModelMatrixHandInPlace(): void;
  69284. /**
  69285. * Toggles projection matrix from being right handed to left handed in place and vice versa
  69286. */
  69287. toggleProjectionMatrixHandInPlace(): void;
  69288. /**
  69289. * Creates a matrix from an array
  69290. * @param array defines the source array
  69291. * @param offset defines an offset in the source array
  69292. * @returns a new Matrix set from the starting index of the given array
  69293. */
  69294. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Matrix;
  69295. /**
  69296. * Copy the content of an array into a given matrix
  69297. * @param array defines the source array
  69298. * @param offset defines an offset in the source array
  69299. * @param result defines the target matrix
  69300. */
  69301. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Matrix): void;
  69302. /**
  69303. * Stores an array into a matrix after having multiplied each component by a given factor
  69304. * @param array defines the source array
  69305. * @param offset defines the offset in the source array
  69306. * @param scale defines the scaling factor
  69307. * @param result defines the target matrix
  69308. */
  69309. static FromFloat32ArrayToRefScaled(array: DeepImmutable<Float32Array>, offset: number, scale: number, result: Matrix): void;
  69310. /**
  69311. * Gets an identity matrix that must not be updated
  69312. */
  69313. static readonly IdentityReadOnly: DeepImmutable<Matrix>;
  69314. /**
  69315. * Stores a list of values (16) inside a given matrix
  69316. * @param initialM11 defines 1st value of 1st row
  69317. * @param initialM12 defines 2nd value of 1st row
  69318. * @param initialM13 defines 3rd value of 1st row
  69319. * @param initialM14 defines 4th value of 1st row
  69320. * @param initialM21 defines 1st value of 2nd row
  69321. * @param initialM22 defines 2nd value of 2nd row
  69322. * @param initialM23 defines 3rd value of 2nd row
  69323. * @param initialM24 defines 4th value of 2nd row
  69324. * @param initialM31 defines 1st value of 3rd row
  69325. * @param initialM32 defines 2nd value of 3rd row
  69326. * @param initialM33 defines 3rd value of 3rd row
  69327. * @param initialM34 defines 4th value of 3rd row
  69328. * @param initialM41 defines 1st value of 4th row
  69329. * @param initialM42 defines 2nd value of 4th row
  69330. * @param initialM43 defines 3rd value of 4th row
  69331. * @param initialM44 defines 4th value of 4th row
  69332. * @param result defines the target matrix
  69333. */
  69334. 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;
  69335. /**
  69336. * Creates new matrix from a list of values (16)
  69337. * @param initialM11 defines 1st value of 1st row
  69338. * @param initialM12 defines 2nd value of 1st row
  69339. * @param initialM13 defines 3rd value of 1st row
  69340. * @param initialM14 defines 4th value of 1st row
  69341. * @param initialM21 defines 1st value of 2nd row
  69342. * @param initialM22 defines 2nd value of 2nd row
  69343. * @param initialM23 defines 3rd value of 2nd row
  69344. * @param initialM24 defines 4th value of 2nd row
  69345. * @param initialM31 defines 1st value of 3rd row
  69346. * @param initialM32 defines 2nd value of 3rd row
  69347. * @param initialM33 defines 3rd value of 3rd row
  69348. * @param initialM34 defines 4th value of 3rd row
  69349. * @param initialM41 defines 1st value of 4th row
  69350. * @param initialM42 defines 2nd value of 4th row
  69351. * @param initialM43 defines 3rd value of 4th row
  69352. * @param initialM44 defines 4th value of 4th row
  69353. * @returns the new matrix
  69354. */
  69355. 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;
  69356. /**
  69357. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  69358. * @param scale defines the scale vector3
  69359. * @param rotation defines the rotation quaternion
  69360. * @param translation defines the translation vector3
  69361. * @returns a new matrix
  69362. */
  69363. static Compose(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>): Matrix;
  69364. /**
  69365. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  69366. * @param scale defines the scale vector3
  69367. * @param rotation defines the rotation quaternion
  69368. * @param translation defines the translation vector3
  69369. * @param result defines the target matrix
  69370. */
  69371. static ComposeToRef(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>, result: Matrix): void;
  69372. /**
  69373. * Creates a new identity matrix
  69374. * @returns a new identity matrix
  69375. */
  69376. static Identity(): Matrix;
  69377. /**
  69378. * Creates a new identity matrix and stores the result in a given matrix
  69379. * @param result defines the target matrix
  69380. */
  69381. static IdentityToRef(result: Matrix): void;
  69382. /**
  69383. * Creates a new zero matrix
  69384. * @returns a new zero matrix
  69385. */
  69386. static Zero(): Matrix;
  69387. /**
  69388. * Creates a new rotation matrix for "angle" radians around the X axis
  69389. * @param angle defines the angle (in radians) to use
  69390. * @return the new matrix
  69391. */
  69392. static RotationX(angle: number): Matrix;
  69393. /**
  69394. * Creates a new matrix as the invert of a given matrix
  69395. * @param source defines the source matrix
  69396. * @returns the new matrix
  69397. */
  69398. static Invert(source: DeepImmutable<Matrix>): Matrix;
  69399. /**
  69400. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  69401. * @param angle defines the angle (in radians) to use
  69402. * @param result defines the target matrix
  69403. */
  69404. static RotationXToRef(angle: number, result: Matrix): void;
  69405. /**
  69406. * Creates a new rotation matrix for "angle" radians around the Y axis
  69407. * @param angle defines the angle (in radians) to use
  69408. * @return the new matrix
  69409. */
  69410. static RotationY(angle: number): Matrix;
  69411. /**
  69412. * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
  69413. * @param angle defines the angle (in radians) to use
  69414. * @param result defines the target matrix
  69415. */
  69416. static RotationYToRef(angle: number, result: Matrix): void;
  69417. /**
  69418. * Creates a new rotation matrix for "angle" radians around the Z axis
  69419. * @param angle defines the angle (in radians) to use
  69420. * @return the new matrix
  69421. */
  69422. static RotationZ(angle: number): Matrix;
  69423. /**
  69424. * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
  69425. * @param angle defines the angle (in radians) to use
  69426. * @param result defines the target matrix
  69427. */
  69428. static RotationZToRef(angle: number, result: Matrix): void;
  69429. /**
  69430. * Creates a new rotation matrix for "angle" radians around the given axis
  69431. * @param axis defines the axis to use
  69432. * @param angle defines the angle (in radians) to use
  69433. * @return the new matrix
  69434. */
  69435. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Matrix;
  69436. /**
  69437. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  69438. * @param axis defines the axis to use
  69439. * @param angle defines the angle (in radians) to use
  69440. * @param result defines the target matrix
  69441. */
  69442. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Matrix): void;
  69443. /**
  69444. * Takes normalised vectors and returns a rotation matrix to align "from" with "to".
  69445. * Taken from http://www.iquilezles.org/www/articles/noacos/noacos.htm
  69446. * @param from defines the vector to align
  69447. * @param to defines the vector to align to
  69448. * @param result defines the target matrix
  69449. */
  69450. static RotationAlignToRef(from: DeepImmutable<Vector3>, to: DeepImmutable<Vector3>, result: Matrix): void;
  69451. /**
  69452. * Creates a rotation matrix
  69453. * @param yaw defines the yaw angle in radians (Y axis)
  69454. * @param pitch defines the pitch angle in radians (X axis)
  69455. * @param roll defines the roll angle in radians (X axis)
  69456. * @returns the new rotation matrix
  69457. */
  69458. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Matrix;
  69459. /**
  69460. * Creates a rotation matrix and stores it in a given matrix
  69461. * @param yaw defines the yaw angle in radians (Y axis)
  69462. * @param pitch defines the pitch angle in radians (X axis)
  69463. * @param roll defines the roll angle in radians (X axis)
  69464. * @param result defines the target matrix
  69465. */
  69466. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Matrix): void;
  69467. /**
  69468. * Creates a scaling matrix
  69469. * @param x defines the scale factor on X axis
  69470. * @param y defines the scale factor on Y axis
  69471. * @param z defines the scale factor on Z axis
  69472. * @returns the new matrix
  69473. */
  69474. static Scaling(x: number, y: number, z: number): Matrix;
  69475. /**
  69476. * Creates a scaling matrix and stores it in a given matrix
  69477. * @param x defines the scale factor on X axis
  69478. * @param y defines the scale factor on Y axis
  69479. * @param z defines the scale factor on Z axis
  69480. * @param result defines the target matrix
  69481. */
  69482. static ScalingToRef(x: number, y: number, z: number, result: Matrix): void;
  69483. /**
  69484. * Creates a translation matrix
  69485. * @param x defines the translation on X axis
  69486. * @param y defines the translation on Y axis
  69487. * @param z defines the translationon Z axis
  69488. * @returns the new matrix
  69489. */
  69490. static Translation(x: number, y: number, z: number): Matrix;
  69491. /**
  69492. * Creates a translation matrix and stores it in a given matrix
  69493. * @param x defines the translation on X axis
  69494. * @param y defines the translation on Y axis
  69495. * @param z defines the translationon Z axis
  69496. * @param result defines the target matrix
  69497. */
  69498. static TranslationToRef(x: number, y: number, z: number, result: Matrix): void;
  69499. /**
  69500. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  69501. * @param startValue defines the start value
  69502. * @param endValue defines the end value
  69503. * @param gradient defines the gradient factor
  69504. * @returns the new matrix
  69505. */
  69506. static Lerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  69507. /**
  69508. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  69509. * @param startValue defines the start value
  69510. * @param endValue defines the end value
  69511. * @param gradient defines the gradient factor
  69512. * @param result defines the Matrix object where to store data
  69513. */
  69514. static LerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  69515. /**
  69516. * Builds a new matrix whose values are computed by:
  69517. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  69518. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  69519. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  69520. * @param startValue defines the first matrix
  69521. * @param endValue defines the second matrix
  69522. * @param gradient defines the gradient between the two matrices
  69523. * @returns the new matrix
  69524. */
  69525. static DecomposeLerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  69526. /**
  69527. * Update a matrix to values which are computed by:
  69528. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  69529. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  69530. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  69531. * @param startValue defines the first matrix
  69532. * @param endValue defines the second matrix
  69533. * @param gradient defines the gradient between the two matrices
  69534. * @param result defines the target matrix
  69535. */
  69536. static DecomposeLerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  69537. /**
  69538. * Gets a new rotation matrix used to rotate an entity so as it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up"
  69539. * This function works in left handed mode
  69540. * @param eye defines the final position of the entity
  69541. * @param target defines where the entity should look at
  69542. * @param up defines the up vector for the entity
  69543. * @returns the new matrix
  69544. */
  69545. static LookAtLH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  69546. /**
  69547. * Sets the given "result" Matrix to a rotation matrix used to rotate an entity so that it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up".
  69548. * This function works in left handed mode
  69549. * @param eye defines the final position of the entity
  69550. * @param target defines where the entity should look at
  69551. * @param up defines the up vector for the entity
  69552. * @param result defines the target matrix
  69553. */
  69554. static LookAtLHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  69555. /**
  69556. * Gets a new rotation matrix used to rotate an entity so as it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up"
  69557. * This function works in right handed mode
  69558. * @param eye defines the final position of the entity
  69559. * @param target defines where the entity should look at
  69560. * @param up defines the up vector for the entity
  69561. * @returns the new matrix
  69562. */
  69563. static LookAtRH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  69564. /**
  69565. * Sets the given "result" Matrix to a rotation matrix used to rotate an entity so that it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up".
  69566. * This function works in right handed mode
  69567. * @param eye defines the final position of the entity
  69568. * @param target defines where the entity should look at
  69569. * @param up defines the up vector for the entity
  69570. * @param result defines the target matrix
  69571. */
  69572. static LookAtRHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  69573. /**
  69574. * Create a left-handed orthographic projection matrix
  69575. * @param width defines the viewport width
  69576. * @param height defines the viewport height
  69577. * @param znear defines the near clip plane
  69578. * @param zfar defines the far clip plane
  69579. * @returns a new matrix as a left-handed orthographic projection matrix
  69580. */
  69581. static OrthoLH(width: number, height: number, znear: number, zfar: number): Matrix;
  69582. /**
  69583. * Store a left-handed orthographic projection to a given matrix
  69584. * @param width defines the viewport width
  69585. * @param height defines the viewport height
  69586. * @param znear defines the near clip plane
  69587. * @param zfar defines the far clip plane
  69588. * @param result defines the target matrix
  69589. */
  69590. static OrthoLHToRef(width: number, height: number, znear: number, zfar: number, result: Matrix): void;
  69591. /**
  69592. * Create a left-handed orthographic projection matrix
  69593. * @param left defines the viewport left coordinate
  69594. * @param right defines the viewport right coordinate
  69595. * @param bottom defines the viewport bottom coordinate
  69596. * @param top defines the viewport top coordinate
  69597. * @param znear defines the near clip plane
  69598. * @param zfar defines the far clip plane
  69599. * @returns a new matrix as a left-handed orthographic projection matrix
  69600. */
  69601. static OrthoOffCenterLH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  69602. /**
  69603. * Stores a left-handed orthographic projection into a given matrix
  69604. * @param left defines the viewport left coordinate
  69605. * @param right defines the viewport right coordinate
  69606. * @param bottom defines the viewport bottom coordinate
  69607. * @param top defines the viewport top coordinate
  69608. * @param znear defines the near clip plane
  69609. * @param zfar defines the far clip plane
  69610. * @param result defines the target matrix
  69611. */
  69612. static OrthoOffCenterLHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  69613. /**
  69614. * Creates a right-handed orthographic projection matrix
  69615. * @param left defines the viewport left coordinate
  69616. * @param right defines the viewport right coordinate
  69617. * @param bottom defines the viewport bottom coordinate
  69618. * @param top defines the viewport top coordinate
  69619. * @param znear defines the near clip plane
  69620. * @param zfar defines the far clip plane
  69621. * @returns a new matrix as a right-handed orthographic projection matrix
  69622. */
  69623. static OrthoOffCenterRH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  69624. /**
  69625. * Stores a right-handed orthographic projection into a given matrix
  69626. * @param left defines the viewport left coordinate
  69627. * @param right defines the viewport right coordinate
  69628. * @param bottom defines the viewport bottom coordinate
  69629. * @param top defines the viewport top coordinate
  69630. * @param znear defines the near clip plane
  69631. * @param zfar defines the far clip plane
  69632. * @param result defines the target matrix
  69633. */
  69634. static OrthoOffCenterRHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  69635. /**
  69636. * Creates a left-handed perspective projection matrix
  69637. * @param width defines the viewport width
  69638. * @param height defines the viewport height
  69639. * @param znear defines the near clip plane
  69640. * @param zfar defines the far clip plane
  69641. * @returns a new matrix as a left-handed perspective projection matrix
  69642. */
  69643. static PerspectiveLH(width: number, height: number, znear: number, zfar: number): Matrix;
  69644. /**
  69645. * Creates a left-handed perspective projection matrix
  69646. * @param fov defines the horizontal field of view
  69647. * @param aspect defines the aspect ratio
  69648. * @param znear defines the near clip plane
  69649. * @param zfar defines the far clip plane
  69650. * @returns a new matrix as a left-handed perspective projection matrix
  69651. */
  69652. static PerspectiveFovLH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  69653. /**
  69654. * Stores a left-handed perspective projection into a given matrix
  69655. * @param fov defines the horizontal field of view
  69656. * @param aspect defines the aspect ratio
  69657. * @param znear defines the near clip plane
  69658. * @param zfar defines the far clip plane
  69659. * @param result defines the target matrix
  69660. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  69661. */
  69662. static PerspectiveFovLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  69663. /**
  69664. * Creates a right-handed perspective projection matrix
  69665. * @param fov defines the horizontal field of view
  69666. * @param aspect defines the aspect ratio
  69667. * @param znear defines the near clip plane
  69668. * @param zfar defines the far clip plane
  69669. * @returns a new matrix as a right-handed perspective projection matrix
  69670. */
  69671. static PerspectiveFovRH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  69672. /**
  69673. * Stores a right-handed perspective projection into a given matrix
  69674. * @param fov defines the horizontal field of view
  69675. * @param aspect defines the aspect ratio
  69676. * @param znear defines the near clip plane
  69677. * @param zfar defines the far clip plane
  69678. * @param result defines the target matrix
  69679. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  69680. */
  69681. static PerspectiveFovRHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  69682. /**
  69683. * Stores a perspective projection for WebVR info a given matrix
  69684. * @param fov defines the field of view
  69685. * @param znear defines the near clip plane
  69686. * @param zfar defines the far clip plane
  69687. * @param result defines the target matrix
  69688. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  69689. */
  69690. static PerspectiveFovWebVRToRef(fov: {
  69691. upDegrees: number;
  69692. downDegrees: number;
  69693. leftDegrees: number;
  69694. rightDegrees: number;
  69695. }, znear: number, zfar: number, result: Matrix, rightHanded?: boolean): void;
  69696. /**
  69697. * Computes a complete transformation matrix
  69698. * @param viewport defines the viewport to use
  69699. * @param world defines the world matrix
  69700. * @param view defines the view matrix
  69701. * @param projection defines the projection matrix
  69702. * @param zmin defines the near clip plane
  69703. * @param zmax defines the far clip plane
  69704. * @returns the transformation matrix
  69705. */
  69706. static GetFinalMatrix(viewport: DeepImmutable<Viewport>, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, zmin: number, zmax: number): Matrix;
  69707. /**
  69708. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  69709. * @param matrix defines the matrix to use
  69710. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  69711. */
  69712. static GetAsMatrix2x2(matrix: DeepImmutable<Matrix>): Float32Array;
  69713. /**
  69714. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  69715. * @param matrix defines the matrix to use
  69716. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  69717. */
  69718. static GetAsMatrix3x3(matrix: DeepImmutable<Matrix>): Float32Array;
  69719. /**
  69720. * Compute the transpose of a given matrix
  69721. * @param matrix defines the matrix to transpose
  69722. * @returns the new matrix
  69723. */
  69724. static Transpose(matrix: DeepImmutable<Matrix>): Matrix;
  69725. /**
  69726. * Compute the transpose of a matrix and store it in a target matrix
  69727. * @param matrix defines the matrix to transpose
  69728. * @param result defines the target matrix
  69729. */
  69730. static TransposeToRef(matrix: DeepImmutable<Matrix>, result: Matrix): void;
  69731. /**
  69732. * Computes a reflection matrix from a plane
  69733. * @param plane defines the reflection plane
  69734. * @returns a new matrix
  69735. */
  69736. static Reflection(plane: DeepImmutable<IPlaneLike>): Matrix;
  69737. /**
  69738. * Computes a reflection matrix from a plane
  69739. * @param plane defines the reflection plane
  69740. * @param result defines the target matrix
  69741. */
  69742. static ReflectionToRef(plane: DeepImmutable<IPlaneLike>, result: Matrix): void;
  69743. /**
  69744. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  69745. * @param xaxis defines the value of the 1st axis
  69746. * @param yaxis defines the value of the 2nd axis
  69747. * @param zaxis defines the value of the 3rd axis
  69748. * @param result defines the target matrix
  69749. */
  69750. static FromXYZAxesToRef(xaxis: DeepImmutable<Vector3>, yaxis: DeepImmutable<Vector3>, zaxis: DeepImmutable<Vector3>, result: Matrix): void;
  69751. /**
  69752. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  69753. * @param quat defines the quaternion to use
  69754. * @param result defines the target matrix
  69755. */
  69756. static FromQuaternionToRef(quat: DeepImmutable<Quaternion>, result: Matrix): void;
  69757. }
  69758. /**
  69759. * @hidden
  69760. */
  69761. export class TmpVectors {
  69762. static Vector2: Vector2[];
  69763. static Vector3: Vector3[];
  69764. static Vector4: Vector4[];
  69765. static Quaternion: Quaternion[];
  69766. static Matrix: Matrix[];
  69767. }
  69768. }
  69769. declare module BABYLON {
  69770. /** Defines the cross module used constants to avoid circular dependncies */
  69771. export class Constants {
  69772. /** Defines that alpha blending is disabled */
  69773. static readonly ALPHA_DISABLE: number;
  69774. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  69775. static readonly ALPHA_ADD: number;
  69776. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  69777. static readonly ALPHA_COMBINE: number;
  69778. /** Defines that alpha blending to DEST - SRC * DEST */
  69779. static readonly ALPHA_SUBTRACT: number;
  69780. /** Defines that alpha blending to SRC * DEST */
  69781. static readonly ALPHA_MULTIPLY: number;
  69782. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  69783. static readonly ALPHA_MAXIMIZED: number;
  69784. /** Defines that alpha blending to SRC + DEST */
  69785. static readonly ALPHA_ONEONE: number;
  69786. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  69787. static readonly ALPHA_PREMULTIPLIED: number;
  69788. /**
  69789. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  69790. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  69791. */
  69792. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  69793. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  69794. static readonly ALPHA_INTERPOLATE: number;
  69795. /**
  69796. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  69797. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  69798. */
  69799. static readonly ALPHA_SCREENMODE: number;
  69800. /** Defines that the ressource is not delayed*/
  69801. static readonly DELAYLOADSTATE_NONE: number;
  69802. /** Defines that the ressource was successfully delay loaded */
  69803. static readonly DELAYLOADSTATE_LOADED: number;
  69804. /** Defines that the ressource is currently delay loading */
  69805. static readonly DELAYLOADSTATE_LOADING: number;
  69806. /** Defines that the ressource is delayed and has not started loading */
  69807. static readonly DELAYLOADSTATE_NOTLOADED: number;
  69808. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  69809. static readonly NEVER: number;
  69810. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn */
  69811. static readonly ALWAYS: number;
  69812. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  69813. static readonly LESS: number;
  69814. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  69815. static readonly EQUAL: number;
  69816. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than or equal to the stored value */
  69817. static readonly LEQUAL: number;
  69818. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  69819. static readonly GREATER: number;
  69820. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than or equal to the stored value */
  69821. static readonly GEQUAL: number;
  69822. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is not equal to the stored value */
  69823. static readonly NOTEQUAL: number;
  69824. /** Passed to stencilOperation to specify that stencil value must be kept */
  69825. static readonly KEEP: number;
  69826. /** Passed to stencilOperation to specify that stencil value must be replaced */
  69827. static readonly REPLACE: number;
  69828. /** Passed to stencilOperation to specify that stencil value must be incremented */
  69829. static readonly INCR: number;
  69830. /** Passed to stencilOperation to specify that stencil value must be decremented */
  69831. static readonly DECR: number;
  69832. /** Passed to stencilOperation to specify that stencil value must be inverted */
  69833. static readonly INVERT: number;
  69834. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  69835. static readonly INCR_WRAP: number;
  69836. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  69837. static readonly DECR_WRAP: number;
  69838. /** Texture is not repeating outside of 0..1 UVs */
  69839. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  69840. /** Texture is repeating outside of 0..1 UVs */
  69841. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  69842. /** Texture is repeating and mirrored */
  69843. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  69844. /** ALPHA */
  69845. static readonly TEXTUREFORMAT_ALPHA: number;
  69846. /** LUMINANCE */
  69847. static readonly TEXTUREFORMAT_LUMINANCE: number;
  69848. /** LUMINANCE_ALPHA */
  69849. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  69850. /** RGB */
  69851. static readonly TEXTUREFORMAT_RGB: number;
  69852. /** RGBA */
  69853. static readonly TEXTUREFORMAT_RGBA: number;
  69854. /** RED */
  69855. static readonly TEXTUREFORMAT_RED: number;
  69856. /** RED (2nd reference) */
  69857. static readonly TEXTUREFORMAT_R: number;
  69858. /** RG */
  69859. static readonly TEXTUREFORMAT_RG: number;
  69860. /** RED_INTEGER */
  69861. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  69862. /** RED_INTEGER (2nd reference) */
  69863. static readonly TEXTUREFORMAT_R_INTEGER: number;
  69864. /** RG_INTEGER */
  69865. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  69866. /** RGB_INTEGER */
  69867. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  69868. /** RGBA_INTEGER */
  69869. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  69870. /** UNSIGNED_BYTE */
  69871. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  69872. /** UNSIGNED_BYTE (2nd reference) */
  69873. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  69874. /** FLOAT */
  69875. static readonly TEXTURETYPE_FLOAT: number;
  69876. /** HALF_FLOAT */
  69877. static readonly TEXTURETYPE_HALF_FLOAT: number;
  69878. /** BYTE */
  69879. static readonly TEXTURETYPE_BYTE: number;
  69880. /** SHORT */
  69881. static readonly TEXTURETYPE_SHORT: number;
  69882. /** UNSIGNED_SHORT */
  69883. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  69884. /** INT */
  69885. static readonly TEXTURETYPE_INT: number;
  69886. /** UNSIGNED_INT */
  69887. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  69888. /** UNSIGNED_SHORT_4_4_4_4 */
  69889. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  69890. /** UNSIGNED_SHORT_5_5_5_1 */
  69891. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  69892. /** UNSIGNED_SHORT_5_6_5 */
  69893. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  69894. /** UNSIGNED_INT_2_10_10_10_REV */
  69895. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  69896. /** UNSIGNED_INT_24_8 */
  69897. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  69898. /** UNSIGNED_INT_10F_11F_11F_REV */
  69899. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  69900. /** UNSIGNED_INT_5_9_9_9_REV */
  69901. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  69902. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  69903. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  69904. /** nearest is mag = nearest and min = nearest and mip = linear */
  69905. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  69906. /** Bilinear is mag = linear and min = linear and mip = nearest */
  69907. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  69908. /** Trilinear is mag = linear and min = linear and mip = linear */
  69909. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  69910. /** nearest is mag = nearest and min = nearest and mip = linear */
  69911. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  69912. /** Bilinear is mag = linear and min = linear and mip = nearest */
  69913. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  69914. /** Trilinear is mag = linear and min = linear and mip = linear */
  69915. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  69916. /** mag = nearest and min = nearest and mip = nearest */
  69917. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  69918. /** mag = nearest and min = linear and mip = nearest */
  69919. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  69920. /** mag = nearest and min = linear and mip = linear */
  69921. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  69922. /** mag = nearest and min = linear and mip = none */
  69923. static readonly TEXTURE_NEAREST_LINEAR: number;
  69924. /** mag = nearest and min = nearest and mip = none */
  69925. static readonly TEXTURE_NEAREST_NEAREST: number;
  69926. /** mag = linear and min = nearest and mip = nearest */
  69927. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  69928. /** mag = linear and min = nearest and mip = linear */
  69929. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  69930. /** mag = linear and min = linear and mip = none */
  69931. static readonly TEXTURE_LINEAR_LINEAR: number;
  69932. /** mag = linear and min = nearest and mip = none */
  69933. static readonly TEXTURE_LINEAR_NEAREST: number;
  69934. /** Explicit coordinates mode */
  69935. static readonly TEXTURE_EXPLICIT_MODE: number;
  69936. /** Spherical coordinates mode */
  69937. static readonly TEXTURE_SPHERICAL_MODE: number;
  69938. /** Planar coordinates mode */
  69939. static readonly TEXTURE_PLANAR_MODE: number;
  69940. /** Cubic coordinates mode */
  69941. static readonly TEXTURE_CUBIC_MODE: number;
  69942. /** Projection coordinates mode */
  69943. static readonly TEXTURE_PROJECTION_MODE: number;
  69944. /** Skybox coordinates mode */
  69945. static readonly TEXTURE_SKYBOX_MODE: number;
  69946. /** Inverse Cubic coordinates mode */
  69947. static readonly TEXTURE_INVCUBIC_MODE: number;
  69948. /** Equirectangular coordinates mode */
  69949. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  69950. /** Equirectangular Fixed coordinates mode */
  69951. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  69952. /** Equirectangular Fixed Mirrored coordinates mode */
  69953. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  69954. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  69955. static readonly SCALEMODE_FLOOR: number;
  69956. /** Defines that texture rescaling will look for the nearest power of 2 size */
  69957. static readonly SCALEMODE_NEAREST: number;
  69958. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  69959. static readonly SCALEMODE_CEILING: number;
  69960. /**
  69961. * The dirty texture flag value
  69962. */
  69963. static readonly MATERIAL_TextureDirtyFlag: number;
  69964. /**
  69965. * The dirty light flag value
  69966. */
  69967. static readonly MATERIAL_LightDirtyFlag: number;
  69968. /**
  69969. * The dirty fresnel flag value
  69970. */
  69971. static readonly MATERIAL_FresnelDirtyFlag: number;
  69972. /**
  69973. * The dirty attribute flag value
  69974. */
  69975. static readonly MATERIAL_AttributesDirtyFlag: number;
  69976. /**
  69977. * The dirty misc flag value
  69978. */
  69979. static readonly MATERIAL_MiscDirtyFlag: number;
  69980. /**
  69981. * The all dirty flag value
  69982. */
  69983. static readonly MATERIAL_AllDirtyFlag: number;
  69984. /**
  69985. * Returns the triangle fill mode
  69986. */
  69987. static readonly MATERIAL_TriangleFillMode: number;
  69988. /**
  69989. * Returns the wireframe mode
  69990. */
  69991. static readonly MATERIAL_WireFrameFillMode: number;
  69992. /**
  69993. * Returns the point fill mode
  69994. */
  69995. static readonly MATERIAL_PointFillMode: number;
  69996. /**
  69997. * Returns the point list draw mode
  69998. */
  69999. static readonly MATERIAL_PointListDrawMode: number;
  70000. /**
  70001. * Returns the line list draw mode
  70002. */
  70003. static readonly MATERIAL_LineListDrawMode: number;
  70004. /**
  70005. * Returns the line loop draw mode
  70006. */
  70007. static readonly MATERIAL_LineLoopDrawMode: number;
  70008. /**
  70009. * Returns the line strip draw mode
  70010. */
  70011. static readonly MATERIAL_LineStripDrawMode: number;
  70012. /**
  70013. * Returns the triangle strip draw mode
  70014. */
  70015. static readonly MATERIAL_TriangleStripDrawMode: number;
  70016. /**
  70017. * Returns the triangle fan draw mode
  70018. */
  70019. static readonly MATERIAL_TriangleFanDrawMode: number;
  70020. /**
  70021. * Stores the clock-wise side orientation
  70022. */
  70023. static readonly MATERIAL_ClockWiseSideOrientation: number;
  70024. /**
  70025. * Stores the counter clock-wise side orientation
  70026. */
  70027. static readonly MATERIAL_CounterClockWiseSideOrientation: number;
  70028. /**
  70029. * Nothing
  70030. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  70031. */
  70032. static readonly ACTION_NothingTrigger: number;
  70033. /**
  70034. * On pick
  70035. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  70036. */
  70037. static readonly ACTION_OnPickTrigger: number;
  70038. /**
  70039. * On left pick
  70040. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  70041. */
  70042. static readonly ACTION_OnLeftPickTrigger: number;
  70043. /**
  70044. * On right pick
  70045. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  70046. */
  70047. static readonly ACTION_OnRightPickTrigger: number;
  70048. /**
  70049. * On center pick
  70050. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  70051. */
  70052. static readonly ACTION_OnCenterPickTrigger: number;
  70053. /**
  70054. * On pick down
  70055. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  70056. */
  70057. static readonly ACTION_OnPickDownTrigger: number;
  70058. /**
  70059. * On double pick
  70060. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  70061. */
  70062. static readonly ACTION_OnDoublePickTrigger: number;
  70063. /**
  70064. * On pick up
  70065. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  70066. */
  70067. static readonly ACTION_OnPickUpTrigger: number;
  70068. /**
  70069. * On pick out.
  70070. * This trigger will only be raised if you also declared a OnPickDown
  70071. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  70072. */
  70073. static readonly ACTION_OnPickOutTrigger: number;
  70074. /**
  70075. * On long press
  70076. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  70077. */
  70078. static readonly ACTION_OnLongPressTrigger: number;
  70079. /**
  70080. * On pointer over
  70081. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  70082. */
  70083. static readonly ACTION_OnPointerOverTrigger: number;
  70084. /**
  70085. * On pointer out
  70086. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  70087. */
  70088. static readonly ACTION_OnPointerOutTrigger: number;
  70089. /**
  70090. * On every frame
  70091. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  70092. */
  70093. static readonly ACTION_OnEveryFrameTrigger: number;
  70094. /**
  70095. * On intersection enter
  70096. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  70097. */
  70098. static readonly ACTION_OnIntersectionEnterTrigger: number;
  70099. /**
  70100. * On intersection exit
  70101. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  70102. */
  70103. static readonly ACTION_OnIntersectionExitTrigger: number;
  70104. /**
  70105. * On key down
  70106. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  70107. */
  70108. static readonly ACTION_OnKeyDownTrigger: number;
  70109. /**
  70110. * On key up
  70111. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  70112. */
  70113. static readonly ACTION_OnKeyUpTrigger: number;
  70114. /**
  70115. * Billboard mode will only apply to Y axis
  70116. */
  70117. static readonly PARTICLES_BILLBOARDMODE_Y: number;
  70118. /**
  70119. * Billboard mode will apply to all axes
  70120. */
  70121. static readonly PARTICLES_BILLBOARDMODE_ALL: number;
  70122. /**
  70123. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  70124. */
  70125. static readonly PARTICLES_BILLBOARDMODE_STRETCHED: number;
  70126. /**
  70127. * Gets or sets base Assets URL
  70128. */
  70129. static PARTICLES_BaseAssetsUrl: string;
  70130. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  70131. * Test order :
  70132. * Is the bounding sphere outside the frustum ?
  70133. * If not, are the bounding box vertices outside the frustum ?
  70134. * It not, then the cullable object is in the frustum.
  70135. */
  70136. static readonly MESHES_CULLINGSTRATEGY_STANDARD: number;
  70137. /** Culling strategy : Bounding Sphere Only.
  70138. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  70139. * It's also less accurate than the standard because some not visible objects can still be selected.
  70140. * Test : is the bounding sphere outside the frustum ?
  70141. * If not, then the cullable object is in the frustum.
  70142. */
  70143. static readonly MESHES_CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  70144. /** Culling strategy : Optimistic Inclusion.
  70145. * This in an inclusion test first, then the standard exclusion test.
  70146. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  70147. * This could also be a little slower than the standard test when the tested object center is not the frustum but one of its bounding box vertex is still inside.
  70148. * Anyway, it's as accurate as the standard strategy.
  70149. * Test :
  70150. * Is the cullable object bounding sphere center in the frustum ?
  70151. * If not, apply the default culling strategy.
  70152. */
  70153. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  70154. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  70155. * This in an inclusion test first, then the bounding sphere only exclusion test.
  70156. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  70157. * This could also be a little slower than the BoundingSphereOnly strategy when the tested object center is not in the frustum but its bounding sphere still intersects it.
  70158. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  70159. * Test :
  70160. * Is the cullable object bounding sphere center in the frustum ?
  70161. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  70162. */
  70163. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  70164. /**
  70165. * No logging while loading
  70166. */
  70167. static readonly SCENELOADER_NO_LOGGING: number;
  70168. /**
  70169. * Minimal logging while loading
  70170. */
  70171. static readonly SCENELOADER_MINIMAL_LOGGING: number;
  70172. /**
  70173. * Summary logging while loading
  70174. */
  70175. static readonly SCENELOADER_SUMMARY_LOGGING: number;
  70176. /**
  70177. * Detailled logging while loading
  70178. */
  70179. static readonly SCENELOADER_DETAILED_LOGGING: number;
  70180. }
  70181. }
  70182. declare module BABYLON {
  70183. /**
  70184. * Class used to store and describe the pipeline context associated with an effect
  70185. */
  70186. export interface IPipelineContext {
  70187. /**
  70188. * Gets a boolean indicating that this pipeline context is supporting asynchronous creating
  70189. */
  70190. isAsync: boolean;
  70191. /**
  70192. * Gets a boolean indicating that the context is ready to be used (like shaders / pipelines are compiled and ready for instance)
  70193. */
  70194. isReady: boolean;
  70195. /** @hidden */
  70196. _handlesSpectorRebuildCallback(onCompiled: (compiledObject: any) => void): void;
  70197. }
  70198. }
  70199. declare module BABYLON {
  70200. /** @hidden */
  70201. export interface IShaderProcessor {
  70202. attributeProcessor?: (attribute: string) => string;
  70203. varyingProcessor?: (varying: string, isFragment: boolean) => string;
  70204. uniformProcessor?: (uniform: string, isFragment: boolean) => string;
  70205. uniformBufferProcessor?: (uniformBuffer: string, isFragment: boolean) => string;
  70206. endOfUniformBufferProcessor?: (closingBracketLine: string, isFragment: boolean) => string;
  70207. lineProcessor?: (line: string, isFragment: boolean) => string;
  70208. preProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  70209. postProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  70210. }
  70211. }
  70212. declare module BABYLON {
  70213. /** @hidden */
  70214. export interface ProcessingOptions {
  70215. defines: string[];
  70216. indexParameters: any;
  70217. isFragment: boolean;
  70218. shouldUseHighPrecisionShader: boolean;
  70219. supportsUniformBuffers: boolean;
  70220. shadersRepository: string;
  70221. includesShadersStore: {
  70222. [key: string]: string;
  70223. };
  70224. processor?: IShaderProcessor;
  70225. version: string;
  70226. platformName: string;
  70227. lookForClosingBracketForUniformBuffer?: boolean;
  70228. }
  70229. }
  70230. declare module BABYLON {
  70231. /**
  70232. * Helper to manipulate strings
  70233. */
  70234. export class StringTools {
  70235. /**
  70236. * Checks for a matching suffix at the end of a string (for ES5 and lower)
  70237. * @param str Source string
  70238. * @param suffix Suffix to search for in the source string
  70239. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  70240. */
  70241. static EndsWith(str: string, suffix: string): boolean;
  70242. /**
  70243. * Checks for a matching suffix at the beginning of a string (for ES5 and lower)
  70244. * @param str Source string
  70245. * @param suffix Suffix to search for in the source string
  70246. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  70247. */
  70248. static StartsWith(str: string, suffix: string): boolean;
  70249. }
  70250. }
  70251. declare module BABYLON {
  70252. /** @hidden */
  70253. export class ShaderCodeNode {
  70254. line: string;
  70255. children: ShaderCodeNode[];
  70256. additionalDefineKey?: string;
  70257. additionalDefineValue?: string;
  70258. isValid(preprocessors: {
  70259. [key: string]: string;
  70260. }): boolean;
  70261. process(preprocessors: {
  70262. [key: string]: string;
  70263. }, options: ProcessingOptions): string;
  70264. }
  70265. }
  70266. declare module BABYLON {
  70267. /** @hidden */
  70268. export class ShaderCodeCursor {
  70269. private _lines;
  70270. lineIndex: number;
  70271. readonly currentLine: string;
  70272. readonly canRead: boolean;
  70273. lines: string[];
  70274. }
  70275. }
  70276. declare module BABYLON {
  70277. /** @hidden */
  70278. export class ShaderCodeConditionNode extends ShaderCodeNode {
  70279. process(preprocessors: {
  70280. [key: string]: string;
  70281. }, options: ProcessingOptions): string;
  70282. }
  70283. }
  70284. declare module BABYLON {
  70285. /** @hidden */
  70286. export class ShaderDefineExpression {
  70287. isTrue(preprocessors: {
  70288. [key: string]: string;
  70289. }): boolean;
  70290. }
  70291. }
  70292. declare module BABYLON {
  70293. /** @hidden */
  70294. export class ShaderCodeTestNode extends ShaderCodeNode {
  70295. testExpression: ShaderDefineExpression;
  70296. isValid(preprocessors: {
  70297. [key: string]: string;
  70298. }): boolean;
  70299. }
  70300. }
  70301. declare module BABYLON {
  70302. /** @hidden */
  70303. export class ShaderDefineIsDefinedOperator extends ShaderDefineExpression {
  70304. define: string;
  70305. not: boolean;
  70306. constructor(define: string, not?: boolean);
  70307. isTrue(preprocessors: {
  70308. [key: string]: string;
  70309. }): boolean;
  70310. }
  70311. }
  70312. declare module BABYLON {
  70313. /** @hidden */
  70314. export class ShaderDefineOrOperator extends ShaderDefineExpression {
  70315. leftOperand: ShaderDefineExpression;
  70316. rightOperand: ShaderDefineExpression;
  70317. isTrue(preprocessors: {
  70318. [key: string]: string;
  70319. }): boolean;
  70320. }
  70321. }
  70322. declare module BABYLON {
  70323. /** @hidden */
  70324. export class ShaderDefineAndOperator extends ShaderDefineExpression {
  70325. leftOperand: ShaderDefineExpression;
  70326. rightOperand: ShaderDefineExpression;
  70327. isTrue(preprocessors: {
  70328. [key: string]: string;
  70329. }): boolean;
  70330. }
  70331. }
  70332. declare module BABYLON {
  70333. /** @hidden */
  70334. export class ShaderDefineArithmeticOperator extends ShaderDefineExpression {
  70335. define: string;
  70336. operand: string;
  70337. testValue: string;
  70338. constructor(define: string, operand: string, testValue: string);
  70339. isTrue(preprocessors: {
  70340. [key: string]: string;
  70341. }): boolean;
  70342. }
  70343. }
  70344. declare module BABYLON {
  70345. /**
  70346. * @ignore
  70347. * Application error to support additional information when loading a file
  70348. */
  70349. export class LoadFileError extends Error {
  70350. /** defines the optional web request */
  70351. request?: WebRequest | undefined;
  70352. private static _setPrototypeOf;
  70353. /**
  70354. * Creates a new LoadFileError
  70355. * @param message defines the message of the error
  70356. * @param request defines the optional web request
  70357. */
  70358. constructor(message: string,
  70359. /** defines the optional web request */
  70360. request?: WebRequest | undefined);
  70361. }
  70362. }
  70363. declare module BABYLON {
  70364. /**
  70365. * Class used to enable access to offline support
  70366. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  70367. */
  70368. export interface IOfflineProvider {
  70369. /**
  70370. * Gets a boolean indicating if scene must be saved in the database
  70371. */
  70372. enableSceneOffline: boolean;
  70373. /**
  70374. * Gets a boolean indicating if textures must be saved in the database
  70375. */
  70376. enableTexturesOffline: boolean;
  70377. /**
  70378. * Open the offline support and make it available
  70379. * @param successCallback defines the callback to call on success
  70380. * @param errorCallback defines the callback to call on error
  70381. */
  70382. open(successCallback: () => void, errorCallback: () => void): void;
  70383. /**
  70384. * Loads an image from the offline support
  70385. * @param url defines the url to load from
  70386. * @param image defines the target DOM image
  70387. */
  70388. loadImage(url: string, image: HTMLImageElement): void;
  70389. /**
  70390. * Loads a file from offline support
  70391. * @param url defines the URL to load from
  70392. * @param sceneLoaded defines a callback to call on success
  70393. * @param progressCallBack defines a callback to call when progress changed
  70394. * @param errorCallback defines a callback to call on error
  70395. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  70396. */
  70397. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  70398. }
  70399. }
  70400. declare module BABYLON {
  70401. /**
  70402. * Class used to help managing file picking and drag'n'drop
  70403. * File Storage
  70404. */
  70405. export class FilesInputStore {
  70406. /**
  70407. * List of files ready to be loaded
  70408. */
  70409. static FilesToLoad: {
  70410. [key: string]: File;
  70411. };
  70412. }
  70413. }
  70414. declare module BABYLON {
  70415. /**
  70416. * Class used to define a retry strategy when error happens while loading assets
  70417. */
  70418. export class RetryStrategy {
  70419. /**
  70420. * Function used to defines an exponential back off strategy
  70421. * @param maxRetries defines the maximum number of retries (3 by default)
  70422. * @param baseInterval defines the interval between retries
  70423. * @returns the strategy function to use
  70424. */
  70425. static ExponentialBackoff(maxRetries?: number, baseInterval?: number): (url: string, request: WebRequest, retryIndex: number) => number;
  70426. }
  70427. }
  70428. declare module BABYLON {
  70429. /**
  70430. * @hidden
  70431. */
  70432. export class FileTools {
  70433. /**
  70434. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  70435. */
  70436. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  70437. /**
  70438. * Gets or sets the base URL to use to load assets
  70439. */
  70440. static BaseUrl: string;
  70441. /**
  70442. * Default behaviour for cors in the application.
  70443. * It can be a string if the expected behavior is identical in the entire app.
  70444. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  70445. */
  70446. static CorsBehavior: string | ((url: string | string[]) => string);
  70447. /**
  70448. * Gets or sets a function used to pre-process url before using them to load assets
  70449. */
  70450. static PreprocessUrl: (url: string) => string;
  70451. /**
  70452. * Removes unwanted characters from an url
  70453. * @param url defines the url to clean
  70454. * @returns the cleaned url
  70455. */
  70456. private static _CleanUrl;
  70457. /**
  70458. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  70459. * @param url define the url we are trying
  70460. * @param element define the dom element where to configure the cors policy
  70461. */
  70462. static SetCorsBehavior(url: string | string[], element: {
  70463. crossOrigin: string | null;
  70464. }): void;
  70465. /**
  70466. * Loads an image as an HTMLImageElement.
  70467. * @param input url string, ArrayBuffer, or Blob to load
  70468. * @param onLoad callback called when the image successfully loads
  70469. * @param onError callback called when the image fails to load
  70470. * @param offlineProvider offline provider for caching
  70471. * @returns the HTMLImageElement of the loaded image
  70472. */
  70473. static LoadImage(input: string | ArrayBuffer | ArrayBufferView | Blob, onLoad: (img: HTMLImageElement) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>): HTMLImageElement;
  70474. /**
  70475. * Loads a file
  70476. * @param fileToLoad defines the file to load
  70477. * @param callback defines the callback to call when data is loaded
  70478. * @param progressCallBack defines the callback to call during loading process
  70479. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  70480. * @returns a file request object
  70481. */
  70482. static ReadFile(fileToLoad: File, callback: (data: any) => void, progressCallBack?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): IFileRequest;
  70483. /**
  70484. * Loads a file
  70485. * @param url url string, ArrayBuffer, or Blob to load
  70486. * @param onSuccess callback called when the file successfully loads
  70487. * @param onProgress callback called while file is loading (if the server supports this mode)
  70488. * @param offlineProvider defines the offline provider for caching
  70489. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  70490. * @param onError callback called when the file fails to load
  70491. * @returns a file request object
  70492. */
  70493. static LoadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: any) => void): IFileRequest;
  70494. /**
  70495. * Checks if the loaded document was accessed via `file:`-Protocol.
  70496. * @returns boolean
  70497. */
  70498. static IsFileURL(): boolean;
  70499. }
  70500. }
  70501. declare module BABYLON {
  70502. /** @hidden */
  70503. export class ShaderProcessor {
  70504. static Process(sourceCode: string, options: ProcessingOptions, callback: (migratedCode: string) => void): void;
  70505. private static _ProcessPrecision;
  70506. private static _ExtractOperation;
  70507. private static _BuildSubExpression;
  70508. private static _BuildExpression;
  70509. private static _MoveCursorWithinIf;
  70510. private static _MoveCursor;
  70511. private static _EvaluatePreProcessors;
  70512. private static _PreparePreProcessors;
  70513. private static _ProcessShaderConversion;
  70514. private static _ProcessIncludes;
  70515. }
  70516. }
  70517. declare module BABYLON {
  70518. /**
  70519. * Class used to hold a RBG color
  70520. */
  70521. export class Color3 {
  70522. /**
  70523. * Defines the red component (between 0 and 1, default is 0)
  70524. */
  70525. r: number;
  70526. /**
  70527. * Defines the green component (between 0 and 1, default is 0)
  70528. */
  70529. g: number;
  70530. /**
  70531. * Defines the blue component (between 0 and 1, default is 0)
  70532. */
  70533. b: number;
  70534. /**
  70535. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  70536. * @param r defines the red component (between 0 and 1, default is 0)
  70537. * @param g defines the green component (between 0 and 1, default is 0)
  70538. * @param b defines the blue component (between 0 and 1, default is 0)
  70539. */
  70540. constructor(
  70541. /**
  70542. * Defines the red component (between 0 and 1, default is 0)
  70543. */
  70544. r?: number,
  70545. /**
  70546. * Defines the green component (between 0 and 1, default is 0)
  70547. */
  70548. g?: number,
  70549. /**
  70550. * Defines the blue component (between 0 and 1, default is 0)
  70551. */
  70552. b?: number);
  70553. /**
  70554. * Creates a string with the Color3 current values
  70555. * @returns the string representation of the Color3 object
  70556. */
  70557. toString(): string;
  70558. /**
  70559. * Returns the string "Color3"
  70560. * @returns "Color3"
  70561. */
  70562. getClassName(): string;
  70563. /**
  70564. * Compute the Color3 hash code
  70565. * @returns an unique number that can be used to hash Color3 objects
  70566. */
  70567. getHashCode(): number;
  70568. /**
  70569. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  70570. * @param array defines the array where to store the r,g,b components
  70571. * @param index defines an optional index in the target array to define where to start storing values
  70572. * @returns the current Color3 object
  70573. */
  70574. toArray(array: FloatArray, index?: number): Color3;
  70575. /**
  70576. * Returns a new Color4 object from the current Color3 and the given alpha
  70577. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  70578. * @returns a new Color4 object
  70579. */
  70580. toColor4(alpha?: number): Color4;
  70581. /**
  70582. * Returns a new array populated with 3 numeric elements : red, green and blue values
  70583. * @returns the new array
  70584. */
  70585. asArray(): number[];
  70586. /**
  70587. * Returns the luminance value
  70588. * @returns a float value
  70589. */
  70590. toLuminance(): number;
  70591. /**
  70592. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  70593. * @param otherColor defines the second operand
  70594. * @returns the new Color3 object
  70595. */
  70596. multiply(otherColor: DeepImmutable<Color3>): Color3;
  70597. /**
  70598. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  70599. * @param otherColor defines the second operand
  70600. * @param result defines the Color3 object where to store the result
  70601. * @returns the current Color3
  70602. */
  70603. multiplyToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  70604. /**
  70605. * Determines equality between Color3 objects
  70606. * @param otherColor defines the second operand
  70607. * @returns true if the rgb values are equal to the given ones
  70608. */
  70609. equals(otherColor: DeepImmutable<Color3>): boolean;
  70610. /**
  70611. * Determines equality between the current Color3 object and a set of r,b,g values
  70612. * @param r defines the red component to check
  70613. * @param g defines the green component to check
  70614. * @param b defines the blue component to check
  70615. * @returns true if the rgb values are equal to the given ones
  70616. */
  70617. equalsFloats(r: number, g: number, b: number): boolean;
  70618. /**
  70619. * Multiplies in place each rgb value by scale
  70620. * @param scale defines the scaling factor
  70621. * @returns the updated Color3
  70622. */
  70623. scale(scale: number): Color3;
  70624. /**
  70625. * Multiplies the rgb values by scale and stores the result into "result"
  70626. * @param scale defines the scaling factor
  70627. * @param result defines the Color3 object where to store the result
  70628. * @returns the unmodified current Color3
  70629. */
  70630. scaleToRef(scale: number, result: Color3): Color3;
  70631. /**
  70632. * Scale the current Color3 values by a factor and add the result to a given Color3
  70633. * @param scale defines the scale factor
  70634. * @param result defines color to store the result into
  70635. * @returns the unmodified current Color3
  70636. */
  70637. scaleAndAddToRef(scale: number, result: Color3): Color3;
  70638. /**
  70639. * Clamps the rgb values by the min and max values and stores the result into "result"
  70640. * @param min defines minimum clamping value (default is 0)
  70641. * @param max defines maximum clamping value (default is 1)
  70642. * @param result defines color to store the result into
  70643. * @returns the original Color3
  70644. */
  70645. clampToRef(min: number | undefined, max: number | undefined, result: Color3): Color3;
  70646. /**
  70647. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  70648. * @param otherColor defines the second operand
  70649. * @returns the new Color3
  70650. */
  70651. add(otherColor: DeepImmutable<Color3>): Color3;
  70652. /**
  70653. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  70654. * @param otherColor defines the second operand
  70655. * @param result defines Color3 object to store the result into
  70656. * @returns the unmodified current Color3
  70657. */
  70658. addToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  70659. /**
  70660. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  70661. * @param otherColor defines the second operand
  70662. * @returns the new Color3
  70663. */
  70664. subtract(otherColor: DeepImmutable<Color3>): Color3;
  70665. /**
  70666. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  70667. * @param otherColor defines the second operand
  70668. * @param result defines Color3 object to store the result into
  70669. * @returns the unmodified current Color3
  70670. */
  70671. subtractToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  70672. /**
  70673. * Copy the current object
  70674. * @returns a new Color3 copied the current one
  70675. */
  70676. clone(): Color3;
  70677. /**
  70678. * Copies the rgb values from the source in the current Color3
  70679. * @param source defines the source Color3 object
  70680. * @returns the updated Color3 object
  70681. */
  70682. copyFrom(source: DeepImmutable<Color3>): Color3;
  70683. /**
  70684. * Updates the Color3 rgb values from the given floats
  70685. * @param r defines the red component to read from
  70686. * @param g defines the green component to read from
  70687. * @param b defines the blue component to read from
  70688. * @returns the current Color3 object
  70689. */
  70690. copyFromFloats(r: number, g: number, b: number): Color3;
  70691. /**
  70692. * Updates the Color3 rgb values from the given floats
  70693. * @param r defines the red component to read from
  70694. * @param g defines the green component to read from
  70695. * @param b defines the blue component to read from
  70696. * @returns the current Color3 object
  70697. */
  70698. set(r: number, g: number, b: number): Color3;
  70699. /**
  70700. * Compute the Color3 hexadecimal code as a string
  70701. * @returns a string containing the hexadecimal representation of the Color3 object
  70702. */
  70703. toHexString(): string;
  70704. /**
  70705. * Computes a new Color3 converted from the current one to linear space
  70706. * @returns a new Color3 object
  70707. */
  70708. toLinearSpace(): Color3;
  70709. /**
  70710. * Converts current color in rgb space to HSV values
  70711. * @returns a new color3 representing the HSV values
  70712. */
  70713. toHSV(): Color3;
  70714. /**
  70715. * Converts current color in rgb space to HSV values
  70716. * @param result defines the Color3 where to store the HSV values
  70717. */
  70718. toHSVToRef(result: Color3): void;
  70719. /**
  70720. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  70721. * @param convertedColor defines the Color3 object where to store the linear space version
  70722. * @returns the unmodified Color3
  70723. */
  70724. toLinearSpaceToRef(convertedColor: Color3): Color3;
  70725. /**
  70726. * Computes a new Color3 converted from the current one to gamma space
  70727. * @returns a new Color3 object
  70728. */
  70729. toGammaSpace(): Color3;
  70730. /**
  70731. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  70732. * @param convertedColor defines the Color3 object where to store the gamma space version
  70733. * @returns the unmodified Color3
  70734. */
  70735. toGammaSpaceToRef(convertedColor: Color3): Color3;
  70736. private static _BlackReadOnly;
  70737. /**
  70738. * Convert Hue, saturation and value to a Color3 (RGB)
  70739. * @param hue defines the hue
  70740. * @param saturation defines the saturation
  70741. * @param value defines the value
  70742. * @param result defines the Color3 where to store the RGB values
  70743. */
  70744. static HSVtoRGBToRef(hue: number, saturation: number, value: number, result: Color3): void;
  70745. /**
  70746. * Creates a new Color3 from the string containing valid hexadecimal values
  70747. * @param hex defines a string containing valid hexadecimal values
  70748. * @returns a new Color3 object
  70749. */
  70750. static FromHexString(hex: string): Color3;
  70751. /**
  70752. * Creates a new Color3 from the starting index of the given array
  70753. * @param array defines the source array
  70754. * @param offset defines an offset in the source array
  70755. * @returns a new Color3 object
  70756. */
  70757. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color3;
  70758. /**
  70759. * Creates a new Color3 from integer values (< 256)
  70760. * @param r defines the red component to read from (value between 0 and 255)
  70761. * @param g defines the green component to read from (value between 0 and 255)
  70762. * @param b defines the blue component to read from (value between 0 and 255)
  70763. * @returns a new Color3 object
  70764. */
  70765. static FromInts(r: number, g: number, b: number): Color3;
  70766. /**
  70767. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  70768. * @param start defines the start Color3 value
  70769. * @param end defines the end Color3 value
  70770. * @param amount defines the gradient value between start and end
  70771. * @returns a new Color3 object
  70772. */
  70773. static Lerp(start: DeepImmutable<Color3>, end: DeepImmutable<Color3>, amount: number): Color3;
  70774. /**
  70775. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  70776. * @param left defines the start value
  70777. * @param right defines the end value
  70778. * @param amount defines the gradient factor
  70779. * @param result defines the Color3 object where to store the result
  70780. */
  70781. static LerpToRef(left: DeepImmutable<Color3>, right: DeepImmutable<Color3>, amount: number, result: Color3): void;
  70782. /**
  70783. * Returns a Color3 value containing a red color
  70784. * @returns a new Color3 object
  70785. */
  70786. static Red(): Color3;
  70787. /**
  70788. * Returns a Color3 value containing a green color
  70789. * @returns a new Color3 object
  70790. */
  70791. static Green(): Color3;
  70792. /**
  70793. * Returns a Color3 value containing a blue color
  70794. * @returns a new Color3 object
  70795. */
  70796. static Blue(): Color3;
  70797. /**
  70798. * Returns a Color3 value containing a black color
  70799. * @returns a new Color3 object
  70800. */
  70801. static Black(): Color3;
  70802. /**
  70803. * Gets a Color3 value containing a black color that must not be updated
  70804. */
  70805. static readonly BlackReadOnly: DeepImmutable<Color3>;
  70806. /**
  70807. * Returns a Color3 value containing a white color
  70808. * @returns a new Color3 object
  70809. */
  70810. static White(): Color3;
  70811. /**
  70812. * Returns a Color3 value containing a purple color
  70813. * @returns a new Color3 object
  70814. */
  70815. static Purple(): Color3;
  70816. /**
  70817. * Returns a Color3 value containing a magenta color
  70818. * @returns a new Color3 object
  70819. */
  70820. static Magenta(): Color3;
  70821. /**
  70822. * Returns a Color3 value containing a yellow color
  70823. * @returns a new Color3 object
  70824. */
  70825. static Yellow(): Color3;
  70826. /**
  70827. * Returns a Color3 value containing a gray color
  70828. * @returns a new Color3 object
  70829. */
  70830. static Gray(): Color3;
  70831. /**
  70832. * Returns a Color3 value containing a teal color
  70833. * @returns a new Color3 object
  70834. */
  70835. static Teal(): Color3;
  70836. /**
  70837. * Returns a Color3 value containing a random color
  70838. * @returns a new Color3 object
  70839. */
  70840. static Random(): Color3;
  70841. }
  70842. /**
  70843. * Class used to hold a RBGA color
  70844. */
  70845. export class Color4 {
  70846. /**
  70847. * Defines the red component (between 0 and 1, default is 0)
  70848. */
  70849. r: number;
  70850. /**
  70851. * Defines the green component (between 0 and 1, default is 0)
  70852. */
  70853. g: number;
  70854. /**
  70855. * Defines the blue component (between 0 and 1, default is 0)
  70856. */
  70857. b: number;
  70858. /**
  70859. * Defines the alpha component (between 0 and 1, default is 1)
  70860. */
  70861. a: number;
  70862. /**
  70863. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  70864. * @param r defines the red component (between 0 and 1, default is 0)
  70865. * @param g defines the green component (between 0 and 1, default is 0)
  70866. * @param b defines the blue component (between 0 and 1, default is 0)
  70867. * @param a defines the alpha component (between 0 and 1, default is 1)
  70868. */
  70869. constructor(
  70870. /**
  70871. * Defines the red component (between 0 and 1, default is 0)
  70872. */
  70873. r?: number,
  70874. /**
  70875. * Defines the green component (between 0 and 1, default is 0)
  70876. */
  70877. g?: number,
  70878. /**
  70879. * Defines the blue component (between 0 and 1, default is 0)
  70880. */
  70881. b?: number,
  70882. /**
  70883. * Defines the alpha component (between 0 and 1, default is 1)
  70884. */
  70885. a?: number);
  70886. /**
  70887. * Adds in place the given Color4 values to the current Color4 object
  70888. * @param right defines the second operand
  70889. * @returns the current updated Color4 object
  70890. */
  70891. addInPlace(right: DeepImmutable<Color4>): Color4;
  70892. /**
  70893. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  70894. * @returns the new array
  70895. */
  70896. asArray(): number[];
  70897. /**
  70898. * Stores from the starting index in the given array the Color4 successive values
  70899. * @param array defines the array where to store the r,g,b components
  70900. * @param index defines an optional index in the target array to define where to start storing values
  70901. * @returns the current Color4 object
  70902. */
  70903. toArray(array: number[], index?: number): Color4;
  70904. /**
  70905. * Determines equality between Color4 objects
  70906. * @param otherColor defines the second operand
  70907. * @returns true if the rgba values are equal to the given ones
  70908. */
  70909. equals(otherColor: DeepImmutable<Color4>): boolean;
  70910. /**
  70911. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  70912. * @param right defines the second operand
  70913. * @returns a new Color4 object
  70914. */
  70915. add(right: DeepImmutable<Color4>): Color4;
  70916. /**
  70917. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  70918. * @param right defines the second operand
  70919. * @returns a new Color4 object
  70920. */
  70921. subtract(right: DeepImmutable<Color4>): Color4;
  70922. /**
  70923. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  70924. * @param right defines the second operand
  70925. * @param result defines the Color4 object where to store the result
  70926. * @returns the current Color4 object
  70927. */
  70928. subtractToRef(right: DeepImmutable<Color4>, result: Color4): Color4;
  70929. /**
  70930. * Creates a new Color4 with the current Color4 values multiplied by scale
  70931. * @param scale defines the scaling factor to apply
  70932. * @returns a new Color4 object
  70933. */
  70934. scale(scale: number): Color4;
  70935. /**
  70936. * Multiplies the current Color4 values by scale and stores the result in "result"
  70937. * @param scale defines the scaling factor to apply
  70938. * @param result defines the Color4 object where to store the result
  70939. * @returns the current unmodified Color4
  70940. */
  70941. scaleToRef(scale: number, result: Color4): Color4;
  70942. /**
  70943. * Scale the current Color4 values by a factor and add the result to a given Color4
  70944. * @param scale defines the scale factor
  70945. * @param result defines the Color4 object where to store the result
  70946. * @returns the unmodified current Color4
  70947. */
  70948. scaleAndAddToRef(scale: number, result: Color4): Color4;
  70949. /**
  70950. * Clamps the rgb values by the min and max values and stores the result into "result"
  70951. * @param min defines minimum clamping value (default is 0)
  70952. * @param max defines maximum clamping value (default is 1)
  70953. * @param result defines color to store the result into.
  70954. * @returns the cuurent Color4
  70955. */
  70956. clampToRef(min: number | undefined, max: number | undefined, result: Color4): Color4;
  70957. /**
  70958. * Multipy an Color4 value by another and return a new Color4 object
  70959. * @param color defines the Color4 value to multiply by
  70960. * @returns a new Color4 object
  70961. */
  70962. multiply(color: Color4): Color4;
  70963. /**
  70964. * Multipy a Color4 value by another and push the result in a reference value
  70965. * @param color defines the Color4 value to multiply by
  70966. * @param result defines the Color4 to fill the result in
  70967. * @returns the result Color4
  70968. */
  70969. multiplyToRef(color: Color4, result: Color4): Color4;
  70970. /**
  70971. * Creates a string with the Color4 current values
  70972. * @returns the string representation of the Color4 object
  70973. */
  70974. toString(): string;
  70975. /**
  70976. * Returns the string "Color4"
  70977. * @returns "Color4"
  70978. */
  70979. getClassName(): string;
  70980. /**
  70981. * Compute the Color4 hash code
  70982. * @returns an unique number that can be used to hash Color4 objects
  70983. */
  70984. getHashCode(): number;
  70985. /**
  70986. * Creates a new Color4 copied from the current one
  70987. * @returns a new Color4 object
  70988. */
  70989. clone(): Color4;
  70990. /**
  70991. * Copies the given Color4 values into the current one
  70992. * @param source defines the source Color4 object
  70993. * @returns the current updated Color4 object
  70994. */
  70995. copyFrom(source: Color4): Color4;
  70996. /**
  70997. * Copies the given float values into the current one
  70998. * @param r defines the red component to read from
  70999. * @param g defines the green component to read from
  71000. * @param b defines the blue component to read from
  71001. * @param a defines the alpha component to read from
  71002. * @returns the current updated Color4 object
  71003. */
  71004. copyFromFloats(r: number, g: number, b: number, a: number): Color4;
  71005. /**
  71006. * Copies the given float values into the current one
  71007. * @param r defines the red component to read from
  71008. * @param g defines the green component to read from
  71009. * @param b defines the blue component to read from
  71010. * @param a defines the alpha component to read from
  71011. * @returns the current updated Color4 object
  71012. */
  71013. set(r: number, g: number, b: number, a: number): Color4;
  71014. /**
  71015. * Compute the Color4 hexadecimal code as a string
  71016. * @returns a string containing the hexadecimal representation of the Color4 object
  71017. */
  71018. toHexString(): string;
  71019. /**
  71020. * Computes a new Color4 converted from the current one to linear space
  71021. * @returns a new Color4 object
  71022. */
  71023. toLinearSpace(): Color4;
  71024. /**
  71025. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  71026. * @param convertedColor defines the Color4 object where to store the linear space version
  71027. * @returns the unmodified Color4
  71028. */
  71029. toLinearSpaceToRef(convertedColor: Color4): Color4;
  71030. /**
  71031. * Computes a new Color4 converted from the current one to gamma space
  71032. * @returns a new Color4 object
  71033. */
  71034. toGammaSpace(): Color4;
  71035. /**
  71036. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  71037. * @param convertedColor defines the Color4 object where to store the gamma space version
  71038. * @returns the unmodified Color4
  71039. */
  71040. toGammaSpaceToRef(convertedColor: Color4): Color4;
  71041. /**
  71042. * Creates a new Color4 from the string containing valid hexadecimal values
  71043. * @param hex defines a string containing valid hexadecimal values
  71044. * @returns a new Color4 object
  71045. */
  71046. static FromHexString(hex: string): Color4;
  71047. /**
  71048. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  71049. * @param left defines the start value
  71050. * @param right defines the end value
  71051. * @param amount defines the gradient factor
  71052. * @returns a new Color4 object
  71053. */
  71054. static Lerp(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number): Color4;
  71055. /**
  71056. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  71057. * @param left defines the start value
  71058. * @param right defines the end value
  71059. * @param amount defines the gradient factor
  71060. * @param result defines the Color4 object where to store data
  71061. */
  71062. static LerpToRef(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number, result: Color4): void;
  71063. /**
  71064. * Creates a new Color4 from a Color3 and an alpha value
  71065. * @param color3 defines the source Color3 to read from
  71066. * @param alpha defines the alpha component (1.0 by default)
  71067. * @returns a new Color4 object
  71068. */
  71069. static FromColor3(color3: DeepImmutable<Color3>, alpha?: number): Color4;
  71070. /**
  71071. * Creates a new Color4 from the starting index element of the given array
  71072. * @param array defines the source array to read from
  71073. * @param offset defines the offset in the source array
  71074. * @returns a new Color4 object
  71075. */
  71076. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color4;
  71077. /**
  71078. * Creates a new Color3 from integer values (< 256)
  71079. * @param r defines the red component to read from (value between 0 and 255)
  71080. * @param g defines the green component to read from (value between 0 and 255)
  71081. * @param b defines the blue component to read from (value between 0 and 255)
  71082. * @param a defines the alpha component to read from (value between 0 and 255)
  71083. * @returns a new Color3 object
  71084. */
  71085. static FromInts(r: number, g: number, b: number, a: number): Color4;
  71086. /**
  71087. * Check the content of a given array and convert it to an array containing RGBA data
  71088. * If the original array was already containing count * 4 values then it is returned directly
  71089. * @param colors defines the array to check
  71090. * @param count defines the number of RGBA data to expect
  71091. * @returns an array containing count * 4 values (RGBA)
  71092. */
  71093. static CheckColors4(colors: number[], count: number): number[];
  71094. }
  71095. /**
  71096. * @hidden
  71097. */
  71098. export class TmpColors {
  71099. static Color3: Color3[];
  71100. static Color4: Color4[];
  71101. }
  71102. }
  71103. declare module BABYLON {
  71104. /**
  71105. * Class representing spherical harmonics coefficients to the 3rd degree
  71106. */
  71107. export class SphericalHarmonics {
  71108. /**
  71109. * Defines whether or not the harmonics have been prescaled for rendering.
  71110. */
  71111. preScaled: boolean;
  71112. /**
  71113. * The l0,0 coefficients of the spherical harmonics
  71114. */
  71115. l00: Vector3;
  71116. /**
  71117. * The l1,-1 coefficients of the spherical harmonics
  71118. */
  71119. l1_1: Vector3;
  71120. /**
  71121. * The l1,0 coefficients of the spherical harmonics
  71122. */
  71123. l10: Vector3;
  71124. /**
  71125. * The l1,1 coefficients of the spherical harmonics
  71126. */
  71127. l11: Vector3;
  71128. /**
  71129. * The l2,-2 coefficients of the spherical harmonics
  71130. */
  71131. l2_2: Vector3;
  71132. /**
  71133. * The l2,-1 coefficients of the spherical harmonics
  71134. */
  71135. l2_1: Vector3;
  71136. /**
  71137. * The l2,0 coefficients of the spherical harmonics
  71138. */
  71139. l20: Vector3;
  71140. /**
  71141. * The l2,1 coefficients of the spherical harmonics
  71142. */
  71143. l21: Vector3;
  71144. /**
  71145. * The l2,2 coefficients of the spherical harmonics
  71146. */
  71147. l22: Vector3;
  71148. /**
  71149. * Adds a light to the spherical harmonics
  71150. * @param direction the direction of the light
  71151. * @param color the color of the light
  71152. * @param deltaSolidAngle the delta solid angle of the light
  71153. */
  71154. addLight(direction: Vector3, color: Color3, deltaSolidAngle: number): void;
  71155. /**
  71156. * Scales the spherical harmonics by the given amount
  71157. * @param scale the amount to scale
  71158. */
  71159. scaleInPlace(scale: number): void;
  71160. /**
  71161. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  71162. *
  71163. * ```
  71164. * E_lm = A_l * L_lm
  71165. * ```
  71166. *
  71167. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  71168. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  71169. * the scaling factors are given in equation 9.
  71170. */
  71171. convertIncidentRadianceToIrradiance(): void;
  71172. /**
  71173. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  71174. *
  71175. * ```
  71176. * L = (1/pi) * E * rho
  71177. * ```
  71178. *
  71179. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  71180. */
  71181. convertIrradianceToLambertianRadiance(): void;
  71182. /**
  71183. * Integrates the reconstruction coefficients directly in to the SH preventing further
  71184. * required operations at run time.
  71185. *
  71186. * This is simply done by scaling back the SH with Ylm constants parameter.
  71187. * The trigonometric part being applied by the shader at run time.
  71188. */
  71189. preScaleForRendering(): void;
  71190. /**
  71191. * Constructs a spherical harmonics from an array.
  71192. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  71193. * @returns the spherical harmonics
  71194. */
  71195. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalHarmonics;
  71196. /**
  71197. * Gets the spherical harmonics from polynomial
  71198. * @param polynomial the spherical polynomial
  71199. * @returns the spherical harmonics
  71200. */
  71201. static FromPolynomial(polynomial: SphericalPolynomial): SphericalHarmonics;
  71202. }
  71203. /**
  71204. * Class representing spherical polynomial coefficients to the 3rd degree
  71205. */
  71206. export class SphericalPolynomial {
  71207. private _harmonics;
  71208. /**
  71209. * The spherical harmonics used to create the polynomials.
  71210. */
  71211. readonly preScaledHarmonics: SphericalHarmonics;
  71212. /**
  71213. * The x coefficients of the spherical polynomial
  71214. */
  71215. x: Vector3;
  71216. /**
  71217. * The y coefficients of the spherical polynomial
  71218. */
  71219. y: Vector3;
  71220. /**
  71221. * The z coefficients of the spherical polynomial
  71222. */
  71223. z: Vector3;
  71224. /**
  71225. * The xx coefficients of the spherical polynomial
  71226. */
  71227. xx: Vector3;
  71228. /**
  71229. * The yy coefficients of the spherical polynomial
  71230. */
  71231. yy: Vector3;
  71232. /**
  71233. * The zz coefficients of the spherical polynomial
  71234. */
  71235. zz: Vector3;
  71236. /**
  71237. * The xy coefficients of the spherical polynomial
  71238. */
  71239. xy: Vector3;
  71240. /**
  71241. * The yz coefficients of the spherical polynomial
  71242. */
  71243. yz: Vector3;
  71244. /**
  71245. * The zx coefficients of the spherical polynomial
  71246. */
  71247. zx: Vector3;
  71248. /**
  71249. * Adds an ambient color to the spherical polynomial
  71250. * @param color the color to add
  71251. */
  71252. addAmbient(color: Color3): void;
  71253. /**
  71254. * Scales the spherical polynomial by the given amount
  71255. * @param scale the amount to scale
  71256. */
  71257. scaleInPlace(scale: number): void;
  71258. /**
  71259. * Gets the spherical polynomial from harmonics
  71260. * @param harmonics the spherical harmonics
  71261. * @returns the spherical polynomial
  71262. */
  71263. static FromHarmonics(harmonics: SphericalHarmonics): SphericalPolynomial;
  71264. /**
  71265. * Constructs a spherical polynomial from an array.
  71266. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  71267. * @returns the spherical polynomial
  71268. */
  71269. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalPolynomial;
  71270. }
  71271. }
  71272. declare module BABYLON {
  71273. /**
  71274. * Define options used to create a render target texture
  71275. */
  71276. export class RenderTargetCreationOptions {
  71277. /**
  71278. * Specifies is mipmaps must be generated
  71279. */
  71280. generateMipMaps?: boolean;
  71281. /** Specifies whether or not a depth should be allocated in the texture (true by default) */
  71282. generateDepthBuffer?: boolean;
  71283. /** Specifies whether or not a stencil should be allocated in the texture (false by default)*/
  71284. generateStencilBuffer?: boolean;
  71285. /** Defines texture type (int by default) */
  71286. type?: number;
  71287. /** Defines sampling mode (trilinear by default) */
  71288. samplingMode?: number;
  71289. /** Defines format (RGBA by default) */
  71290. format?: number;
  71291. }
  71292. }
  71293. declare module BABYLON {
  71294. /**
  71295. * @hidden
  71296. **/
  71297. export class _AlphaState {
  71298. private _isAlphaBlendDirty;
  71299. private _isBlendFunctionParametersDirty;
  71300. private _isBlendEquationParametersDirty;
  71301. private _isBlendConstantsDirty;
  71302. private _alphaBlend;
  71303. private _blendFunctionParameters;
  71304. private _blendEquationParameters;
  71305. private _blendConstants;
  71306. /**
  71307. * Initializes the state.
  71308. */
  71309. constructor();
  71310. readonly isDirty: boolean;
  71311. alphaBlend: boolean;
  71312. setAlphaBlendConstants(r: number, g: number, b: number, a: number): void;
  71313. setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
  71314. setAlphaEquationParameters(rgb: number, alpha: number): void;
  71315. reset(): void;
  71316. apply(gl: WebGLRenderingContext): void;
  71317. }
  71318. }
  71319. declare module BABYLON {
  71320. /**
  71321. * @hidden
  71322. **/
  71323. export class _DepthCullingState {
  71324. private _isDepthTestDirty;
  71325. private _isDepthMaskDirty;
  71326. private _isDepthFuncDirty;
  71327. private _isCullFaceDirty;
  71328. private _isCullDirty;
  71329. private _isZOffsetDirty;
  71330. private _isFrontFaceDirty;
  71331. private _depthTest;
  71332. private _depthMask;
  71333. private _depthFunc;
  71334. private _cull;
  71335. private _cullFace;
  71336. private _zOffset;
  71337. private _frontFace;
  71338. /**
  71339. * Initializes the state.
  71340. */
  71341. constructor();
  71342. readonly isDirty: boolean;
  71343. zOffset: number;
  71344. cullFace: Nullable<number>;
  71345. cull: Nullable<boolean>;
  71346. depthFunc: Nullable<number>;
  71347. depthMask: boolean;
  71348. depthTest: boolean;
  71349. frontFace: Nullable<number>;
  71350. reset(): void;
  71351. apply(gl: WebGLRenderingContext): void;
  71352. }
  71353. }
  71354. declare module BABYLON {
  71355. /**
  71356. * @hidden
  71357. **/
  71358. export class _StencilState {
  71359. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn */
  71360. static readonly ALWAYS: number;
  71361. /** Passed to stencilOperation to specify that stencil value must be kept */
  71362. static readonly KEEP: number;
  71363. /** Passed to stencilOperation to specify that stencil value must be replaced */
  71364. static readonly REPLACE: number;
  71365. private _isStencilTestDirty;
  71366. private _isStencilMaskDirty;
  71367. private _isStencilFuncDirty;
  71368. private _isStencilOpDirty;
  71369. private _stencilTest;
  71370. private _stencilMask;
  71371. private _stencilFunc;
  71372. private _stencilFuncRef;
  71373. private _stencilFuncMask;
  71374. private _stencilOpStencilFail;
  71375. private _stencilOpDepthFail;
  71376. private _stencilOpStencilDepthPass;
  71377. readonly isDirty: boolean;
  71378. stencilFunc: number;
  71379. stencilFuncRef: number;
  71380. stencilFuncMask: number;
  71381. stencilOpStencilFail: number;
  71382. stencilOpDepthFail: number;
  71383. stencilOpStencilDepthPass: number;
  71384. stencilMask: number;
  71385. stencilTest: boolean;
  71386. constructor();
  71387. reset(): void;
  71388. apply(gl: WebGLRenderingContext): void;
  71389. }
  71390. }
  71391. declare module BABYLON {
  71392. /**
  71393. * @hidden
  71394. **/
  71395. export class _TimeToken {
  71396. _startTimeQuery: Nullable<WebGLQuery>;
  71397. _endTimeQuery: Nullable<WebGLQuery>;
  71398. _timeElapsedQuery: Nullable<WebGLQuery>;
  71399. _timeElapsedQueryEnded: boolean;
  71400. }
  71401. }
  71402. declare module BABYLON {
  71403. /**
  71404. * Class used to evalaute queries containing `and` and `or` operators
  71405. */
  71406. export class AndOrNotEvaluator {
  71407. /**
  71408. * Evaluate a query
  71409. * @param query defines the query to evaluate
  71410. * @param evaluateCallback defines the callback used to filter result
  71411. * @returns true if the query matches
  71412. */
  71413. static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;
  71414. private static _HandleParenthesisContent;
  71415. private static _SimplifyNegation;
  71416. }
  71417. }
  71418. declare module BABYLON {
  71419. /**
  71420. * Class used to store custom tags
  71421. */
  71422. export class Tags {
  71423. /**
  71424. * Adds support for tags on the given object
  71425. * @param obj defines the object to use
  71426. */
  71427. static EnableFor(obj: any): void;
  71428. /**
  71429. * Removes tags support
  71430. * @param obj defines the object to use
  71431. */
  71432. static DisableFor(obj: any): void;
  71433. /**
  71434. * Gets a boolean indicating if the given object has tags
  71435. * @param obj defines the object to use
  71436. * @returns a boolean
  71437. */
  71438. static HasTags(obj: any): boolean;
  71439. /**
  71440. * Gets the tags available on a given object
  71441. * @param obj defines the object to use
  71442. * @param asString defines if the tags must be returned as a string instead of an array of strings
  71443. * @returns the tags
  71444. */
  71445. static GetTags(obj: any, asString?: boolean): any;
  71446. /**
  71447. * Adds tags to an object
  71448. * @param obj defines the object to use
  71449. * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.
  71450. * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces
  71451. */
  71452. static AddTagsTo(obj: any, tagsString: string): void;
  71453. /**
  71454. * @hidden
  71455. */
  71456. static _AddTagTo(obj: any, tag: string): void;
  71457. /**
  71458. * Removes specific tags from a specific object
  71459. * @param obj defines the object to use
  71460. * @param tagsString defines the tags to remove
  71461. */
  71462. static RemoveTagsFrom(obj: any, tagsString: string): void;
  71463. /**
  71464. * @hidden
  71465. */
  71466. static _RemoveTagFrom(obj: any, tag: string): void;
  71467. /**
  71468. * Defines if tags hosted on an object match a given query
  71469. * @param obj defines the object to use
  71470. * @param tagsQuery defines the tag query
  71471. * @returns a boolean
  71472. */
  71473. static MatchesQuery(obj: any, tagsQuery: string): boolean;
  71474. }
  71475. }
  71476. declare module BABYLON {
  71477. /**
  71478. * Defines potential orientation for back face culling
  71479. */
  71480. export enum Orientation {
  71481. /**
  71482. * Clockwise
  71483. */
  71484. CW = 0,
  71485. /** Counter clockwise */
  71486. CCW = 1
  71487. }
  71488. /** Class used to represent a Bezier curve */
  71489. export class BezierCurve {
  71490. /**
  71491. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  71492. * @param t defines the time
  71493. * @param x1 defines the left coordinate on X axis
  71494. * @param y1 defines the left coordinate on Y axis
  71495. * @param x2 defines the right coordinate on X axis
  71496. * @param y2 defines the right coordinate on Y axis
  71497. * @returns the interpolated value
  71498. */
  71499. static Interpolate(t: number, x1: number, y1: number, x2: number, y2: number): number;
  71500. }
  71501. /**
  71502. * Defines angle representation
  71503. */
  71504. export class Angle {
  71505. private _radians;
  71506. /**
  71507. * Creates an Angle object of "radians" radians (float).
  71508. * @param radians the angle in radians
  71509. */
  71510. constructor(radians: number);
  71511. /**
  71512. * Get value in degrees
  71513. * @returns the Angle value in degrees (float)
  71514. */
  71515. degrees(): number;
  71516. /**
  71517. * Get value in radians
  71518. * @returns the Angle value in radians (float)
  71519. */
  71520. radians(): number;
  71521. /**
  71522. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  71523. * @param a defines first vector
  71524. * @param b defines second vector
  71525. * @returns a new Angle
  71526. */
  71527. static BetweenTwoPoints(a: DeepImmutable<Vector2>, b: DeepImmutable<Vector2>): Angle;
  71528. /**
  71529. * Gets a new Angle object from the given float in radians
  71530. * @param radians defines the angle value in radians
  71531. * @returns a new Angle
  71532. */
  71533. static FromRadians(radians: number): Angle;
  71534. /**
  71535. * Gets a new Angle object from the given float in degrees
  71536. * @param degrees defines the angle value in degrees
  71537. * @returns a new Angle
  71538. */
  71539. static FromDegrees(degrees: number): Angle;
  71540. }
  71541. /**
  71542. * This represents an arc in a 2d space.
  71543. */
  71544. export class Arc2 {
  71545. /** Defines the start point of the arc */
  71546. startPoint: Vector2;
  71547. /** Defines the mid point of the arc */
  71548. midPoint: Vector2;
  71549. /** Defines the end point of the arc */
  71550. endPoint: Vector2;
  71551. /**
  71552. * Defines the center point of the arc.
  71553. */
  71554. centerPoint: Vector2;
  71555. /**
  71556. * Defines the radius of the arc.
  71557. */
  71558. radius: number;
  71559. /**
  71560. * Defines the angle of the arc (from mid point to end point).
  71561. */
  71562. angle: Angle;
  71563. /**
  71564. * Defines the start angle of the arc (from start point to middle point).
  71565. */
  71566. startAngle: Angle;
  71567. /**
  71568. * Defines the orientation of the arc (clock wise/counter clock wise).
  71569. */
  71570. orientation: Orientation;
  71571. /**
  71572. * Creates an Arc object from the three given points : start, middle and end.
  71573. * @param startPoint Defines the start point of the arc
  71574. * @param midPoint Defines the midlle point of the arc
  71575. * @param endPoint Defines the end point of the arc
  71576. */
  71577. constructor(
  71578. /** Defines the start point of the arc */
  71579. startPoint: Vector2,
  71580. /** Defines the mid point of the arc */
  71581. midPoint: Vector2,
  71582. /** Defines the end point of the arc */
  71583. endPoint: Vector2);
  71584. }
  71585. /**
  71586. * Represents a 2D path made up of multiple 2D points
  71587. */
  71588. export class Path2 {
  71589. private _points;
  71590. private _length;
  71591. /**
  71592. * If the path start and end point are the same
  71593. */
  71594. closed: boolean;
  71595. /**
  71596. * Creates a Path2 object from the starting 2D coordinates x and y.
  71597. * @param x the starting points x value
  71598. * @param y the starting points y value
  71599. */
  71600. constructor(x: number, y: number);
  71601. /**
  71602. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  71603. * @param x the added points x value
  71604. * @param y the added points y value
  71605. * @returns the updated Path2.
  71606. */
  71607. addLineTo(x: number, y: number): Path2;
  71608. /**
  71609. * Adds _numberOfSegments_ segments according to the arc definition (middle point coordinates, end point coordinates, the arc start point being the current Path2 last point) to the current Path2.
  71610. * @param midX middle point x value
  71611. * @param midY middle point y value
  71612. * @param endX end point x value
  71613. * @param endY end point y value
  71614. * @param numberOfSegments (default: 36)
  71615. * @returns the updated Path2.
  71616. */
  71617. addArcTo(midX: number, midY: number, endX: number, endY: number, numberOfSegments?: number): Path2;
  71618. /**
  71619. * Closes the Path2.
  71620. * @returns the Path2.
  71621. */
  71622. close(): Path2;
  71623. /**
  71624. * Gets the sum of the distance between each sequential point in the path
  71625. * @returns the Path2 total length (float).
  71626. */
  71627. length(): number;
  71628. /**
  71629. * Gets the points which construct the path
  71630. * @returns the Path2 internal array of points.
  71631. */
  71632. getPoints(): Vector2[];
  71633. /**
  71634. * Retreives the point at the distance aways from the starting point
  71635. * @param normalizedLengthPosition the length along the path to retreive the point from
  71636. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  71637. */
  71638. getPointAtLengthPosition(normalizedLengthPosition: number): Vector2;
  71639. /**
  71640. * Creates a new path starting from an x and y position
  71641. * @param x starting x value
  71642. * @param y starting y value
  71643. * @returns a new Path2 starting at the coordinates (x, y).
  71644. */
  71645. static StartingAt(x: number, y: number): Path2;
  71646. }
  71647. /**
  71648. * Represents a 3D path made up of multiple 3D points
  71649. */
  71650. export class Path3D {
  71651. /**
  71652. * an array of Vector3, the curve axis of the Path3D
  71653. */
  71654. path: Vector3[];
  71655. private _curve;
  71656. private _distances;
  71657. private _tangents;
  71658. private _normals;
  71659. private _binormals;
  71660. private _raw;
  71661. /**
  71662. * new Path3D(path, normal, raw)
  71663. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  71664. * please read the description in the tutorial : https://doc.babylonjs.com/how_to/how_to_use_path3d
  71665. * @param path an array of Vector3, the curve axis of the Path3D
  71666. * @param firstNormal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  71667. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  71668. */
  71669. constructor(
  71670. /**
  71671. * an array of Vector3, the curve axis of the Path3D
  71672. */
  71673. path: Vector3[], firstNormal?: Nullable<Vector3>, raw?: boolean);
  71674. /**
  71675. * Returns the Path3D array of successive Vector3 designing its curve.
  71676. * @returns the Path3D array of successive Vector3 designing its curve.
  71677. */
  71678. getCurve(): Vector3[];
  71679. /**
  71680. * Returns an array populated with tangent vectors on each Path3D curve point.
  71681. * @returns an array populated with tangent vectors on each Path3D curve point.
  71682. */
  71683. getTangents(): Vector3[];
  71684. /**
  71685. * Returns an array populated with normal vectors on each Path3D curve point.
  71686. * @returns an array populated with normal vectors on each Path3D curve point.
  71687. */
  71688. getNormals(): Vector3[];
  71689. /**
  71690. * Returns an array populated with binormal vectors on each Path3D curve point.
  71691. * @returns an array populated with binormal vectors on each Path3D curve point.
  71692. */
  71693. getBinormals(): Vector3[];
  71694. /**
  71695. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  71696. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  71697. */
  71698. getDistances(): number[];
  71699. /**
  71700. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  71701. * @param path path which all values are copied into the curves points
  71702. * @param firstNormal which should be projected onto the curve
  71703. * @returns the same object updated.
  71704. */
  71705. update(path: Vector3[], firstNormal?: Nullable<Vector3>): Path3D;
  71706. private _compute;
  71707. private _getFirstNonNullVector;
  71708. private _getLastNonNullVector;
  71709. private _normalVector;
  71710. }
  71711. /**
  71712. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  71713. * A Curve3 is designed from a series of successive Vector3.
  71714. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  71715. */
  71716. export class Curve3 {
  71717. private _points;
  71718. private _length;
  71719. /**
  71720. * Returns a Curve3 object along a Quadratic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#quadratic-bezier-curve
  71721. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  71722. * @param v1 (Vector3) the control point
  71723. * @param v2 (Vector3) the end point of the Quadratic Bezier
  71724. * @param nbPoints (integer) the wanted number of points in the curve
  71725. * @returns the created Curve3
  71726. */
  71727. static CreateQuadraticBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  71728. /**
  71729. * Returns a Curve3 object along a Cubic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#cubic-bezier-curve
  71730. * @param v0 (Vector3) the origin point of the Cubic Bezier
  71731. * @param v1 (Vector3) the first control point
  71732. * @param v2 (Vector3) the second control point
  71733. * @param v3 (Vector3) the end point of the Cubic Bezier
  71734. * @param nbPoints (integer) the wanted number of points in the curve
  71735. * @returns the created Curve3
  71736. */
  71737. static CreateCubicBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, v3: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  71738. /**
  71739. * Returns a Curve3 object along a Hermite Spline curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#hermite-spline
  71740. * @param p1 (Vector3) the origin point of the Hermite Spline
  71741. * @param t1 (Vector3) the tangent vector at the origin point
  71742. * @param p2 (Vector3) the end point of the Hermite Spline
  71743. * @param t2 (Vector3) the tangent vector at the end point
  71744. * @param nbPoints (integer) the wanted number of points in the curve
  71745. * @returns the created Curve3
  71746. */
  71747. static CreateHermiteSpline(p1: DeepImmutable<Vector3>, t1: DeepImmutable<Vector3>, p2: DeepImmutable<Vector3>, t2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  71748. /**
  71749. * Returns a Curve3 object along a CatmullRom Spline curve :
  71750. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  71751. * @param nbPoints (integer) the wanted number of points between each curve control points
  71752. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  71753. * @returns the created Curve3
  71754. */
  71755. static CreateCatmullRomSpline(points: DeepImmutable<Vector3[]>, nbPoints: number, closed?: boolean): Curve3;
  71756. /**
  71757. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  71758. * A Curve3 is designed from a series of successive Vector3.
  71759. * Tuto : https://doc.babylonjs.com/how_to/how_to_use_curve3#curve3-object
  71760. * @param points points which make up the curve
  71761. */
  71762. constructor(points: Vector3[]);
  71763. /**
  71764. * @returns the Curve3 stored array of successive Vector3
  71765. */
  71766. getPoints(): Vector3[];
  71767. /**
  71768. * @returns the computed length (float) of the curve.
  71769. */
  71770. length(): number;
  71771. /**
  71772. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  71773. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  71774. * curveA and curveB keep unchanged.
  71775. * @param curve the curve to continue from this curve
  71776. * @returns the newly constructed curve
  71777. */
  71778. continue(curve: DeepImmutable<Curve3>): Curve3;
  71779. private _computeLength;
  71780. }
  71781. }
  71782. declare module BABYLON {
  71783. /**
  71784. * This represents the main contract an easing function should follow.
  71785. * Easing functions are used throughout the animation system.
  71786. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71787. */
  71788. export interface IEasingFunction {
  71789. /**
  71790. * Given an input gradient between 0 and 1, this returns the corrseponding value
  71791. * of the easing function.
  71792. * The link below provides some of the most common examples of easing functions.
  71793. * @see https://easings.net/
  71794. * @param gradient Defines the value between 0 and 1 we want the easing value for
  71795. * @returns the corresponding value on the curve defined by the easing function
  71796. */
  71797. ease(gradient: number): number;
  71798. }
  71799. /**
  71800. * Base class used for every default easing function.
  71801. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71802. */
  71803. export class EasingFunction implements IEasingFunction {
  71804. /**
  71805. * Interpolation follows the mathematical formula associated with the easing function.
  71806. */
  71807. static readonly EASINGMODE_EASEIN: number;
  71808. /**
  71809. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  71810. */
  71811. static readonly EASINGMODE_EASEOUT: number;
  71812. /**
  71813. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  71814. */
  71815. static readonly EASINGMODE_EASEINOUT: number;
  71816. private _easingMode;
  71817. /**
  71818. * Sets the easing mode of the current function.
  71819. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  71820. */
  71821. setEasingMode(easingMode: number): void;
  71822. /**
  71823. * Gets the current easing mode.
  71824. * @returns the easing mode
  71825. */
  71826. getEasingMode(): number;
  71827. /**
  71828. * @hidden
  71829. */
  71830. easeInCore(gradient: number): number;
  71831. /**
  71832. * Given an input gradient between 0 and 1, this returns the corresponding value
  71833. * of the easing function.
  71834. * @param gradient Defines the value between 0 and 1 we want the easing value for
  71835. * @returns the corresponding value on the curve defined by the easing function
  71836. */
  71837. ease(gradient: number): number;
  71838. }
  71839. /**
  71840. * Easing function with a circle shape (see link below).
  71841. * @see https://easings.net/#easeInCirc
  71842. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71843. */
  71844. export class CircleEase extends EasingFunction implements IEasingFunction {
  71845. /** @hidden */
  71846. easeInCore(gradient: number): number;
  71847. }
  71848. /**
  71849. * Easing function with a ease back shape (see link below).
  71850. * @see https://easings.net/#easeInBack
  71851. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71852. */
  71853. export class BackEase extends EasingFunction implements IEasingFunction {
  71854. /** Defines the amplitude of the function */
  71855. amplitude: number;
  71856. /**
  71857. * Instantiates a back ease easing
  71858. * @see https://easings.net/#easeInBack
  71859. * @param amplitude Defines the amplitude of the function
  71860. */
  71861. constructor(
  71862. /** Defines the amplitude of the function */
  71863. amplitude?: number);
  71864. /** @hidden */
  71865. easeInCore(gradient: number): number;
  71866. }
  71867. /**
  71868. * Easing function with a bouncing shape (see link below).
  71869. * @see https://easings.net/#easeInBounce
  71870. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71871. */
  71872. export class BounceEase extends EasingFunction implements IEasingFunction {
  71873. /** Defines the number of bounces */
  71874. bounces: number;
  71875. /** Defines the amplitude of the bounce */
  71876. bounciness: number;
  71877. /**
  71878. * Instantiates a bounce easing
  71879. * @see https://easings.net/#easeInBounce
  71880. * @param bounces Defines the number of bounces
  71881. * @param bounciness Defines the amplitude of the bounce
  71882. */
  71883. constructor(
  71884. /** Defines the number of bounces */
  71885. bounces?: number,
  71886. /** Defines the amplitude of the bounce */
  71887. bounciness?: number);
  71888. /** @hidden */
  71889. easeInCore(gradient: number): number;
  71890. }
  71891. /**
  71892. * Easing function with a power of 3 shape (see link below).
  71893. * @see https://easings.net/#easeInCubic
  71894. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71895. */
  71896. export class CubicEase extends EasingFunction implements IEasingFunction {
  71897. /** @hidden */
  71898. easeInCore(gradient: number): number;
  71899. }
  71900. /**
  71901. * Easing function with an elastic shape (see link below).
  71902. * @see https://easings.net/#easeInElastic
  71903. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71904. */
  71905. export class ElasticEase extends EasingFunction implements IEasingFunction {
  71906. /** Defines the number of oscillations*/
  71907. oscillations: number;
  71908. /** Defines the amplitude of the oscillations*/
  71909. springiness: number;
  71910. /**
  71911. * Instantiates an elastic easing function
  71912. * @see https://easings.net/#easeInElastic
  71913. * @param oscillations Defines the number of oscillations
  71914. * @param springiness Defines the amplitude of the oscillations
  71915. */
  71916. constructor(
  71917. /** Defines the number of oscillations*/
  71918. oscillations?: number,
  71919. /** Defines the amplitude of the oscillations*/
  71920. springiness?: number);
  71921. /** @hidden */
  71922. easeInCore(gradient: number): number;
  71923. }
  71924. /**
  71925. * Easing function with an exponential shape (see link below).
  71926. * @see https://easings.net/#easeInExpo
  71927. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71928. */
  71929. export class ExponentialEase extends EasingFunction implements IEasingFunction {
  71930. /** Defines the exponent of the function */
  71931. exponent: number;
  71932. /**
  71933. * Instantiates an exponential easing function
  71934. * @see https://easings.net/#easeInExpo
  71935. * @param exponent Defines the exponent of the function
  71936. */
  71937. constructor(
  71938. /** Defines the exponent of the function */
  71939. exponent?: number);
  71940. /** @hidden */
  71941. easeInCore(gradient: number): number;
  71942. }
  71943. /**
  71944. * Easing function with a power shape (see link below).
  71945. * @see https://easings.net/#easeInQuad
  71946. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71947. */
  71948. export class PowerEase extends EasingFunction implements IEasingFunction {
  71949. /** Defines the power of the function */
  71950. power: number;
  71951. /**
  71952. * Instantiates an power base easing function
  71953. * @see https://easings.net/#easeInQuad
  71954. * @param power Defines the power of the function
  71955. */
  71956. constructor(
  71957. /** Defines the power of the function */
  71958. power?: number);
  71959. /** @hidden */
  71960. easeInCore(gradient: number): number;
  71961. }
  71962. /**
  71963. * Easing function with a power of 2 shape (see link below).
  71964. * @see https://easings.net/#easeInQuad
  71965. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71966. */
  71967. export class QuadraticEase extends EasingFunction implements IEasingFunction {
  71968. /** @hidden */
  71969. easeInCore(gradient: number): number;
  71970. }
  71971. /**
  71972. * Easing function with a power of 4 shape (see link below).
  71973. * @see https://easings.net/#easeInQuart
  71974. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71975. */
  71976. export class QuarticEase extends EasingFunction implements IEasingFunction {
  71977. /** @hidden */
  71978. easeInCore(gradient: number): number;
  71979. }
  71980. /**
  71981. * Easing function with a power of 5 shape (see link below).
  71982. * @see https://easings.net/#easeInQuint
  71983. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71984. */
  71985. export class QuinticEase extends EasingFunction implements IEasingFunction {
  71986. /** @hidden */
  71987. easeInCore(gradient: number): number;
  71988. }
  71989. /**
  71990. * Easing function with a sin shape (see link below).
  71991. * @see https://easings.net/#easeInSine
  71992. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71993. */
  71994. export class SineEase extends EasingFunction implements IEasingFunction {
  71995. /** @hidden */
  71996. easeInCore(gradient: number): number;
  71997. }
  71998. /**
  71999. * Easing function with a bezier shape (see link below).
  72000. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  72001. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  72002. */
  72003. export class BezierCurveEase extends EasingFunction implements IEasingFunction {
  72004. /** Defines the x component of the start tangent in the bezier curve */
  72005. x1: number;
  72006. /** Defines the y component of the start tangent in the bezier curve */
  72007. y1: number;
  72008. /** Defines the x component of the end tangent in the bezier curve */
  72009. x2: number;
  72010. /** Defines the y component of the end tangent in the bezier curve */
  72011. y2: number;
  72012. /**
  72013. * Instantiates a bezier function
  72014. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  72015. * @param x1 Defines the x component of the start tangent in the bezier curve
  72016. * @param y1 Defines the y component of the start tangent in the bezier curve
  72017. * @param x2 Defines the x component of the end tangent in the bezier curve
  72018. * @param y2 Defines the y component of the end tangent in the bezier curve
  72019. */
  72020. constructor(
  72021. /** Defines the x component of the start tangent in the bezier curve */
  72022. x1?: number,
  72023. /** Defines the y component of the start tangent in the bezier curve */
  72024. y1?: number,
  72025. /** Defines the x component of the end tangent in the bezier curve */
  72026. x2?: number,
  72027. /** Defines the y component of the end tangent in the bezier curve */
  72028. y2?: number);
  72029. /** @hidden */
  72030. easeInCore(gradient: number): number;
  72031. }
  72032. }
  72033. declare module BABYLON {
  72034. /**
  72035. * Defines an interface which represents an animation key frame
  72036. */
  72037. export interface IAnimationKey {
  72038. /**
  72039. * Frame of the key frame
  72040. */
  72041. frame: number;
  72042. /**
  72043. * Value at the specifies key frame
  72044. */
  72045. value: any;
  72046. /**
  72047. * The input tangent for the cubic hermite spline
  72048. */
  72049. inTangent?: any;
  72050. /**
  72051. * The output tangent for the cubic hermite spline
  72052. */
  72053. outTangent?: any;
  72054. /**
  72055. * The animation interpolation type
  72056. */
  72057. interpolation?: AnimationKeyInterpolation;
  72058. }
  72059. /**
  72060. * Enum for the animation key frame interpolation type
  72061. */
  72062. export enum AnimationKeyInterpolation {
  72063. /**
  72064. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  72065. */
  72066. STEP = 1
  72067. }
  72068. }
  72069. declare module BABYLON {
  72070. /**
  72071. * Represents the range of an animation
  72072. */
  72073. export class AnimationRange {
  72074. /**The name of the animation range**/
  72075. name: string;
  72076. /**The starting frame of the animation */
  72077. from: number;
  72078. /**The ending frame of the animation*/
  72079. to: number;
  72080. /**
  72081. * Initializes the range of an animation
  72082. * @param name The name of the animation range
  72083. * @param from The starting frame of the animation
  72084. * @param to The ending frame of the animation
  72085. */
  72086. constructor(
  72087. /**The name of the animation range**/
  72088. name: string,
  72089. /**The starting frame of the animation */
  72090. from: number,
  72091. /**The ending frame of the animation*/
  72092. to: number);
  72093. /**
  72094. * Makes a copy of the animation range
  72095. * @returns A copy of the animation range
  72096. */
  72097. clone(): AnimationRange;
  72098. }
  72099. }
  72100. declare module BABYLON {
  72101. /**
  72102. * Composed of a frame, and an action function
  72103. */
  72104. export class AnimationEvent {
  72105. /** The frame for which the event is triggered **/
  72106. frame: number;
  72107. /** The event to perform when triggered **/
  72108. action: (currentFrame: number) => void;
  72109. /** Specifies if the event should be triggered only once**/
  72110. onlyOnce?: boolean | undefined;
  72111. /**
  72112. * Specifies if the animation event is done
  72113. */
  72114. isDone: boolean;
  72115. /**
  72116. * Initializes the animation event
  72117. * @param frame The frame for which the event is triggered
  72118. * @param action The event to perform when triggered
  72119. * @param onlyOnce Specifies if the event should be triggered only once
  72120. */
  72121. constructor(
  72122. /** The frame for which the event is triggered **/
  72123. frame: number,
  72124. /** The event to perform when triggered **/
  72125. action: (currentFrame: number) => void,
  72126. /** Specifies if the event should be triggered only once**/
  72127. onlyOnce?: boolean | undefined);
  72128. /** @hidden */
  72129. _clone(): AnimationEvent;
  72130. }
  72131. }
  72132. declare module BABYLON {
  72133. /**
  72134. * Interface used to define a behavior
  72135. */
  72136. export interface Behavior<T> {
  72137. /** gets or sets behavior's name */
  72138. name: string;
  72139. /**
  72140. * Function called when the behavior needs to be initialized (after attaching it to a target)
  72141. */
  72142. init(): void;
  72143. /**
  72144. * Called when the behavior is attached to a target
  72145. * @param target defines the target where the behavior is attached to
  72146. */
  72147. attach(target: T): void;
  72148. /**
  72149. * Called when the behavior is detached from its target
  72150. */
  72151. detach(): void;
  72152. }
  72153. /**
  72154. * Interface implemented by classes supporting behaviors
  72155. */
  72156. export interface IBehaviorAware<T> {
  72157. /**
  72158. * Attach a behavior
  72159. * @param behavior defines the behavior to attach
  72160. * @returns the current host
  72161. */
  72162. addBehavior(behavior: Behavior<T>): T;
  72163. /**
  72164. * Remove a behavior from the current object
  72165. * @param behavior defines the behavior to detach
  72166. * @returns the current host
  72167. */
  72168. removeBehavior(behavior: Behavior<T>): T;
  72169. /**
  72170. * Gets a behavior using its name to search
  72171. * @param name defines the name to search
  72172. * @returns the behavior or null if not found
  72173. */
  72174. getBehaviorByName(name: string): Nullable<Behavior<T>>;
  72175. }
  72176. }
  72177. declare module BABYLON {
  72178. /**
  72179. * Defines an array and its length.
  72180. * It can be helpfull to group result from both Arrays and smart arrays in one structure.
  72181. */
  72182. export interface ISmartArrayLike<T> {
  72183. /**
  72184. * The data of the array.
  72185. */
  72186. data: Array<T>;
  72187. /**
  72188. * The active length of the array.
  72189. */
  72190. length: number;
  72191. }
  72192. /**
  72193. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  72194. */
  72195. export class SmartArray<T> implements ISmartArrayLike<T> {
  72196. /**
  72197. * The full set of data from the array.
  72198. */
  72199. data: Array<T>;
  72200. /**
  72201. * The active length of the array.
  72202. */
  72203. length: number;
  72204. protected _id: number;
  72205. /**
  72206. * Instantiates a Smart Array.
  72207. * @param capacity defines the default capacity of the array.
  72208. */
  72209. constructor(capacity: number);
  72210. /**
  72211. * Pushes a value at the end of the active data.
  72212. * @param value defines the object to push in the array.
  72213. */
  72214. push(value: T): void;
  72215. /**
  72216. * Iterates over the active data and apply the lambda to them.
  72217. * @param func defines the action to apply on each value.
  72218. */
  72219. forEach(func: (content: T) => void): void;
  72220. /**
  72221. * Sorts the full sets of data.
  72222. * @param compareFn defines the comparison function to apply.
  72223. */
  72224. sort(compareFn: (a: T, b: T) => number): void;
  72225. /**
  72226. * Resets the active data to an empty array.
  72227. */
  72228. reset(): void;
  72229. /**
  72230. * Releases all the data from the array as well as the array.
  72231. */
  72232. dispose(): void;
  72233. /**
  72234. * Concats the active data with a given array.
  72235. * @param array defines the data to concatenate with.
  72236. */
  72237. concat(array: any): void;
  72238. /**
  72239. * Returns the position of a value in the active data.
  72240. * @param value defines the value to find the index for
  72241. * @returns the index if found in the active data otherwise -1
  72242. */
  72243. indexOf(value: T): number;
  72244. /**
  72245. * Returns whether an element is part of the active data.
  72246. * @param value defines the value to look for
  72247. * @returns true if found in the active data otherwise false
  72248. */
  72249. contains(value: T): boolean;
  72250. private static _GlobalId;
  72251. }
  72252. /**
  72253. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  72254. * The data in this array can only be present once
  72255. */
  72256. export class SmartArrayNoDuplicate<T> extends SmartArray<T> {
  72257. private _duplicateId;
  72258. /**
  72259. * Pushes a value at the end of the active data.
  72260. * THIS DOES NOT PREVENT DUPPLICATE DATA
  72261. * @param value defines the object to push in the array.
  72262. */
  72263. push(value: T): void;
  72264. /**
  72265. * Pushes a value at the end of the active data.
  72266. * If the data is already present, it won t be added again
  72267. * @param value defines the object to push in the array.
  72268. * @returns true if added false if it was already present
  72269. */
  72270. pushNoDuplicate(value: T): boolean;
  72271. /**
  72272. * Resets the active data to an empty array.
  72273. */
  72274. reset(): void;
  72275. /**
  72276. * Concats the active data with a given array.
  72277. * This ensures no dupplicate will be present in the result.
  72278. * @param array defines the data to concatenate with.
  72279. */
  72280. concatWithNoDuplicate(array: any): void;
  72281. }
  72282. }
  72283. declare module BABYLON {
  72284. /**
  72285. * @ignore
  72286. * This is a list of all the different input types that are available in the application.
  72287. * Fo instance: ArcRotateCameraGamepadInput...
  72288. */
  72289. export var CameraInputTypes: {};
  72290. /**
  72291. * This is the contract to implement in order to create a new input class.
  72292. * Inputs are dealing with listening to user actions and moving the camera accordingly.
  72293. */
  72294. export interface ICameraInput<TCamera extends Camera> {
  72295. /**
  72296. * Defines the camera the input is attached to.
  72297. */
  72298. camera: Nullable<TCamera>;
  72299. /**
  72300. * Gets the class name of the current intput.
  72301. * @returns the class name
  72302. */
  72303. getClassName(): string;
  72304. /**
  72305. * Get the friendly name associated with the input class.
  72306. * @returns the input friendly name
  72307. */
  72308. getSimpleName(): string;
  72309. /**
  72310. * Attach the input controls to a specific dom element to get the input from.
  72311. * @param element Defines the element the controls should be listened from
  72312. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  72313. */
  72314. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  72315. /**
  72316. * Detach the current controls from the specified dom element.
  72317. * @param element Defines the element to stop listening the inputs from
  72318. */
  72319. detachControl(element: Nullable<HTMLElement>): void;
  72320. /**
  72321. * Update the current camera state depending on the inputs that have been used this frame.
  72322. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  72323. */
  72324. checkInputs?: () => void;
  72325. }
  72326. /**
  72327. * Represents a map of input types to input instance or input index to input instance.
  72328. */
  72329. export interface CameraInputsMap<TCamera extends Camera> {
  72330. /**
  72331. * Accessor to the input by input type.
  72332. */
  72333. [name: string]: ICameraInput<TCamera>;
  72334. /**
  72335. * Accessor to the input by input index.
  72336. */
  72337. [idx: number]: ICameraInput<TCamera>;
  72338. }
  72339. /**
  72340. * This represents the input manager used within a camera.
  72341. * It helps dealing with all the different kind of input attached to a camera.
  72342. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  72343. */
  72344. export class CameraInputsManager<TCamera extends Camera> {
  72345. /**
  72346. * Defines the list of inputs attahed to the camera.
  72347. */
  72348. attached: CameraInputsMap<TCamera>;
  72349. /**
  72350. * Defines the dom element the camera is collecting inputs from.
  72351. * This is null if the controls have not been attached.
  72352. */
  72353. attachedElement: Nullable<HTMLElement>;
  72354. /**
  72355. * Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  72356. */
  72357. noPreventDefault: boolean;
  72358. /**
  72359. * Defined the camera the input manager belongs to.
  72360. */
  72361. camera: TCamera;
  72362. /**
  72363. * Update the current camera state depending on the inputs that have been used this frame.
  72364. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  72365. */
  72366. checkInputs: () => void;
  72367. /**
  72368. * Instantiate a new Camera Input Manager.
  72369. * @param camera Defines the camera the input manager blongs to
  72370. */
  72371. constructor(camera: TCamera);
  72372. /**
  72373. * Add an input method to a camera
  72374. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  72375. * @param input camera input method
  72376. */
  72377. add(input: ICameraInput<TCamera>): void;
  72378. /**
  72379. * Remove a specific input method from a camera
  72380. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  72381. * @param inputToRemove camera input method
  72382. */
  72383. remove(inputToRemove: ICameraInput<TCamera>): void;
  72384. /**
  72385. * Remove a specific input type from a camera
  72386. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  72387. * @param inputType the type of the input to remove
  72388. */
  72389. removeByType(inputType: string): void;
  72390. private _addCheckInputs;
  72391. /**
  72392. * Attach the input controls to the currently attached dom element to listen the events from.
  72393. * @param input Defines the input to attach
  72394. */
  72395. attachInput(input: ICameraInput<TCamera>): void;
  72396. /**
  72397. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  72398. * @param element Defines the dom element to collect the events from
  72399. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  72400. */
  72401. attachElement(element: HTMLElement, noPreventDefault?: boolean): void;
  72402. /**
  72403. * Detach the current manager inputs controls from a specific dom element.
  72404. * @param element Defines the dom element to collect the events from
  72405. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  72406. */
  72407. detachElement(element: HTMLElement, disconnect?: boolean): void;
  72408. /**
  72409. * Rebuild the dynamic inputCheck function from the current list of
  72410. * defined inputs in the manager.
  72411. */
  72412. rebuildInputCheck(): void;
  72413. /**
  72414. * Remove all attached input methods from a camera
  72415. */
  72416. clear(): void;
  72417. /**
  72418. * Serialize the current input manager attached to a camera.
  72419. * This ensures than once parsed,
  72420. * the input associated to the camera will be identical to the current ones
  72421. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  72422. */
  72423. serialize(serializedCamera: any): void;
  72424. /**
  72425. * Parses an input manager serialized JSON to restore the previous list of inputs
  72426. * and states associated to a camera.
  72427. * @param parsedCamera Defines the JSON to parse
  72428. */
  72429. parse(parsedCamera: any): void;
  72430. }
  72431. }
  72432. declare module BABYLON {
  72433. /**
  72434. * @hidden
  72435. */
  72436. export class IntersectionInfo {
  72437. bu: Nullable<number>;
  72438. bv: Nullable<number>;
  72439. distance: number;
  72440. faceId: number;
  72441. subMeshId: number;
  72442. constructor(bu: Nullable<number>, bv: Nullable<number>, distance: number);
  72443. }
  72444. }
  72445. declare module BABYLON {
  72446. /**
  72447. * Represens a plane by the equation ax + by + cz + d = 0
  72448. */
  72449. export class Plane {
  72450. private static _TmpMatrix;
  72451. /**
  72452. * Normal of the plane (a,b,c)
  72453. */
  72454. normal: Vector3;
  72455. /**
  72456. * d component of the plane
  72457. */
  72458. d: number;
  72459. /**
  72460. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  72461. * @param a a component of the plane
  72462. * @param b b component of the plane
  72463. * @param c c component of the plane
  72464. * @param d d component of the plane
  72465. */
  72466. constructor(a: number, b: number, c: number, d: number);
  72467. /**
  72468. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  72469. */
  72470. asArray(): number[];
  72471. /**
  72472. * @returns a new plane copied from the current Plane.
  72473. */
  72474. clone(): Plane;
  72475. /**
  72476. * @returns the string "Plane".
  72477. */
  72478. getClassName(): string;
  72479. /**
  72480. * @returns the Plane hash code.
  72481. */
  72482. getHashCode(): number;
  72483. /**
  72484. * Normalize the current Plane in place.
  72485. * @returns the updated Plane.
  72486. */
  72487. normalize(): Plane;
  72488. /**
  72489. * Applies a transformation the plane and returns the result
  72490. * @param transformation the transformation matrix to be applied to the plane
  72491. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  72492. */
  72493. transform(transformation: DeepImmutable<Matrix>): Plane;
  72494. /**
  72495. * Calcualtte the dot product between the point and the plane normal
  72496. * @param point point to calculate the dot product with
  72497. * @returns the dot product (float) of the point coordinates and the plane normal.
  72498. */
  72499. dotCoordinate(point: DeepImmutable<Vector3>): number;
  72500. /**
  72501. * Updates the current Plane from the plane defined by the three given points.
  72502. * @param point1 one of the points used to contruct the plane
  72503. * @param point2 one of the points used to contruct the plane
  72504. * @param point3 one of the points used to contruct the plane
  72505. * @returns the updated Plane.
  72506. */
  72507. copyFromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  72508. /**
  72509. * Checks if the plane is facing a given direction
  72510. * @param direction the direction to check if the plane is facing
  72511. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  72512. * @returns True is the vector "direction" is the same side than the plane normal.
  72513. */
  72514. isFrontFacingTo(direction: DeepImmutable<Vector3>, epsilon: number): boolean;
  72515. /**
  72516. * Calculates the distance to a point
  72517. * @param point point to calculate distance to
  72518. * @returns the signed distance (float) from the given point to the Plane.
  72519. */
  72520. signedDistanceTo(point: DeepImmutable<Vector3>): number;
  72521. /**
  72522. * Creates a plane from an array
  72523. * @param array the array to create a plane from
  72524. * @returns a new Plane from the given array.
  72525. */
  72526. static FromArray(array: DeepImmutable<ArrayLike<number>>): Plane;
  72527. /**
  72528. * Creates a plane from three points
  72529. * @param point1 point used to create the plane
  72530. * @param point2 point used to create the plane
  72531. * @param point3 point used to create the plane
  72532. * @returns a new Plane defined by the three given points.
  72533. */
  72534. static FromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  72535. /**
  72536. * Creates a plane from an origin point and a normal
  72537. * @param origin origin of the plane to be constructed
  72538. * @param normal normal of the plane to be constructed
  72539. * @returns a new Plane the normal vector to this plane at the given origin point.
  72540. * Note : the vector "normal" is updated because normalized.
  72541. */
  72542. static FromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): Plane;
  72543. /**
  72544. * Calculates the distance from a plane and a point
  72545. * @param origin origin of the plane to be constructed
  72546. * @param normal normal of the plane to be constructed
  72547. * @param point point to calculate distance to
  72548. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  72549. */
  72550. static SignedDistanceToPlaneFromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>, point: DeepImmutable<Vector3>): number;
  72551. }
  72552. }
  72553. declare module BABYLON {
  72554. /**
  72555. * Class used to store bounding sphere information
  72556. */
  72557. export class BoundingSphere {
  72558. /**
  72559. * Gets the center of the bounding sphere in local space
  72560. */
  72561. readonly center: Vector3;
  72562. /**
  72563. * Radius of the bounding sphere in local space
  72564. */
  72565. radius: number;
  72566. /**
  72567. * Gets the center of the bounding sphere in world space
  72568. */
  72569. readonly centerWorld: Vector3;
  72570. /**
  72571. * Radius of the bounding sphere in world space
  72572. */
  72573. radiusWorld: number;
  72574. /**
  72575. * Gets the minimum vector in local space
  72576. */
  72577. readonly minimum: Vector3;
  72578. /**
  72579. * Gets the maximum vector in local space
  72580. */
  72581. readonly maximum: Vector3;
  72582. private _worldMatrix;
  72583. private static readonly TmpVector3;
  72584. /**
  72585. * Creates a new bounding sphere
  72586. * @param min defines the minimum vector (in local space)
  72587. * @param max defines the maximum vector (in local space)
  72588. * @param worldMatrix defines the new world matrix
  72589. */
  72590. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  72591. /**
  72592. * Recreates the entire bounding sphere from scratch as if we call the constructor in place
  72593. * @param min defines the new minimum vector (in local space)
  72594. * @param max defines the new maximum vector (in local space)
  72595. * @param worldMatrix defines the new world matrix
  72596. */
  72597. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  72598. /**
  72599. * Scale the current bounding sphere by applying a scale factor
  72600. * @param factor defines the scale factor to apply
  72601. * @returns the current bounding box
  72602. */
  72603. scale(factor: number): BoundingSphere;
  72604. /**
  72605. * Gets the world matrix of the bounding box
  72606. * @returns a matrix
  72607. */
  72608. getWorldMatrix(): DeepImmutable<Matrix>;
  72609. /** @hidden */
  72610. _update(worldMatrix: DeepImmutable<Matrix>): void;
  72611. /**
  72612. * Tests if the bounding sphere is intersecting the frustum planes
  72613. * @param frustumPlanes defines the frustum planes to test
  72614. * @returns true if there is an intersection
  72615. */
  72616. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  72617. /**
  72618. * Tests if the bounding sphere center is in between the frustum planes.
  72619. * Used for optimistic fast inclusion.
  72620. * @param frustumPlanes defines the frustum planes to test
  72621. * @returns true if the sphere center is in between the frustum planes
  72622. */
  72623. isCenterInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  72624. /**
  72625. * Tests if a point is inside the bounding sphere
  72626. * @param point defines the point to test
  72627. * @returns true if the point is inside the bounding sphere
  72628. */
  72629. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  72630. /**
  72631. * Checks if two sphere intersct
  72632. * @param sphere0 sphere 0
  72633. * @param sphere1 sphere 1
  72634. * @returns true if the speres intersect
  72635. */
  72636. static Intersects(sphere0: DeepImmutable<BoundingSphere>, sphere1: DeepImmutable<BoundingSphere>): boolean;
  72637. }
  72638. }
  72639. declare module BABYLON {
  72640. /**
  72641. * Class used to store bounding box information
  72642. */
  72643. export class BoundingBox implements ICullable {
  72644. /**
  72645. * Gets the 8 vectors representing the bounding box in local space
  72646. */
  72647. readonly vectors: Vector3[];
  72648. /**
  72649. * Gets the center of the bounding box in local space
  72650. */
  72651. readonly center: Vector3;
  72652. /**
  72653. * Gets the center of the bounding box in world space
  72654. */
  72655. readonly centerWorld: Vector3;
  72656. /**
  72657. * Gets the extend size in local space
  72658. */
  72659. readonly extendSize: Vector3;
  72660. /**
  72661. * Gets the extend size in world space
  72662. */
  72663. readonly extendSizeWorld: Vector3;
  72664. /**
  72665. * Gets the OBB (object bounding box) directions
  72666. */
  72667. readonly directions: Vector3[];
  72668. /**
  72669. * Gets the 8 vectors representing the bounding box in world space
  72670. */
  72671. readonly vectorsWorld: Vector3[];
  72672. /**
  72673. * Gets the minimum vector in world space
  72674. */
  72675. readonly minimumWorld: Vector3;
  72676. /**
  72677. * Gets the maximum vector in world space
  72678. */
  72679. readonly maximumWorld: Vector3;
  72680. /**
  72681. * Gets the minimum vector in local space
  72682. */
  72683. readonly minimum: Vector3;
  72684. /**
  72685. * Gets the maximum vector in local space
  72686. */
  72687. readonly maximum: Vector3;
  72688. private _worldMatrix;
  72689. private static readonly TmpVector3;
  72690. /**
  72691. * @hidden
  72692. */
  72693. _tag: number;
  72694. /**
  72695. * Creates a new bounding box
  72696. * @param min defines the minimum vector (in local space)
  72697. * @param max defines the maximum vector (in local space)
  72698. * @param worldMatrix defines the new world matrix
  72699. */
  72700. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  72701. /**
  72702. * Recreates the entire bounding box from scratch as if we call the constructor in place
  72703. * @param min defines the new minimum vector (in local space)
  72704. * @param max defines the new maximum vector (in local space)
  72705. * @param worldMatrix defines the new world matrix
  72706. */
  72707. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  72708. /**
  72709. * Scale the current bounding box by applying a scale factor
  72710. * @param factor defines the scale factor to apply
  72711. * @returns the current bounding box
  72712. */
  72713. scale(factor: number): BoundingBox;
  72714. /**
  72715. * Gets the world matrix of the bounding box
  72716. * @returns a matrix
  72717. */
  72718. getWorldMatrix(): DeepImmutable<Matrix>;
  72719. /** @hidden */
  72720. _update(world: DeepImmutable<Matrix>): void;
  72721. /**
  72722. * Tests if the bounding box is intersecting the frustum planes
  72723. * @param frustumPlanes defines the frustum planes to test
  72724. * @returns true if there is an intersection
  72725. */
  72726. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  72727. /**
  72728. * Tests if the bounding box is entirely inside the frustum planes
  72729. * @param frustumPlanes defines the frustum planes to test
  72730. * @returns true if there is an inclusion
  72731. */
  72732. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  72733. /**
  72734. * Tests if a point is inside the bounding box
  72735. * @param point defines the point to test
  72736. * @returns true if the point is inside the bounding box
  72737. */
  72738. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  72739. /**
  72740. * Tests if the bounding box intersects with a bounding sphere
  72741. * @param sphere defines the sphere to test
  72742. * @returns true if there is an intersection
  72743. */
  72744. intersectsSphere(sphere: DeepImmutable<BoundingSphere>): boolean;
  72745. /**
  72746. * Tests if the bounding box intersects with a box defined by a min and max vectors
  72747. * @param min defines the min vector to use
  72748. * @param max defines the max vector to use
  72749. * @returns true if there is an intersection
  72750. */
  72751. intersectsMinMax(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): boolean;
  72752. /**
  72753. * Tests if two bounding boxes are intersections
  72754. * @param box0 defines the first box to test
  72755. * @param box1 defines the second box to test
  72756. * @returns true if there is an intersection
  72757. */
  72758. static Intersects(box0: DeepImmutable<BoundingBox>, box1: DeepImmutable<BoundingBox>): boolean;
  72759. /**
  72760. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  72761. * @param minPoint defines the minimum vector of the bounding box
  72762. * @param maxPoint defines the maximum vector of the bounding box
  72763. * @param sphereCenter defines the sphere center
  72764. * @param sphereRadius defines the sphere radius
  72765. * @returns true if there is an intersection
  72766. */
  72767. static IntersectsSphere(minPoint: DeepImmutable<Vector3>, maxPoint: DeepImmutable<Vector3>, sphereCenter: DeepImmutable<Vector3>, sphereRadius: number): boolean;
  72768. /**
  72769. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  72770. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  72771. * @param frustumPlanes defines the frustum planes to test
  72772. * @return true if there is an inclusion
  72773. */
  72774. static IsCompletelyInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  72775. /**
  72776. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  72777. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  72778. * @param frustumPlanes defines the frustum planes to test
  72779. * @return true if there is an intersection
  72780. */
  72781. static IsInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  72782. }
  72783. }
  72784. declare module BABYLON {
  72785. /** @hidden */
  72786. export class Collider {
  72787. /** Define if a collision was found */
  72788. collisionFound: boolean;
  72789. /**
  72790. * Define last intersection point in local space
  72791. */
  72792. intersectionPoint: Vector3;
  72793. /**
  72794. * Define last collided mesh
  72795. */
  72796. collidedMesh: Nullable<AbstractMesh>;
  72797. private _collisionPoint;
  72798. private _planeIntersectionPoint;
  72799. private _tempVector;
  72800. private _tempVector2;
  72801. private _tempVector3;
  72802. private _tempVector4;
  72803. private _edge;
  72804. private _baseToVertex;
  72805. private _destinationPoint;
  72806. private _slidePlaneNormal;
  72807. private _displacementVector;
  72808. /** @hidden */
  72809. _radius: Vector3;
  72810. /** @hidden */
  72811. _retry: number;
  72812. private _velocity;
  72813. private _basePoint;
  72814. private _epsilon;
  72815. /** @hidden */
  72816. _velocityWorldLength: number;
  72817. /** @hidden */
  72818. _basePointWorld: Vector3;
  72819. private _velocityWorld;
  72820. private _normalizedVelocity;
  72821. /** @hidden */
  72822. _initialVelocity: Vector3;
  72823. /** @hidden */
  72824. _initialPosition: Vector3;
  72825. private _nearestDistance;
  72826. private _collisionMask;
  72827. collisionMask: number;
  72828. /**
  72829. * Gets the plane normal used to compute the sliding response (in local space)
  72830. */
  72831. readonly slidePlaneNormal: Vector3;
  72832. /** @hidden */
  72833. _initialize(source: Vector3, dir: Vector3, e: number): void;
  72834. /** @hidden */
  72835. _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
  72836. /** @hidden */
  72837. _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
  72838. /** @hidden */
  72839. _testTriangle(faceIndex: number, trianglePlaneArray: Array<Plane>, p1: Vector3, p2: Vector3, p3: Vector3, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  72840. /** @hidden */
  72841. _collide(trianglePlaneArray: Array<Plane>, pts: Vector3[], indices: IndicesArray, indexStart: number, indexEnd: number, decal: number, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  72842. /** @hidden */
  72843. _getResponse(pos: Vector3, vel: Vector3): void;
  72844. }
  72845. }
  72846. declare module BABYLON {
  72847. /**
  72848. * Interface for cullable objects
  72849. * @see https://doc.babylonjs.com/babylon101/materials#back-face-culling
  72850. */
  72851. export interface ICullable {
  72852. /**
  72853. * Checks if the object or part of the object is in the frustum
  72854. * @param frustumPlanes Camera near/planes
  72855. * @returns true if the object is in frustum otherwise false
  72856. */
  72857. isInFrustum(frustumPlanes: Plane[]): boolean;
  72858. /**
  72859. * Checks if a cullable object (mesh...) is in the camera frustum
  72860. * Unlike isInFrustum this cheks the full bounding box
  72861. * @param frustumPlanes Camera near/planes
  72862. * @returns true if the object is in frustum otherwise false
  72863. */
  72864. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  72865. }
  72866. /**
  72867. * Info for a bounding data of a mesh
  72868. */
  72869. export class BoundingInfo implements ICullable {
  72870. /**
  72871. * Bounding box for the mesh
  72872. */
  72873. readonly boundingBox: BoundingBox;
  72874. /**
  72875. * Bounding sphere for the mesh
  72876. */
  72877. readonly boundingSphere: BoundingSphere;
  72878. private _isLocked;
  72879. private static readonly TmpVector3;
  72880. /**
  72881. * Constructs bounding info
  72882. * @param minimum min vector of the bounding box/sphere
  72883. * @param maximum max vector of the bounding box/sphere
  72884. * @param worldMatrix defines the new world matrix
  72885. */
  72886. constructor(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  72887. /**
  72888. * Recreates the entire bounding info from scratch as if we call the constructor in place
  72889. * @param min defines the new minimum vector (in local space)
  72890. * @param max defines the new maximum vector (in local space)
  72891. * @param worldMatrix defines the new world matrix
  72892. */
  72893. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  72894. /**
  72895. * min vector of the bounding box/sphere
  72896. */
  72897. readonly minimum: Vector3;
  72898. /**
  72899. * max vector of the bounding box/sphere
  72900. */
  72901. readonly maximum: Vector3;
  72902. /**
  72903. * If the info is locked and won't be updated to avoid perf overhead
  72904. */
  72905. isLocked: boolean;
  72906. /**
  72907. * Updates the bounding sphere and box
  72908. * @param world world matrix to be used to update
  72909. */
  72910. update(world: DeepImmutable<Matrix>): void;
  72911. /**
  72912. * Recreate the bounding info to be centered around a specific point given a specific extend.
  72913. * @param center New center of the bounding info
  72914. * @param extend New extend of the bounding info
  72915. * @returns the current bounding info
  72916. */
  72917. centerOn(center: DeepImmutable<Vector3>, extend: DeepImmutable<Vector3>): BoundingInfo;
  72918. /**
  72919. * Scale the current bounding info by applying a scale factor
  72920. * @param factor defines the scale factor to apply
  72921. * @returns the current bounding info
  72922. */
  72923. scale(factor: number): BoundingInfo;
  72924. /**
  72925. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  72926. * @param frustumPlanes defines the frustum to test
  72927. * @param strategy defines the strategy to use for the culling (default is BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD)
  72928. * @returns true if the bounding info is in the frustum planes
  72929. */
  72930. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>, strategy?: number): boolean;
  72931. /**
  72932. * Gets the world distance between the min and max points of the bounding box
  72933. */
  72934. readonly diagonalLength: number;
  72935. /**
  72936. * Checks if a cullable object (mesh...) is in the camera frustum
  72937. * Unlike isInFrustum this cheks the full bounding box
  72938. * @param frustumPlanes Camera near/planes
  72939. * @returns true if the object is in frustum otherwise false
  72940. */
  72941. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  72942. /** @hidden */
  72943. _checkCollision(collider: Collider): boolean;
  72944. /**
  72945. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  72946. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  72947. * @param point the point to check intersection with
  72948. * @returns if the point intersects
  72949. */
  72950. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  72951. /**
  72952. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  72953. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  72954. * @param boundingInfo the bounding info to check intersection with
  72955. * @param precise if the intersection should be done using OBB
  72956. * @returns if the bounding info intersects
  72957. */
  72958. intersects(boundingInfo: DeepImmutable<BoundingInfo>, precise: boolean): boolean;
  72959. }
  72960. }
  72961. declare module BABYLON {
  72962. /**
  72963. * Extracts minimum and maximum values from a list of indexed positions
  72964. * @param positions defines the positions to use
  72965. * @param indices defines the indices to the positions
  72966. * @param indexStart defines the start index
  72967. * @param indexCount defines the end index
  72968. * @param bias defines bias value to add to the result
  72969. * @return minimum and maximum values
  72970. */
  72971. export function extractMinAndMaxIndexed(positions: FloatArray, indices: IndicesArray, indexStart: number, indexCount: number, bias?: Nullable<Vector2>): {
  72972. minimum: Vector3;
  72973. maximum: Vector3;
  72974. };
  72975. /**
  72976. * Extracts minimum and maximum values from a list of positions
  72977. * @param positions defines the positions to use
  72978. * @param start defines the start index in the positions array
  72979. * @param count defines the number of positions to handle
  72980. * @param bias defines bias value to add to the result
  72981. * @param stride defines the stride size to use (distance between two positions in the positions array)
  72982. * @return minimum and maximum values
  72983. */
  72984. export function extractMinAndMax(positions: FloatArray, start: number, count: number, bias?: Nullable<Vector2>, stride?: number): {
  72985. minimum: Vector3;
  72986. maximum: Vector3;
  72987. };
  72988. }
  72989. declare module BABYLON {
  72990. /**
  72991. * Enum that determines the text-wrapping mode to use.
  72992. */
  72993. export enum InspectableType {
  72994. /**
  72995. * Checkbox for booleans
  72996. */
  72997. Checkbox = 0,
  72998. /**
  72999. * Sliders for numbers
  73000. */
  73001. Slider = 1,
  73002. /**
  73003. * Vector3
  73004. */
  73005. Vector3 = 2,
  73006. /**
  73007. * Quaternions
  73008. */
  73009. Quaternion = 3,
  73010. /**
  73011. * Color3
  73012. */
  73013. Color3 = 4,
  73014. /**
  73015. * String
  73016. */
  73017. String = 5
  73018. }
  73019. /**
  73020. * Interface used to define custom inspectable properties.
  73021. * This interface is used by the inspector to display custom property grids
  73022. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  73023. */
  73024. export interface IInspectable {
  73025. /**
  73026. * Gets the label to display
  73027. */
  73028. label: string;
  73029. /**
  73030. * Gets the name of the property to edit
  73031. */
  73032. propertyName: string;
  73033. /**
  73034. * Gets the type of the editor to use
  73035. */
  73036. type: InspectableType;
  73037. /**
  73038. * Gets the minimum value of the property when using in "slider" mode
  73039. */
  73040. min?: number;
  73041. /**
  73042. * Gets the maximum value of the property when using in "slider" mode
  73043. */
  73044. max?: number;
  73045. /**
  73046. * Gets the setp to use when using in "slider" mode
  73047. */
  73048. step?: number;
  73049. }
  73050. }
  73051. declare module BABYLON {
  73052. /**
  73053. * Class used to provide helper for timing
  73054. */
  73055. export class TimingTools {
  73056. /**
  73057. * Polyfill for setImmediate
  73058. * @param action defines the action to execute after the current execution block
  73059. */
  73060. static SetImmediate(action: () => void): void;
  73061. }
  73062. }
  73063. declare module BABYLON {
  73064. /**
  73065. * Class used to enable instatition of objects by class name
  73066. */
  73067. export class InstantiationTools {
  73068. /**
  73069. * Use this object to register external classes like custom textures or material
  73070. * to allow the laoders to instantiate them
  73071. */
  73072. static RegisteredExternalClasses: {
  73073. [key: string]: Object;
  73074. };
  73075. /**
  73076. * Tries to instantiate a new object from a given class name
  73077. * @param className defines the class name to instantiate
  73078. * @returns the new object or null if the system was not able to do the instantiation
  73079. */
  73080. static Instantiate(className: string): any;
  73081. }
  73082. }
  73083. declare module BABYLON {
  73084. /**
  73085. * This represents the required contract to create a new type of texture loader.
  73086. */
  73087. export interface IInternalTextureLoader {
  73088. /**
  73089. * Defines wether the loader supports cascade loading the different faces.
  73090. */
  73091. supportCascades: boolean;
  73092. /**
  73093. * This returns if the loader support the current file information.
  73094. * @param extension defines the file extension of the file being loaded
  73095. * @param textureFormatInUse defines the current compressed format in use iun the engine
  73096. * @param fallback defines the fallback internal texture if any
  73097. * @param isBase64 defines whether the texture is encoded as a base64
  73098. * @param isBuffer defines whether the texture data are stored as a buffer
  73099. * @returns true if the loader can load the specified file
  73100. */
  73101. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  73102. /**
  73103. * Transform the url before loading if required.
  73104. * @param rootUrl the url of the texture
  73105. * @param textureFormatInUse defines the current compressed format in use iun the engine
  73106. * @returns the transformed texture
  73107. */
  73108. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  73109. /**
  73110. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  73111. * @param rootUrl the url of the texture
  73112. * @param textureFormatInUse defines the current compressed format in use iun the engine
  73113. * @returns the fallback texture
  73114. */
  73115. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  73116. /**
  73117. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  73118. * @param data contains the texture data
  73119. * @param texture defines the BabylonJS internal texture
  73120. * @param createPolynomials will be true if polynomials have been requested
  73121. * @param onLoad defines the callback to trigger once the texture is ready
  73122. * @param onError defines the callback to trigger in case of error
  73123. */
  73124. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  73125. /**
  73126. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  73127. * @param data contains the texture data
  73128. * @param texture defines the BabylonJS internal texture
  73129. * @param callback defines the method to call once ready to upload
  73130. */
  73131. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed?: boolean) => void): void;
  73132. }
  73133. }
  73134. declare module BABYLON {
  73135. interface Engine {
  73136. /**
  73137. * Creates a depth stencil cube texture.
  73138. * This is only available in WebGL 2.
  73139. * @param size The size of face edge in the cube texture.
  73140. * @param options The options defining the cube texture.
  73141. * @returns The cube texture
  73142. */
  73143. _createDepthStencilCubeTexture(size: number, options: DepthTextureCreationOptions): InternalTexture;
  73144. /**
  73145. * Creates a cube texture
  73146. * @param rootUrl defines the url where the files to load is located
  73147. * @param scene defines the current scene
  73148. * @param files defines the list of files to load (1 per face)
  73149. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  73150. * @param onLoad defines an optional callback raised when the texture is loaded
  73151. * @param onError defines an optional callback raised if there is an issue to load the texture
  73152. * @param format defines the format of the data
  73153. * @param forcedExtension defines the extension to use to pick the right loader
  73154. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  73155. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  73156. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  73157. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  73158. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (defualt: empty array)
  73159. * @returns the cube texture as an InternalTexture
  73160. */
  73161. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean | undefined, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any, createPolynomials: boolean, lodScale: number, lodOffset: number, fallback: Nullable<InternalTexture>, excludeLoaders: Array<IInternalTextureLoader>): InternalTexture;
  73162. /**
  73163. * Creates a cube texture
  73164. * @param rootUrl defines the url where the files to load is located
  73165. * @param scene defines the current scene
  73166. * @param files defines the list of files to load (1 per face)
  73167. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  73168. * @param onLoad defines an optional callback raised when the texture is loaded
  73169. * @param onError defines an optional callback raised if there is an issue to load the texture
  73170. * @param format defines the format of the data
  73171. * @param forcedExtension defines the extension to use to pick the right loader
  73172. * @returns the cube texture as an InternalTexture
  73173. */
  73174. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any): InternalTexture;
  73175. /**
  73176. * Creates a cube texture
  73177. * @param rootUrl defines the url where the files to load is located
  73178. * @param scene defines the current scene
  73179. * @param files defines the list of files to load (1 per face)
  73180. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  73181. * @param onLoad defines an optional callback raised when the texture is loaded
  73182. * @param onError defines an optional callback raised if there is an issue to load the texture
  73183. * @param format defines the format of the data
  73184. * @param forcedExtension defines the extension to use to pick the right loader
  73185. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  73186. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  73187. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  73188. * @returns the cube texture as an InternalTexture
  73189. */
  73190. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any, createPolynomials: boolean, lodScale: number, lodOffset: number): InternalTexture;
  73191. /** @hidden */
  73192. _partialLoadFile(url: string, index: number, loadedFiles: (string | ArrayBuffer)[], onfinish: (files: (string | ArrayBuffer)[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  73193. /** @hidden */
  73194. _cascadeLoadFiles(scene: Nullable<Scene>, onfinish: (images: (string | ArrayBuffer)[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  73195. /** @hidden */
  73196. _cascadeLoadImgs(scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  73197. /** @hidden */
  73198. _partialLoadImg(url: string, index: number, loadedImages: HTMLImageElement[], scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  73199. }
  73200. }
  73201. declare module BABYLON {
  73202. /**
  73203. * Class for creating a cube texture
  73204. */
  73205. export class CubeTexture extends BaseTexture {
  73206. private _delayedOnLoad;
  73207. /**
  73208. * The url of the texture
  73209. */
  73210. url: string;
  73211. /**
  73212. * Gets or sets the center of the bounding box associated with the cube texture.
  73213. * It must define where the camera used to render the texture was set
  73214. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  73215. */
  73216. boundingBoxPosition: Vector3;
  73217. private _boundingBoxSize;
  73218. /**
  73219. * Gets or sets the size of the bounding box associated with the cube texture
  73220. * When defined, the cubemap will switch to local mode
  73221. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  73222. * @example https://www.babylonjs-playground.com/#RNASML
  73223. */
  73224. /**
  73225. * Returns the bounding box size
  73226. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  73227. */
  73228. boundingBoxSize: Vector3;
  73229. protected _rotationY: number;
  73230. /**
  73231. * Sets texture matrix rotation angle around Y axis in radians.
  73232. */
  73233. /**
  73234. * Gets texture matrix rotation angle around Y axis radians.
  73235. */
  73236. rotationY: number;
  73237. /**
  73238. * Are mip maps generated for this texture or not.
  73239. */
  73240. readonly noMipmap: boolean;
  73241. private _noMipmap;
  73242. private _files;
  73243. private _extensions;
  73244. private _textureMatrix;
  73245. private _format;
  73246. private _createPolynomials;
  73247. /** @hidden */
  73248. _prefiltered: boolean;
  73249. /**
  73250. * Creates a cube texture from an array of image urls
  73251. * @param files defines an array of image urls
  73252. * @param scene defines the hosting scene
  73253. * @param noMipmap specifies if mip maps are not used
  73254. * @returns a cube texture
  73255. */
  73256. static CreateFromImages(files: string[], scene: Scene, noMipmap?: boolean): CubeTexture;
  73257. /**
  73258. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  73259. * @param url defines the url of the prefiltered texture
  73260. * @param scene defines the scene the texture is attached to
  73261. * @param forcedExtension defines the extension of the file if different from the url
  73262. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  73263. * @return the prefiltered texture
  73264. */
  73265. static CreateFromPrefilteredData(url: string, scene: Scene, forcedExtension?: any, createPolynomials?: boolean): CubeTexture;
  73266. /**
  73267. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  73268. * as prefiltered data.
  73269. * @param rootUrl defines the url of the texture or the root name of the six images
  73270. * @param scene defines the scene the texture is attached to
  73271. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  73272. * @param noMipmap defines if mipmaps should be created or not
  73273. * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz
  73274. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  73275. * @param onError defines a callback triggered in case of error during load
  73276. * @param format defines the internal format to use for the texture once loaded
  73277. * @param prefiltered defines whether or not the texture is created from prefiltered data
  73278. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  73279. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  73280. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  73281. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  73282. * @return the cube texture
  73283. */
  73284. constructor(rootUrl: string, scene: Scene, extensions?: Nullable<string[]>, noMipmap?: boolean, files?: Nullable<string[]>, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number, prefiltered?: boolean, forcedExtension?: any, createPolynomials?: boolean, lodScale?: number, lodOffset?: number);
  73285. /**
  73286. * Gets a boolean indicating if the cube texture contains prefiltered mips (used to simulate roughness with PBR)
  73287. */
  73288. readonly isPrefiltered: boolean;
  73289. /**
  73290. * Get the current class name of the texture useful for serialization or dynamic coding.
  73291. * @returns "CubeTexture"
  73292. */
  73293. getClassName(): string;
  73294. /**
  73295. * Update the url (and optional buffer) of this texture if url was null during construction.
  73296. * @param url the url of the texture
  73297. * @param forcedExtension defines the extension to use
  73298. * @param onLoad callback called when the texture is loaded (defaults to null)
  73299. */
  73300. updateURL(url: string, forcedExtension?: string, onLoad?: () => void): void;
  73301. /**
  73302. * Delays loading of the cube texture
  73303. * @param forcedExtension defines the extension to use
  73304. */
  73305. delayLoad(forcedExtension?: string): void;
  73306. /**
  73307. * Returns the reflection texture matrix
  73308. * @returns the reflection texture matrix
  73309. */
  73310. getReflectionTextureMatrix(): Matrix;
  73311. /**
  73312. * Sets the reflection texture matrix
  73313. * @param value Reflection texture matrix
  73314. */
  73315. setReflectionTextureMatrix(value: Matrix): void;
  73316. /**
  73317. * Parses text to create a cube texture
  73318. * @param parsedTexture define the serialized text to read from
  73319. * @param scene defines the hosting scene
  73320. * @param rootUrl defines the root url of the cube texture
  73321. * @returns a cube texture
  73322. */
  73323. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CubeTexture;
  73324. /**
  73325. * Makes a clone, or deep copy, of the cube texture
  73326. * @returns a new cube texture
  73327. */
  73328. clone(): CubeTexture;
  73329. }
  73330. }
  73331. declare module BABYLON {
  73332. /**
  73333. * Manages the defines for the Material
  73334. */
  73335. export class MaterialDefines {
  73336. /** @hidden */
  73337. protected _keys: string[];
  73338. private _isDirty;
  73339. /** @hidden */
  73340. _renderId: number;
  73341. /** @hidden */
  73342. _areLightsDirty: boolean;
  73343. /** @hidden */
  73344. _areLightsDisposed: boolean;
  73345. /** @hidden */
  73346. _areAttributesDirty: boolean;
  73347. /** @hidden */
  73348. _areTexturesDirty: boolean;
  73349. /** @hidden */
  73350. _areFresnelDirty: boolean;
  73351. /** @hidden */
  73352. _areMiscDirty: boolean;
  73353. /** @hidden */
  73354. _areImageProcessingDirty: boolean;
  73355. /** @hidden */
  73356. _normals: boolean;
  73357. /** @hidden */
  73358. _uvs: boolean;
  73359. /** @hidden */
  73360. _needNormals: boolean;
  73361. /** @hidden */
  73362. _needUVs: boolean;
  73363. [id: string]: any;
  73364. /**
  73365. * Specifies if the material needs to be re-calculated
  73366. */
  73367. readonly isDirty: boolean;
  73368. /**
  73369. * Marks the material to indicate that it has been re-calculated
  73370. */
  73371. markAsProcessed(): void;
  73372. /**
  73373. * Marks the material to indicate that it needs to be re-calculated
  73374. */
  73375. markAsUnprocessed(): void;
  73376. /**
  73377. * Marks the material to indicate all of its defines need to be re-calculated
  73378. */
  73379. markAllAsDirty(): void;
  73380. /**
  73381. * Marks the material to indicate that image processing needs to be re-calculated
  73382. */
  73383. markAsImageProcessingDirty(): void;
  73384. /**
  73385. * Marks the material to indicate the lights need to be re-calculated
  73386. * @param disposed Defines whether the light is dirty due to dispose or not
  73387. */
  73388. markAsLightDirty(disposed?: boolean): void;
  73389. /**
  73390. * Marks the attribute state as changed
  73391. */
  73392. markAsAttributesDirty(): void;
  73393. /**
  73394. * Marks the texture state as changed
  73395. */
  73396. markAsTexturesDirty(): void;
  73397. /**
  73398. * Marks the fresnel state as changed
  73399. */
  73400. markAsFresnelDirty(): void;
  73401. /**
  73402. * Marks the misc state as changed
  73403. */
  73404. markAsMiscDirty(): void;
  73405. /**
  73406. * Rebuilds the material defines
  73407. */
  73408. rebuild(): void;
  73409. /**
  73410. * Specifies if two material defines are equal
  73411. * @param other - A material define instance to compare to
  73412. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  73413. */
  73414. isEqual(other: MaterialDefines): boolean;
  73415. /**
  73416. * Clones this instance's defines to another instance
  73417. * @param other - material defines to clone values to
  73418. */
  73419. cloneTo(other: MaterialDefines): void;
  73420. /**
  73421. * Resets the material define values
  73422. */
  73423. reset(): void;
  73424. /**
  73425. * Converts the material define values to a string
  73426. * @returns - String of material define information
  73427. */
  73428. toString(): string;
  73429. }
  73430. }
  73431. declare module BABYLON {
  73432. /**
  73433. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  73434. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  73435. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  73436. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  73437. */
  73438. export class ColorCurves {
  73439. private _dirty;
  73440. private _tempColor;
  73441. private _globalCurve;
  73442. private _highlightsCurve;
  73443. private _midtonesCurve;
  73444. private _shadowsCurve;
  73445. private _positiveCurve;
  73446. private _negativeCurve;
  73447. private _globalHue;
  73448. private _globalDensity;
  73449. private _globalSaturation;
  73450. private _globalExposure;
  73451. /**
  73452. * Gets the global Hue value.
  73453. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  73454. */
  73455. /**
  73456. * Sets the global Hue value.
  73457. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  73458. */
  73459. globalHue: number;
  73460. /**
  73461. * Gets the global Density value.
  73462. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  73463. * Values less than zero provide a filter of opposite hue.
  73464. */
  73465. /**
  73466. * Sets the global Density value.
  73467. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  73468. * Values less than zero provide a filter of opposite hue.
  73469. */
  73470. globalDensity: number;
  73471. /**
  73472. * Gets the global Saturation value.
  73473. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  73474. */
  73475. /**
  73476. * Sets the global Saturation value.
  73477. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  73478. */
  73479. globalSaturation: number;
  73480. /**
  73481. * Gets the global Exposure value.
  73482. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  73483. */
  73484. /**
  73485. * Sets the global Exposure value.
  73486. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  73487. */
  73488. globalExposure: number;
  73489. private _highlightsHue;
  73490. private _highlightsDensity;
  73491. private _highlightsSaturation;
  73492. private _highlightsExposure;
  73493. /**
  73494. * Gets the highlights Hue value.
  73495. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  73496. */
  73497. /**
  73498. * Sets the highlights Hue value.
  73499. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  73500. */
  73501. highlightsHue: number;
  73502. /**
  73503. * Gets the highlights Density value.
  73504. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  73505. * Values less than zero provide a filter of opposite hue.
  73506. */
  73507. /**
  73508. * Sets the highlights Density value.
  73509. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  73510. * Values less than zero provide a filter of opposite hue.
  73511. */
  73512. highlightsDensity: number;
  73513. /**
  73514. * Gets the highlights Saturation value.
  73515. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  73516. */
  73517. /**
  73518. * Sets the highlights Saturation value.
  73519. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  73520. */
  73521. highlightsSaturation: number;
  73522. /**
  73523. * Gets the highlights Exposure value.
  73524. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  73525. */
  73526. /**
  73527. * Sets the highlights Exposure value.
  73528. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  73529. */
  73530. highlightsExposure: number;
  73531. private _midtonesHue;
  73532. private _midtonesDensity;
  73533. private _midtonesSaturation;
  73534. private _midtonesExposure;
  73535. /**
  73536. * Gets the midtones Hue value.
  73537. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  73538. */
  73539. /**
  73540. * Sets the midtones Hue value.
  73541. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  73542. */
  73543. midtonesHue: number;
  73544. /**
  73545. * Gets the midtones Density value.
  73546. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  73547. * Values less than zero provide a filter of opposite hue.
  73548. */
  73549. /**
  73550. * Sets the midtones Density value.
  73551. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  73552. * Values less than zero provide a filter of opposite hue.
  73553. */
  73554. midtonesDensity: number;
  73555. /**
  73556. * Gets the midtones Saturation value.
  73557. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  73558. */
  73559. /**
  73560. * Sets the midtones Saturation value.
  73561. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  73562. */
  73563. midtonesSaturation: number;
  73564. /**
  73565. * Gets the midtones Exposure value.
  73566. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  73567. */
  73568. /**
  73569. * Sets the midtones Exposure value.
  73570. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  73571. */
  73572. midtonesExposure: number;
  73573. private _shadowsHue;
  73574. private _shadowsDensity;
  73575. private _shadowsSaturation;
  73576. private _shadowsExposure;
  73577. /**
  73578. * Gets the shadows Hue value.
  73579. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  73580. */
  73581. /**
  73582. * Sets the shadows Hue value.
  73583. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  73584. */
  73585. shadowsHue: number;
  73586. /**
  73587. * Gets the shadows Density value.
  73588. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  73589. * Values less than zero provide a filter of opposite hue.
  73590. */
  73591. /**
  73592. * Sets the shadows Density value.
  73593. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  73594. * Values less than zero provide a filter of opposite hue.
  73595. */
  73596. shadowsDensity: number;
  73597. /**
  73598. * Gets the shadows Saturation value.
  73599. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  73600. */
  73601. /**
  73602. * Sets the shadows Saturation value.
  73603. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  73604. */
  73605. shadowsSaturation: number;
  73606. /**
  73607. * Gets the shadows Exposure value.
  73608. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  73609. */
  73610. /**
  73611. * Sets the shadows Exposure value.
  73612. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  73613. */
  73614. shadowsExposure: number;
  73615. /**
  73616. * Returns the class name
  73617. * @returns The class name
  73618. */
  73619. getClassName(): string;
  73620. /**
  73621. * Binds the color curves to the shader.
  73622. * @param colorCurves The color curve to bind
  73623. * @param effect The effect to bind to
  73624. * @param positiveUniform The positive uniform shader parameter
  73625. * @param neutralUniform The neutral uniform shader parameter
  73626. * @param negativeUniform The negative uniform shader parameter
  73627. */
  73628. static Bind(colorCurves: ColorCurves, effect: Effect, positiveUniform?: string, neutralUniform?: string, negativeUniform?: string): void;
  73629. /**
  73630. * Prepare the list of uniforms associated with the ColorCurves effects.
  73631. * @param uniformsList The list of uniforms used in the effect
  73632. */
  73633. static PrepareUniforms(uniformsList: string[]): void;
  73634. /**
  73635. * Returns color grading data based on a hue, density, saturation and exposure value.
  73636. * @param filterHue The hue of the color filter.
  73637. * @param filterDensity The density of the color filter.
  73638. * @param saturation The saturation.
  73639. * @param exposure The exposure.
  73640. * @param result The result data container.
  73641. */
  73642. private getColorGradingDataToRef;
  73643. /**
  73644. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  73645. * @param value The input slider value in range [-100,100].
  73646. * @returns Adjusted value.
  73647. */
  73648. private static applyColorGradingSliderNonlinear;
  73649. /**
  73650. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  73651. * @param hue The hue (H) input.
  73652. * @param saturation The saturation (S) input.
  73653. * @param brightness The brightness (B) input.
  73654. * @result An RGBA color represented as Vector4.
  73655. */
  73656. private static fromHSBToRef;
  73657. /**
  73658. * Returns a value clamped between min and max
  73659. * @param value The value to clamp
  73660. * @param min The minimum of value
  73661. * @param max The maximum of value
  73662. * @returns The clamped value.
  73663. */
  73664. private static clamp;
  73665. /**
  73666. * Clones the current color curve instance.
  73667. * @return The cloned curves
  73668. */
  73669. clone(): ColorCurves;
  73670. /**
  73671. * Serializes the current color curve instance to a json representation.
  73672. * @return a JSON representation
  73673. */
  73674. serialize(): any;
  73675. /**
  73676. * Parses the color curve from a json representation.
  73677. * @param source the JSON source to parse
  73678. * @return The parsed curves
  73679. */
  73680. static Parse(source: any): ColorCurves;
  73681. }
  73682. }
  73683. declare module BABYLON {
  73684. /**
  73685. * Interface to follow in your material defines to integrate easily the
  73686. * Image proccessing functions.
  73687. * @hidden
  73688. */
  73689. export interface IImageProcessingConfigurationDefines {
  73690. IMAGEPROCESSING: boolean;
  73691. VIGNETTE: boolean;
  73692. VIGNETTEBLENDMODEMULTIPLY: boolean;
  73693. VIGNETTEBLENDMODEOPAQUE: boolean;
  73694. TONEMAPPING: boolean;
  73695. TONEMAPPING_ACES: boolean;
  73696. CONTRAST: boolean;
  73697. EXPOSURE: boolean;
  73698. COLORCURVES: boolean;
  73699. COLORGRADING: boolean;
  73700. COLORGRADING3D: boolean;
  73701. SAMPLER3DGREENDEPTH: boolean;
  73702. SAMPLER3DBGRMAP: boolean;
  73703. IMAGEPROCESSINGPOSTPROCESS: boolean;
  73704. }
  73705. /**
  73706. * @hidden
  73707. */
  73708. export class ImageProcessingConfigurationDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  73709. IMAGEPROCESSING: boolean;
  73710. VIGNETTE: boolean;
  73711. VIGNETTEBLENDMODEMULTIPLY: boolean;
  73712. VIGNETTEBLENDMODEOPAQUE: boolean;
  73713. TONEMAPPING: boolean;
  73714. TONEMAPPING_ACES: boolean;
  73715. CONTRAST: boolean;
  73716. COLORCURVES: boolean;
  73717. COLORGRADING: boolean;
  73718. COLORGRADING3D: boolean;
  73719. SAMPLER3DGREENDEPTH: boolean;
  73720. SAMPLER3DBGRMAP: boolean;
  73721. IMAGEPROCESSINGPOSTPROCESS: boolean;
  73722. EXPOSURE: boolean;
  73723. constructor();
  73724. }
  73725. /**
  73726. * This groups together the common properties used for image processing either in direct forward pass
  73727. * or through post processing effect depending on the use of the image processing pipeline in your scene
  73728. * or not.
  73729. */
  73730. export class ImageProcessingConfiguration {
  73731. /**
  73732. * Default tone mapping applied in BabylonJS.
  73733. */
  73734. static readonly TONEMAPPING_STANDARD: number;
  73735. /**
  73736. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  73737. * to other engines rendering to increase portability.
  73738. */
  73739. static readonly TONEMAPPING_ACES: number;
  73740. /**
  73741. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  73742. */
  73743. colorCurves: Nullable<ColorCurves>;
  73744. private _colorCurvesEnabled;
  73745. /**
  73746. * Gets wether the color curves effect is enabled.
  73747. */
  73748. /**
  73749. * Sets wether the color curves effect is enabled.
  73750. */
  73751. colorCurvesEnabled: boolean;
  73752. private _colorGradingTexture;
  73753. /**
  73754. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  73755. */
  73756. /**
  73757. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  73758. */
  73759. colorGradingTexture: Nullable<BaseTexture>;
  73760. private _colorGradingEnabled;
  73761. /**
  73762. * Gets wether the color grading effect is enabled.
  73763. */
  73764. /**
  73765. * Sets wether the color grading effect is enabled.
  73766. */
  73767. colorGradingEnabled: boolean;
  73768. private _colorGradingWithGreenDepth;
  73769. /**
  73770. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  73771. */
  73772. /**
  73773. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  73774. */
  73775. colorGradingWithGreenDepth: boolean;
  73776. private _colorGradingBGR;
  73777. /**
  73778. * Gets wether the color grading texture contains BGR values.
  73779. */
  73780. /**
  73781. * Sets wether the color grading texture contains BGR values.
  73782. */
  73783. colorGradingBGR: boolean;
  73784. /** @hidden */
  73785. _exposure: number;
  73786. /**
  73787. * Gets the Exposure used in the effect.
  73788. */
  73789. /**
  73790. * Sets the Exposure used in the effect.
  73791. */
  73792. exposure: number;
  73793. private _toneMappingEnabled;
  73794. /**
  73795. * Gets wether the tone mapping effect is enabled.
  73796. */
  73797. /**
  73798. * Sets wether the tone mapping effect is enabled.
  73799. */
  73800. toneMappingEnabled: boolean;
  73801. private _toneMappingType;
  73802. /**
  73803. * Gets the type of tone mapping effect.
  73804. */
  73805. /**
  73806. * Sets the type of tone mapping effect used in BabylonJS.
  73807. */
  73808. toneMappingType: number;
  73809. protected _contrast: number;
  73810. /**
  73811. * Gets the contrast used in the effect.
  73812. */
  73813. /**
  73814. * Sets the contrast used in the effect.
  73815. */
  73816. contrast: number;
  73817. /**
  73818. * Vignette stretch size.
  73819. */
  73820. vignetteStretch: number;
  73821. /**
  73822. * Vignette centre X Offset.
  73823. */
  73824. vignetteCentreX: number;
  73825. /**
  73826. * Vignette centre Y Offset.
  73827. */
  73828. vignetteCentreY: number;
  73829. /**
  73830. * Vignette weight or intensity of the vignette effect.
  73831. */
  73832. vignetteWeight: number;
  73833. /**
  73834. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  73835. * if vignetteEnabled is set to true.
  73836. */
  73837. vignetteColor: Color4;
  73838. /**
  73839. * Camera field of view used by the Vignette effect.
  73840. */
  73841. vignetteCameraFov: number;
  73842. private _vignetteBlendMode;
  73843. /**
  73844. * Gets the vignette blend mode allowing different kind of effect.
  73845. */
  73846. /**
  73847. * Sets the vignette blend mode allowing different kind of effect.
  73848. */
  73849. vignetteBlendMode: number;
  73850. private _vignetteEnabled;
  73851. /**
  73852. * Gets wether the vignette effect is enabled.
  73853. */
  73854. /**
  73855. * Sets wether the vignette effect is enabled.
  73856. */
  73857. vignetteEnabled: boolean;
  73858. private _applyByPostProcess;
  73859. /**
  73860. * Gets wether the image processing is applied through a post process or not.
  73861. */
  73862. /**
  73863. * Sets wether the image processing is applied through a post process or not.
  73864. */
  73865. applyByPostProcess: boolean;
  73866. private _isEnabled;
  73867. /**
  73868. * Gets wether the image processing is enabled or not.
  73869. */
  73870. /**
  73871. * Sets wether the image processing is enabled or not.
  73872. */
  73873. isEnabled: boolean;
  73874. /**
  73875. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  73876. */
  73877. onUpdateParameters: Observable<ImageProcessingConfiguration>;
  73878. /**
  73879. * Method called each time the image processing information changes requires to recompile the effect.
  73880. */
  73881. protected _updateParameters(): void;
  73882. /**
  73883. * Gets the current class name.
  73884. * @return "ImageProcessingConfiguration"
  73885. */
  73886. getClassName(): string;
  73887. /**
  73888. * Prepare the list of uniforms associated with the Image Processing effects.
  73889. * @param uniforms The list of uniforms used in the effect
  73890. * @param defines the list of defines currently in use
  73891. */
  73892. static PrepareUniforms(uniforms: string[], defines: IImageProcessingConfigurationDefines): void;
  73893. /**
  73894. * Prepare the list of samplers associated with the Image Processing effects.
  73895. * @param samplersList The list of uniforms used in the effect
  73896. * @param defines the list of defines currently in use
  73897. */
  73898. static PrepareSamplers(samplersList: string[], defines: IImageProcessingConfigurationDefines): void;
  73899. /**
  73900. * Prepare the list of defines associated to the shader.
  73901. * @param defines the list of defines to complete
  73902. * @param forPostProcess Define if we are currently in post process mode or not
  73903. */
  73904. prepareDefines(defines: IImageProcessingConfigurationDefines, forPostProcess?: boolean): void;
  73905. /**
  73906. * Returns true if all the image processing information are ready.
  73907. * @returns True if ready, otherwise, false
  73908. */
  73909. isReady(): boolean;
  73910. /**
  73911. * Binds the image processing to the shader.
  73912. * @param effect The effect to bind to
  73913. * @param aspectRatio Define the current aspect ratio of the effect
  73914. */
  73915. bind(effect: Effect, aspectRatio?: number): void;
  73916. /**
  73917. * Clones the current image processing instance.
  73918. * @return The cloned image processing
  73919. */
  73920. clone(): ImageProcessingConfiguration;
  73921. /**
  73922. * Serializes the current image processing instance to a json representation.
  73923. * @return a JSON representation
  73924. */
  73925. serialize(): any;
  73926. /**
  73927. * Parses the image processing from a json representation.
  73928. * @param source the JSON source to parse
  73929. * @return The parsed image processing
  73930. */
  73931. static Parse(source: any): ImageProcessingConfiguration;
  73932. private static _VIGNETTEMODE_MULTIPLY;
  73933. private static _VIGNETTEMODE_OPAQUE;
  73934. /**
  73935. * Used to apply the vignette as a mix with the pixel color.
  73936. */
  73937. static readonly VIGNETTEMODE_MULTIPLY: number;
  73938. /**
  73939. * Used to apply the vignette as a replacement of the pixel color.
  73940. */
  73941. static readonly VIGNETTEMODE_OPAQUE: number;
  73942. }
  73943. }
  73944. declare module BABYLON {
  73945. /** @hidden */
  73946. export var postprocessVertexShader: {
  73947. name: string;
  73948. shader: string;
  73949. };
  73950. }
  73951. declare module BABYLON {
  73952. /** Defines supported spaces */
  73953. export enum Space {
  73954. /** Local (object) space */
  73955. LOCAL = 0,
  73956. /** World space */
  73957. WORLD = 1,
  73958. /** Bone space */
  73959. BONE = 2
  73960. }
  73961. /** Defines the 3 main axes */
  73962. export class Axis {
  73963. /** X axis */
  73964. static X: Vector3;
  73965. /** Y axis */
  73966. static Y: Vector3;
  73967. /** Z axis */
  73968. static Z: Vector3;
  73969. }
  73970. }
  73971. declare module BABYLON {
  73972. /**
  73973. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  73974. * This is the base of the follow, arc rotate cameras and Free camera
  73975. * @see http://doc.babylonjs.com/features/cameras
  73976. */
  73977. export class TargetCamera extends Camera {
  73978. private static _RigCamTransformMatrix;
  73979. private static _TargetTransformMatrix;
  73980. private static _TargetFocalPoint;
  73981. /**
  73982. * Define the current direction the camera is moving to
  73983. */
  73984. cameraDirection: Vector3;
  73985. /**
  73986. * Define the current rotation the camera is rotating to
  73987. */
  73988. cameraRotation: Vector2;
  73989. /**
  73990. * When set, the up vector of the camera will be updated by the rotation of the camera
  73991. */
  73992. updateUpVectorFromRotation: boolean;
  73993. private _tmpQuaternion;
  73994. /**
  73995. * Define the current rotation of the camera
  73996. */
  73997. rotation: Vector3;
  73998. /**
  73999. * Define the current rotation of the camera as a quaternion to prevent Gimbal lock
  74000. */
  74001. rotationQuaternion: Quaternion;
  74002. /**
  74003. * Define the current speed of the camera
  74004. */
  74005. speed: number;
  74006. /**
  74007. * Add cconstraint to the camera to prevent it to move freely in all directions and
  74008. * around all axis.
  74009. */
  74010. noRotationConstraint: boolean;
  74011. /**
  74012. * Define the current target of the camera as an object or a position.
  74013. */
  74014. lockedTarget: any;
  74015. /** @hidden */
  74016. _currentTarget: Vector3;
  74017. /** @hidden */
  74018. _initialFocalDistance: number;
  74019. /** @hidden */
  74020. _viewMatrix: Matrix;
  74021. /** @hidden */
  74022. _camMatrix: Matrix;
  74023. /** @hidden */
  74024. _cameraTransformMatrix: Matrix;
  74025. /** @hidden */
  74026. _cameraRotationMatrix: Matrix;
  74027. /** @hidden */
  74028. _referencePoint: Vector3;
  74029. /** @hidden */
  74030. _transformedReferencePoint: Vector3;
  74031. protected _globalCurrentTarget: Vector3;
  74032. protected _globalCurrentUpVector: Vector3;
  74033. /** @hidden */
  74034. _reset: () => void;
  74035. private _defaultUp;
  74036. /**
  74037. * Instantiates a target camera that takes a mesh or position as a target and continues to look at it while it moves.
  74038. * This is the base of the follow, arc rotate cameras and Free camera
  74039. * @see http://doc.babylonjs.com/features/cameras
  74040. * @param name Defines the name of the camera in the scene
  74041. * @param position Defines the start position of the camera in the scene
  74042. * @param scene Defines the scene the camera belongs to
  74043. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  74044. */
  74045. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  74046. /**
  74047. * Gets the position in front of the camera at a given distance.
  74048. * @param distance The distance from the camera we want the position to be
  74049. * @returns the position
  74050. */
  74051. getFrontPosition(distance: number): Vector3;
  74052. /** @hidden */
  74053. _getLockedTargetPosition(): Nullable<Vector3>;
  74054. private _storedPosition;
  74055. private _storedRotation;
  74056. private _storedRotationQuaternion;
  74057. /**
  74058. * Store current camera state of the camera (fov, position, rotation, etc..)
  74059. * @returns the camera
  74060. */
  74061. storeState(): Camera;
  74062. /**
  74063. * Restored camera state. You must call storeState() first
  74064. * @returns whether it was successful or not
  74065. * @hidden
  74066. */
  74067. _restoreStateValues(): boolean;
  74068. /** @hidden */
  74069. _initCache(): void;
  74070. /** @hidden */
  74071. _updateCache(ignoreParentClass?: boolean): void;
  74072. /** @hidden */
  74073. _isSynchronizedViewMatrix(): boolean;
  74074. /** @hidden */
  74075. _computeLocalCameraSpeed(): number;
  74076. /**
  74077. * Defines the target the camera should look at.
  74078. * @param target Defines the new target as a Vector or a mesh
  74079. */
  74080. setTarget(target: Vector3): void;
  74081. /**
  74082. * Return the current target position of the camera. This value is expressed in local space.
  74083. * @returns the target position
  74084. */
  74085. getTarget(): Vector3;
  74086. /** @hidden */
  74087. _decideIfNeedsToMove(): boolean;
  74088. /** @hidden */
  74089. _updatePosition(): void;
  74090. /** @hidden */
  74091. _checkInputs(): void;
  74092. protected _updateCameraRotationMatrix(): void;
  74093. /**
  74094. * Update the up vector to apply the rotation of the camera (So if you changed the camera rotation.z this will let you update the up vector as well)
  74095. * @returns the current camera
  74096. */
  74097. private _rotateUpVectorWithCameraRotationMatrix;
  74098. private _cachedRotationZ;
  74099. private _cachedQuaternionRotationZ;
  74100. /** @hidden */
  74101. _getViewMatrix(): Matrix;
  74102. protected _computeViewMatrix(position: Vector3, target: Vector3, up: Vector3): void;
  74103. /**
  74104. * @hidden
  74105. */
  74106. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  74107. /**
  74108. * @hidden
  74109. */
  74110. _updateRigCameras(): void;
  74111. private _getRigCamPositionAndTarget;
  74112. /**
  74113. * Gets the current object class name.
  74114. * @return the class name
  74115. */
  74116. getClassName(): string;
  74117. }
  74118. }
  74119. declare module BABYLON {
  74120. /**
  74121. * Gather the list of keyboard event types as constants.
  74122. */
  74123. export class KeyboardEventTypes {
  74124. /**
  74125. * The keydown event is fired when a key becomes active (pressed).
  74126. */
  74127. static readonly KEYDOWN: number;
  74128. /**
  74129. * The keyup event is fired when a key has been released.
  74130. */
  74131. static readonly KEYUP: number;
  74132. }
  74133. /**
  74134. * This class is used to store keyboard related info for the onKeyboardObservable event.
  74135. */
  74136. export class KeyboardInfo {
  74137. /**
  74138. * Defines the type of event (KeyboardEventTypes)
  74139. */
  74140. type: number;
  74141. /**
  74142. * Defines the related dom event
  74143. */
  74144. event: KeyboardEvent;
  74145. /**
  74146. * Instantiates a new keyboard info.
  74147. * This class is used to store keyboard related info for the onKeyboardObservable event.
  74148. * @param type Defines the type of event (KeyboardEventTypes)
  74149. * @param event Defines the related dom event
  74150. */
  74151. constructor(
  74152. /**
  74153. * Defines the type of event (KeyboardEventTypes)
  74154. */
  74155. type: number,
  74156. /**
  74157. * Defines the related dom event
  74158. */
  74159. event: KeyboardEvent);
  74160. }
  74161. /**
  74162. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  74163. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  74164. */
  74165. export class KeyboardInfoPre extends KeyboardInfo {
  74166. /**
  74167. * Defines the type of event (KeyboardEventTypes)
  74168. */
  74169. type: number;
  74170. /**
  74171. * Defines the related dom event
  74172. */
  74173. event: KeyboardEvent;
  74174. /**
  74175. * Defines whether the engine should skip the next onKeyboardObservable associated to this pre.
  74176. */
  74177. skipOnPointerObservable: boolean;
  74178. /**
  74179. * Instantiates a new keyboard pre info.
  74180. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  74181. * @param type Defines the type of event (KeyboardEventTypes)
  74182. * @param event Defines the related dom event
  74183. */
  74184. constructor(
  74185. /**
  74186. * Defines the type of event (KeyboardEventTypes)
  74187. */
  74188. type: number,
  74189. /**
  74190. * Defines the related dom event
  74191. */
  74192. event: KeyboardEvent);
  74193. }
  74194. }
  74195. declare module BABYLON {
  74196. /**
  74197. * Manage the keyboard inputs to control the movement of a free camera.
  74198. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  74199. */
  74200. export class FreeCameraKeyboardMoveInput implements ICameraInput<FreeCamera> {
  74201. /**
  74202. * Defines the camera the input is attached to.
  74203. */
  74204. camera: FreeCamera;
  74205. /**
  74206. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  74207. */
  74208. keysUp: number[];
  74209. /**
  74210. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  74211. */
  74212. keysDown: number[];
  74213. /**
  74214. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  74215. */
  74216. keysLeft: number[];
  74217. /**
  74218. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  74219. */
  74220. keysRight: number[];
  74221. private _keys;
  74222. private _onCanvasBlurObserver;
  74223. private _onKeyboardObserver;
  74224. private _engine;
  74225. private _scene;
  74226. /**
  74227. * Attach the input controls to a specific dom element to get the input from.
  74228. * @param element Defines the element the controls should be listened from
  74229. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  74230. */
  74231. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  74232. /**
  74233. * Detach the current controls from the specified dom element.
  74234. * @param element Defines the element to stop listening the inputs from
  74235. */
  74236. detachControl(element: Nullable<HTMLElement>): void;
  74237. /**
  74238. * Update the current camera state depending on the inputs that have been used this frame.
  74239. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  74240. */
  74241. checkInputs(): void;
  74242. /**
  74243. * Gets the class name of the current intput.
  74244. * @returns the class name
  74245. */
  74246. getClassName(): string;
  74247. /** @hidden */
  74248. _onLostFocus(): void;
  74249. /**
  74250. * Get the friendly name associated with the input class.
  74251. * @returns the input friendly name
  74252. */
  74253. getSimpleName(): string;
  74254. }
  74255. }
  74256. declare module BABYLON {
  74257. /**
  74258. * Interface describing all the common properties and methods a shadow light needs to implement.
  74259. * This helps both the shadow generator and materials to genrate the corresponding shadow maps
  74260. * as well as binding the different shadow properties to the effects.
  74261. */
  74262. export interface IShadowLight extends Light {
  74263. /**
  74264. * The light id in the scene (used in scene.findLighById for instance)
  74265. */
  74266. id: string;
  74267. /**
  74268. * The position the shdow will be casted from.
  74269. */
  74270. position: Vector3;
  74271. /**
  74272. * In 2d mode (needCube being false), the direction used to cast the shadow.
  74273. */
  74274. direction: Vector3;
  74275. /**
  74276. * The transformed position. Position of the light in world space taking parenting in account.
  74277. */
  74278. transformedPosition: Vector3;
  74279. /**
  74280. * The transformed direction. Direction of the light in world space taking parenting in account.
  74281. */
  74282. transformedDirection: Vector3;
  74283. /**
  74284. * The friendly name of the light in the scene.
  74285. */
  74286. name: string;
  74287. /**
  74288. * Defines the shadow projection clipping minimum z value.
  74289. */
  74290. shadowMinZ: number;
  74291. /**
  74292. * Defines the shadow projection clipping maximum z value.
  74293. */
  74294. shadowMaxZ: number;
  74295. /**
  74296. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  74297. * @returns true if the information has been computed, false if it does not need to (no parenting)
  74298. */
  74299. computeTransformedInformation(): boolean;
  74300. /**
  74301. * Gets the scene the light belongs to.
  74302. * @returns The scene
  74303. */
  74304. getScene(): Scene;
  74305. /**
  74306. * Callback defining a custom Projection Matrix Builder.
  74307. * This can be used to override the default projection matrix computation.
  74308. */
  74309. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  74310. /**
  74311. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  74312. * @param matrix The materix to updated with the projection information
  74313. * @param viewMatrix The transform matrix of the light
  74314. * @param renderList The list of mesh to render in the map
  74315. * @returns The current light
  74316. */
  74317. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  74318. /**
  74319. * Gets the current depth scale used in ESM.
  74320. * @returns The scale
  74321. */
  74322. getDepthScale(): number;
  74323. /**
  74324. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  74325. * @returns true if a cube texture needs to be use
  74326. */
  74327. needCube(): boolean;
  74328. /**
  74329. * Detects if the projection matrix requires to be recomputed this frame.
  74330. * @returns true if it requires to be recomputed otherwise, false.
  74331. */
  74332. needProjectionMatrixCompute(): boolean;
  74333. /**
  74334. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  74335. */
  74336. forceProjectionMatrixCompute(): void;
  74337. /**
  74338. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  74339. * @param faceIndex The index of the face we are computed the direction to generate shadow
  74340. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  74341. */
  74342. getShadowDirection(faceIndex?: number): Vector3;
  74343. /**
  74344. * Gets the minZ used for shadow according to both the scene and the light.
  74345. * @param activeCamera The camera we are returning the min for
  74346. * @returns the depth min z
  74347. */
  74348. getDepthMinZ(activeCamera: Camera): number;
  74349. /**
  74350. * Gets the maxZ used for shadow according to both the scene and the light.
  74351. * @param activeCamera The camera we are returning the max for
  74352. * @returns the depth max z
  74353. */
  74354. getDepthMaxZ(activeCamera: Camera): number;
  74355. }
  74356. /**
  74357. * Base implementation IShadowLight
  74358. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  74359. */
  74360. export abstract class ShadowLight extends Light implements IShadowLight {
  74361. protected abstract _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  74362. protected _position: Vector3;
  74363. protected _setPosition(value: Vector3): void;
  74364. /**
  74365. * Sets the position the shadow will be casted from. Also use as the light position for both
  74366. * point and spot lights.
  74367. */
  74368. /**
  74369. * Sets the position the shadow will be casted from. Also use as the light position for both
  74370. * point and spot lights.
  74371. */
  74372. position: Vector3;
  74373. protected _direction: Vector3;
  74374. protected _setDirection(value: Vector3): void;
  74375. /**
  74376. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  74377. * Also use as the light direction on spot and directional lights.
  74378. */
  74379. /**
  74380. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  74381. * Also use as the light direction on spot and directional lights.
  74382. */
  74383. direction: Vector3;
  74384. private _shadowMinZ;
  74385. /**
  74386. * Gets the shadow projection clipping minimum z value.
  74387. */
  74388. /**
  74389. * Sets the shadow projection clipping minimum z value.
  74390. */
  74391. shadowMinZ: number;
  74392. private _shadowMaxZ;
  74393. /**
  74394. * Sets the shadow projection clipping maximum z value.
  74395. */
  74396. /**
  74397. * Gets the shadow projection clipping maximum z value.
  74398. */
  74399. shadowMaxZ: number;
  74400. /**
  74401. * Callback defining a custom Projection Matrix Builder.
  74402. * This can be used to override the default projection matrix computation.
  74403. */
  74404. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  74405. /**
  74406. * The transformed position. Position of the light in world space taking parenting in account.
  74407. */
  74408. transformedPosition: Vector3;
  74409. /**
  74410. * The transformed direction. Direction of the light in world space taking parenting in account.
  74411. */
  74412. transformedDirection: Vector3;
  74413. private _needProjectionMatrixCompute;
  74414. /**
  74415. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  74416. * @returns true if the information has been computed, false if it does not need to (no parenting)
  74417. */
  74418. computeTransformedInformation(): boolean;
  74419. /**
  74420. * Return the depth scale used for the shadow map.
  74421. * @returns the depth scale.
  74422. */
  74423. getDepthScale(): number;
  74424. /**
  74425. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  74426. * @param faceIndex The index of the face we are computed the direction to generate shadow
  74427. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  74428. */
  74429. getShadowDirection(faceIndex?: number): Vector3;
  74430. /**
  74431. * Returns the ShadowLight absolute position in the World.
  74432. * @returns the position vector in world space
  74433. */
  74434. getAbsolutePosition(): Vector3;
  74435. /**
  74436. * Sets the ShadowLight direction toward the passed target.
  74437. * @param target The point to target in local space
  74438. * @returns the updated ShadowLight direction
  74439. */
  74440. setDirectionToTarget(target: Vector3): Vector3;
  74441. /**
  74442. * Returns the light rotation in euler definition.
  74443. * @returns the x y z rotation in local space.
  74444. */
  74445. getRotation(): Vector3;
  74446. /**
  74447. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  74448. * @returns true if a cube texture needs to be use
  74449. */
  74450. needCube(): boolean;
  74451. /**
  74452. * Detects if the projection matrix requires to be recomputed this frame.
  74453. * @returns true if it requires to be recomputed otherwise, false.
  74454. */
  74455. needProjectionMatrixCompute(): boolean;
  74456. /**
  74457. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  74458. */
  74459. forceProjectionMatrixCompute(): void;
  74460. /** @hidden */
  74461. _initCache(): void;
  74462. /** @hidden */
  74463. _isSynchronized(): boolean;
  74464. /**
  74465. * Computes the world matrix of the node
  74466. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  74467. * @returns the world matrix
  74468. */
  74469. computeWorldMatrix(force?: boolean): Matrix;
  74470. /**
  74471. * Gets the minZ used for shadow according to both the scene and the light.
  74472. * @param activeCamera The camera we are returning the min for
  74473. * @returns the depth min z
  74474. */
  74475. getDepthMinZ(activeCamera: Camera): number;
  74476. /**
  74477. * Gets the maxZ used for shadow according to both the scene and the light.
  74478. * @param activeCamera The camera we are returning the max for
  74479. * @returns the depth max z
  74480. */
  74481. getDepthMaxZ(activeCamera: Camera): number;
  74482. /**
  74483. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  74484. * @param matrix The materix to updated with the projection information
  74485. * @param viewMatrix The transform matrix of the light
  74486. * @param renderList The list of mesh to render in the map
  74487. * @returns The current light
  74488. */
  74489. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  74490. }
  74491. }
  74492. declare module BABYLON {
  74493. /**
  74494. * "Static Class" containing the most commonly used helper while dealing with material for
  74495. * rendering purpose.
  74496. *
  74497. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  74498. *
  74499. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  74500. */
  74501. export class MaterialHelper {
  74502. /**
  74503. * Bind the current view position to an effect.
  74504. * @param effect The effect to be bound
  74505. * @param scene The scene the eyes position is used from
  74506. */
  74507. static BindEyePosition(effect: Effect, scene: Scene): void;
  74508. /**
  74509. * Helps preparing the defines values about the UVs in used in the effect.
  74510. * UVs are shared as much as we can accross channels in the shaders.
  74511. * @param texture The texture we are preparing the UVs for
  74512. * @param defines The defines to update
  74513. * @param key The channel key "diffuse", "specular"... used in the shader
  74514. */
  74515. static PrepareDefinesForMergedUV(texture: BaseTexture, defines: any, key: string): void;
  74516. /**
  74517. * Binds a texture matrix value to its corrsponding uniform
  74518. * @param texture The texture to bind the matrix for
  74519. * @param uniformBuffer The uniform buffer receivin the data
  74520. * @param key The channel key "diffuse", "specular"... used in the shader
  74521. */
  74522. static BindTextureMatrix(texture: BaseTexture, uniformBuffer: UniformBuffer, key: string): void;
  74523. /**
  74524. * Gets the current status of the fog (should it be enabled?)
  74525. * @param mesh defines the mesh to evaluate for fog support
  74526. * @param scene defines the hosting scene
  74527. * @returns true if fog must be enabled
  74528. */
  74529. static GetFogState(mesh: AbstractMesh, scene: Scene): boolean;
  74530. /**
  74531. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  74532. * @param mesh defines the current mesh
  74533. * @param scene defines the current scene
  74534. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  74535. * @param pointsCloud defines if point cloud rendering has to be turned on
  74536. * @param fogEnabled defines if fog has to be turned on
  74537. * @param alphaTest defines if alpha testing has to be turned on
  74538. * @param defines defines the current list of defines
  74539. */
  74540. static PrepareDefinesForMisc(mesh: AbstractMesh, scene: Scene, useLogarithmicDepth: boolean, pointsCloud: boolean, fogEnabled: boolean, alphaTest: boolean, defines: any): void;
  74541. /**
  74542. * Helper used to prepare the list of defines associated with frame values for shader compilation
  74543. * @param scene defines the current scene
  74544. * @param engine defines the current engine
  74545. * @param defines specifies the list of active defines
  74546. * @param useInstances defines if instances have to be turned on
  74547. * @param useClipPlane defines if clip plane have to be turned on
  74548. */
  74549. static PrepareDefinesForFrameBoundValues(scene: Scene, engine: Engine, defines: any, useInstances: boolean, useClipPlane?: Nullable<boolean>): void;
  74550. /**
  74551. * Prepares the defines for bones
  74552. * @param mesh The mesh containing the geometry data we will draw
  74553. * @param defines The defines to update
  74554. */
  74555. static PrepareDefinesForBones(mesh: AbstractMesh, defines: any): void;
  74556. /**
  74557. * Prepares the defines for morph targets
  74558. * @param mesh The mesh containing the geometry data we will draw
  74559. * @param defines The defines to update
  74560. */
  74561. static PrepareDefinesForMorphTargets(mesh: AbstractMesh, defines: any): void;
  74562. /**
  74563. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  74564. * @param mesh The mesh containing the geometry data we will draw
  74565. * @param defines The defines to update
  74566. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  74567. * @param useBones Precise whether bones should be used or not (override mesh info)
  74568. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  74569. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  74570. * @returns false if defines are considered not dirty and have not been checked
  74571. */
  74572. static PrepareDefinesForAttributes(mesh: AbstractMesh, defines: any, useVertexColor: boolean, useBones: boolean, useMorphTargets?: boolean, useVertexAlpha?: boolean): boolean;
  74573. /**
  74574. * Prepares the defines related to multiview
  74575. * @param scene The scene we are intending to draw
  74576. * @param defines The defines to update
  74577. */
  74578. static PrepareDefinesForMultiview(scene: Scene, defines: any): void;
  74579. /**
  74580. * Prepares the defines related to the light information passed in parameter
  74581. * @param scene The scene we are intending to draw
  74582. * @param mesh The mesh the effect is compiling for
  74583. * @param light The light the effect is compiling for
  74584. * @param lightIndex The index of the light
  74585. * @param defines The defines to update
  74586. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  74587. * @param state Defines the current state regarding what is needed (normals, etc...)
  74588. */
  74589. static PrepareDefinesForLight(scene: Scene, mesh: AbstractMesh, light: Light, lightIndex: number, defines: any, specularSupported: boolean, state: {
  74590. needNormals: boolean;
  74591. needRebuild: boolean;
  74592. shadowEnabled: boolean;
  74593. specularEnabled: boolean;
  74594. lightmapMode: boolean;
  74595. }): void;
  74596. /**
  74597. * Prepares the defines related to the light information passed in parameter
  74598. * @param scene The scene we are intending to draw
  74599. * @param mesh The mesh the effect is compiling for
  74600. * @param defines The defines to update
  74601. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  74602. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  74603. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  74604. * @returns true if normals will be required for the rest of the effect
  74605. */
  74606. static PrepareDefinesForLights(scene: Scene, mesh: AbstractMesh, defines: any, specularSupported: boolean, maxSimultaneousLights?: number, disableLighting?: boolean): boolean;
  74607. /**
  74608. * Prepares the uniforms and samplers list to be used in the effect (for a specific light)
  74609. * @param lightIndex defines the light index
  74610. * @param uniformsList The uniform list
  74611. * @param samplersList The sampler list
  74612. * @param projectedLightTexture defines if projected texture must be used
  74613. * @param uniformBuffersList defines an optional list of uniform buffers
  74614. */
  74615. static PrepareUniformsAndSamplersForLight(lightIndex: number, uniformsList: string[], samplersList: string[], projectedLightTexture?: any, uniformBuffersList?: Nullable<string[]>): void;
  74616. /**
  74617. * Prepares the uniforms and samplers list to be used in the effect
  74618. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  74619. * @param samplersList The sampler list
  74620. * @param defines The defines helping in the list generation
  74621. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  74622. */
  74623. static PrepareUniformsAndSamplersList(uniformsListOrOptions: string[] | EffectCreationOptions, samplersList?: string[], defines?: any, maxSimultaneousLights?: number): void;
  74624. /**
  74625. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  74626. * @param defines The defines to update while falling back
  74627. * @param fallbacks The authorized effect fallbacks
  74628. * @param maxSimultaneousLights The maximum number of lights allowed
  74629. * @param rank the current rank of the Effect
  74630. * @returns The newly affected rank
  74631. */
  74632. static HandleFallbacksForShadows(defines: any, fallbacks: EffectFallbacks, maxSimultaneousLights?: number, rank?: number): number;
  74633. private static _TmpMorphInfluencers;
  74634. /**
  74635. * Prepares the list of attributes required for morph targets according to the effect defines.
  74636. * @param attribs The current list of supported attribs
  74637. * @param mesh The mesh to prepare the morph targets attributes for
  74638. * @param influencers The number of influencers
  74639. */
  74640. static PrepareAttributesForMorphTargetsInfluencers(attribs: string[], mesh: AbstractMesh, influencers: number): void;
  74641. /**
  74642. * Prepares the list of attributes required for morph targets according to the effect defines.
  74643. * @param attribs The current list of supported attribs
  74644. * @param mesh The mesh to prepare the morph targets attributes for
  74645. * @param defines The current Defines of the effect
  74646. */
  74647. static PrepareAttributesForMorphTargets(attribs: string[], mesh: AbstractMesh, defines: any): void;
  74648. /**
  74649. * Prepares the list of attributes required for bones according to the effect defines.
  74650. * @param attribs The current list of supported attribs
  74651. * @param mesh The mesh to prepare the bones attributes for
  74652. * @param defines The current Defines of the effect
  74653. * @param fallbacks The current efffect fallback strategy
  74654. */
  74655. static PrepareAttributesForBones(attribs: string[], mesh: AbstractMesh, defines: any, fallbacks: EffectFallbacks): void;
  74656. /**
  74657. * Check and prepare the list of attributes required for instances according to the effect defines.
  74658. * @param attribs The current list of supported attribs
  74659. * @param defines The current MaterialDefines of the effect
  74660. */
  74661. static PrepareAttributesForInstances(attribs: string[], defines: MaterialDefines): void;
  74662. /**
  74663. * Add the list of attributes required for instances to the attribs array.
  74664. * @param attribs The current list of supported attribs
  74665. */
  74666. static PushAttributesForInstances(attribs: string[]): void;
  74667. /**
  74668. * Binds the light shadow information to the effect for the given mesh.
  74669. * @param light The light containing the generator
  74670. * @param scene The scene the lights belongs to
  74671. * @param mesh The mesh we are binding the information to render
  74672. * @param lightIndex The light index in the effect used to render the mesh
  74673. * @param effect The effect we are binding the data to
  74674. */
  74675. static BindLightShadow(light: Light, mesh: AbstractMesh, lightIndex: string, effect: Effect): void;
  74676. /**
  74677. * Binds the light information to the effect.
  74678. * @param light The light containing the generator
  74679. * @param effect The effect we are binding the data to
  74680. * @param lightIndex The light index in the effect used to render
  74681. */
  74682. static BindLightProperties(light: Light, effect: Effect, lightIndex: number): void;
  74683. /**
  74684. * Binds the lights information from the scene to the effect for the given mesh.
  74685. * @param light Light to bind
  74686. * @param lightIndex Light index
  74687. * @param scene The scene where the light belongs to
  74688. * @param mesh The mesh we are binding the information to render
  74689. * @param effect The effect we are binding the data to
  74690. * @param useSpecular Defines if specular is supported
  74691. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  74692. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  74693. */
  74694. static BindLight(light: Light, lightIndex: number, scene: Scene, mesh: AbstractMesh, effect: Effect, useSpecular: boolean, usePhysicalLightFalloff?: boolean, rebuildInParallel?: boolean): void;
  74695. /**
  74696. * Binds the lights information from the scene to the effect for the given mesh.
  74697. * @param scene The scene the lights belongs to
  74698. * @param mesh The mesh we are binding the information to render
  74699. * @param effect The effect we are binding the data to
  74700. * @param defines The generated defines for the effect
  74701. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  74702. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  74703. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  74704. */
  74705. static BindLights(scene: Scene, mesh: AbstractMesh, effect: Effect, defines: any, maxSimultaneousLights?: number, usePhysicalLightFalloff?: boolean, rebuildInParallel?: boolean): void;
  74706. private static _tempFogColor;
  74707. /**
  74708. * Binds the fog information from the scene to the effect for the given mesh.
  74709. * @param scene The scene the lights belongs to
  74710. * @param mesh The mesh we are binding the information to render
  74711. * @param effect The effect we are binding the data to
  74712. * @param linearSpace Defines if the fog effect is applied in linear space
  74713. */
  74714. static BindFogParameters(scene: Scene, mesh: AbstractMesh, effect: Effect, linearSpace?: boolean): void;
  74715. /**
  74716. * Binds the bones information from the mesh to the effect.
  74717. * @param mesh The mesh we are binding the information to render
  74718. * @param effect The effect we are binding the data to
  74719. */
  74720. static BindBonesParameters(mesh?: AbstractMesh, effect?: Effect): void;
  74721. /**
  74722. * Binds the morph targets information from the mesh to the effect.
  74723. * @param abstractMesh The mesh we are binding the information to render
  74724. * @param effect The effect we are binding the data to
  74725. */
  74726. static BindMorphTargetParameters(abstractMesh: AbstractMesh, effect: Effect): void;
  74727. /**
  74728. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  74729. * @param defines The generated defines used in the effect
  74730. * @param effect The effect we are binding the data to
  74731. * @param scene The scene we are willing to render with logarithmic scale for
  74732. */
  74733. static BindLogDepth(defines: any, effect: Effect, scene: Scene): void;
  74734. /**
  74735. * Binds the clip plane information from the scene to the effect.
  74736. * @param scene The scene the clip plane information are extracted from
  74737. * @param effect The effect we are binding the data to
  74738. */
  74739. static BindClipPlane(effect: Effect, scene: Scene): void;
  74740. }
  74741. }
  74742. declare module BABYLON {
  74743. /** @hidden */
  74744. export var packingFunctions: {
  74745. name: string;
  74746. shader: string;
  74747. };
  74748. }
  74749. declare module BABYLON {
  74750. /** @hidden */
  74751. export var shadowMapPixelShader: {
  74752. name: string;
  74753. shader: string;
  74754. };
  74755. }
  74756. declare module BABYLON {
  74757. /** @hidden */
  74758. export var bonesDeclaration: {
  74759. name: string;
  74760. shader: string;
  74761. };
  74762. }
  74763. declare module BABYLON {
  74764. /** @hidden */
  74765. export var morphTargetsVertexGlobalDeclaration: {
  74766. name: string;
  74767. shader: string;
  74768. };
  74769. }
  74770. declare module BABYLON {
  74771. /** @hidden */
  74772. export var morphTargetsVertexDeclaration: {
  74773. name: string;
  74774. shader: string;
  74775. };
  74776. }
  74777. declare module BABYLON {
  74778. /** @hidden */
  74779. export var instancesDeclaration: {
  74780. name: string;
  74781. shader: string;
  74782. };
  74783. }
  74784. declare module BABYLON {
  74785. /** @hidden */
  74786. export var helperFunctions: {
  74787. name: string;
  74788. shader: string;
  74789. };
  74790. }
  74791. declare module BABYLON {
  74792. /** @hidden */
  74793. export var morphTargetsVertex: {
  74794. name: string;
  74795. shader: string;
  74796. };
  74797. }
  74798. declare module BABYLON {
  74799. /** @hidden */
  74800. export var instancesVertex: {
  74801. name: string;
  74802. shader: string;
  74803. };
  74804. }
  74805. declare module BABYLON {
  74806. /** @hidden */
  74807. export var bonesVertex: {
  74808. name: string;
  74809. shader: string;
  74810. };
  74811. }
  74812. declare module BABYLON {
  74813. /** @hidden */
  74814. export var shadowMapVertexShader: {
  74815. name: string;
  74816. shader: string;
  74817. };
  74818. }
  74819. declare module BABYLON {
  74820. /** @hidden */
  74821. export var depthBoxBlurPixelShader: {
  74822. name: string;
  74823. shader: string;
  74824. };
  74825. }
  74826. declare module BABYLON {
  74827. /**
  74828. * Defines the options associated with the creation of a custom shader for a shadow generator.
  74829. */
  74830. export interface ICustomShaderOptions {
  74831. /**
  74832. * Gets or sets the custom shader name to use
  74833. */
  74834. shaderName: string;
  74835. /**
  74836. * The list of attribute names used in the shader
  74837. */
  74838. attributes?: string[];
  74839. /**
  74840. * The list of unifrom names used in the shader
  74841. */
  74842. uniforms?: string[];
  74843. /**
  74844. * The list of sampler names used in the shader
  74845. */
  74846. samplers?: string[];
  74847. /**
  74848. * The list of defines used in the shader
  74849. */
  74850. defines?: string[];
  74851. }
  74852. /**
  74853. * Interface to implement to create a shadow generator compatible with BJS.
  74854. */
  74855. export interface IShadowGenerator {
  74856. /**
  74857. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  74858. * @returns The render target texture if present otherwise, null
  74859. */
  74860. getShadowMap(): Nullable<RenderTargetTexture>;
  74861. /**
  74862. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  74863. * @returns The render target texture if the shadow map is present otherwise, null
  74864. */
  74865. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  74866. /**
  74867. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  74868. * @param subMesh The submesh we want to render in the shadow map
  74869. * @param useInstances Defines wether will draw in the map using instances
  74870. * @returns true if ready otherwise, false
  74871. */
  74872. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  74873. /**
  74874. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  74875. * @param defines Defines of the material we want to update
  74876. * @param lightIndex Index of the light in the enabled light list of the material
  74877. */
  74878. prepareDefines(defines: MaterialDefines, lightIndex: number): void;
  74879. /**
  74880. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  74881. * defined in the generator but impacting the effect).
  74882. * It implies the unifroms available on the materials are the standard BJS ones.
  74883. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  74884. * @param effect The effect we are binfing the information for
  74885. */
  74886. bindShadowLight(lightIndex: string, effect: Effect): void;
  74887. /**
  74888. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  74889. * (eq to shadow prjection matrix * light transform matrix)
  74890. * @returns The transform matrix used to create the shadow map
  74891. */
  74892. getTransformMatrix(): Matrix;
  74893. /**
  74894. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  74895. * Cube and 2D textures for instance.
  74896. */
  74897. recreateShadowMap(): void;
  74898. /**
  74899. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  74900. * @param onCompiled Callback triggered at the and of the effects compilation
  74901. * @param options Sets of optional options forcing the compilation with different modes
  74902. */
  74903. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  74904. useInstances: boolean;
  74905. }>): void;
  74906. /**
  74907. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  74908. * @param options Sets of optional options forcing the compilation with different modes
  74909. * @returns A promise that resolves when the compilation completes
  74910. */
  74911. forceCompilationAsync(options?: Partial<{
  74912. useInstances: boolean;
  74913. }>): Promise<void>;
  74914. /**
  74915. * Serializes the shadow generator setup to a json object.
  74916. * @returns The serialized JSON object
  74917. */
  74918. serialize(): any;
  74919. /**
  74920. * Disposes the Shadow map and related Textures and effects.
  74921. */
  74922. dispose(): void;
  74923. }
  74924. /**
  74925. * Default implementation IShadowGenerator.
  74926. * This is the main object responsible of generating shadows in the framework.
  74927. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  74928. */
  74929. export class ShadowGenerator implements IShadowGenerator {
  74930. /**
  74931. * Shadow generator mode None: no filtering applied.
  74932. */
  74933. static readonly FILTER_NONE: number;
  74934. /**
  74935. * Shadow generator mode ESM: Exponential Shadow Mapping.
  74936. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  74937. */
  74938. static readonly FILTER_EXPONENTIALSHADOWMAP: number;
  74939. /**
  74940. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  74941. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  74942. */
  74943. static readonly FILTER_POISSONSAMPLING: number;
  74944. /**
  74945. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  74946. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  74947. */
  74948. static readonly FILTER_BLUREXPONENTIALSHADOWMAP: number;
  74949. /**
  74950. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  74951. * edge artifacts on steep falloff.
  74952. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  74953. */
  74954. static readonly FILTER_CLOSEEXPONENTIALSHADOWMAP: number;
  74955. /**
  74956. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  74957. * edge artifacts on steep falloff.
  74958. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  74959. */
  74960. static readonly FILTER_BLURCLOSEEXPONENTIALSHADOWMAP: number;
  74961. /**
  74962. * Shadow generator mode PCF: Percentage Closer Filtering
  74963. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  74964. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  74965. */
  74966. static readonly FILTER_PCF: number;
  74967. /**
  74968. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  74969. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  74970. * Contact Hardening
  74971. */
  74972. static readonly FILTER_PCSS: number;
  74973. /**
  74974. * Reserved for PCF and PCSS
  74975. * Highest Quality.
  74976. *
  74977. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  74978. *
  74979. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  74980. */
  74981. static readonly QUALITY_HIGH: number;
  74982. /**
  74983. * Reserved for PCF and PCSS
  74984. * Good tradeoff for quality/perf cross devices
  74985. *
  74986. * Execute PCF on a 3*3 kernel.
  74987. *
  74988. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  74989. */
  74990. static readonly QUALITY_MEDIUM: number;
  74991. /**
  74992. * Reserved for PCF and PCSS
  74993. * The lowest quality but the fastest.
  74994. *
  74995. * Execute PCF on a 1*1 kernel.
  74996. *
  74997. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  74998. */
  74999. static readonly QUALITY_LOW: number;
  75000. /** Gets or sets the custom shader name to use */
  75001. customShaderOptions: ICustomShaderOptions;
  75002. /**
  75003. * Observable triggered before the shadow is rendered. Can be used to update internal effect state
  75004. */
  75005. onBeforeShadowMapRenderObservable: Observable<Effect>;
  75006. /**
  75007. * Observable triggered after the shadow is rendered. Can be used to restore internal effect state
  75008. */
  75009. onAfterShadowMapRenderObservable: Observable<Effect>;
  75010. /**
  75011. * Observable triggered before a mesh is rendered in the shadow map.
  75012. * Can be used to update internal effect state (that you can get from the onBeforeShadowMapRenderObservable)
  75013. */
  75014. onBeforeShadowMapRenderMeshObservable: Observable<Mesh>;
  75015. /**
  75016. * Observable triggered after a mesh is rendered in the shadow map.
  75017. * Can be used to update internal effect state (that you can get from the onAfterShadowMapRenderObservable)
  75018. */
  75019. onAfterShadowMapRenderMeshObservable: Observable<Mesh>;
  75020. private _bias;
  75021. /**
  75022. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  75023. */
  75024. /**
  75025. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  75026. */
  75027. bias: number;
  75028. private _normalBias;
  75029. /**
  75030. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  75031. */
  75032. /**
  75033. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  75034. */
  75035. normalBias: number;
  75036. private _blurBoxOffset;
  75037. /**
  75038. * Gets the blur box offset: offset applied during the blur pass.
  75039. * Only useful if useKernelBlur = false
  75040. */
  75041. /**
  75042. * Sets the blur box offset: offset applied during the blur pass.
  75043. * Only useful if useKernelBlur = false
  75044. */
  75045. blurBoxOffset: number;
  75046. private _blurScale;
  75047. /**
  75048. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  75049. * 2 means half of the size.
  75050. */
  75051. /**
  75052. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  75053. * 2 means half of the size.
  75054. */
  75055. blurScale: number;
  75056. private _blurKernel;
  75057. /**
  75058. * Gets the blur kernel: kernel size of the blur pass.
  75059. * Only useful if useKernelBlur = true
  75060. */
  75061. /**
  75062. * Sets the blur kernel: kernel size of the blur pass.
  75063. * Only useful if useKernelBlur = true
  75064. */
  75065. blurKernel: number;
  75066. private _useKernelBlur;
  75067. /**
  75068. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  75069. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  75070. */
  75071. /**
  75072. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  75073. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  75074. */
  75075. useKernelBlur: boolean;
  75076. private _depthScale;
  75077. /**
  75078. * Gets the depth scale used in ESM mode.
  75079. */
  75080. /**
  75081. * Sets the depth scale used in ESM mode.
  75082. * This can override the scale stored on the light.
  75083. */
  75084. depthScale: number;
  75085. private _filter;
  75086. /**
  75087. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  75088. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  75089. */
  75090. /**
  75091. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  75092. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  75093. */
  75094. filter: number;
  75095. /**
  75096. * Gets if the current filter is set to Poisson Sampling.
  75097. */
  75098. /**
  75099. * Sets the current filter to Poisson Sampling.
  75100. */
  75101. usePoissonSampling: boolean;
  75102. /**
  75103. * Gets if the current filter is set to ESM.
  75104. */
  75105. /**
  75106. * Sets the current filter is to ESM.
  75107. */
  75108. useExponentialShadowMap: boolean;
  75109. /**
  75110. * Gets if the current filter is set to filtered ESM.
  75111. */
  75112. /**
  75113. * Gets if the current filter is set to filtered ESM.
  75114. */
  75115. useBlurExponentialShadowMap: boolean;
  75116. /**
  75117. * Gets if the current filter is set to "close ESM" (using the inverse of the
  75118. * exponential to prevent steep falloff artifacts).
  75119. */
  75120. /**
  75121. * Sets the current filter to "close ESM" (using the inverse of the
  75122. * exponential to prevent steep falloff artifacts).
  75123. */
  75124. useCloseExponentialShadowMap: boolean;
  75125. /**
  75126. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  75127. * exponential to prevent steep falloff artifacts).
  75128. */
  75129. /**
  75130. * Sets the current filter to filtered "close ESM" (using the inverse of the
  75131. * exponential to prevent steep falloff artifacts).
  75132. */
  75133. useBlurCloseExponentialShadowMap: boolean;
  75134. /**
  75135. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  75136. */
  75137. /**
  75138. * Sets the current filter to "PCF" (percentage closer filtering).
  75139. */
  75140. usePercentageCloserFiltering: boolean;
  75141. private _filteringQuality;
  75142. /**
  75143. * Gets the PCF or PCSS Quality.
  75144. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  75145. */
  75146. /**
  75147. * Sets the PCF or PCSS Quality.
  75148. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  75149. */
  75150. filteringQuality: number;
  75151. /**
  75152. * Gets if the current filter is set to "PCSS" (contact hardening).
  75153. */
  75154. /**
  75155. * Sets the current filter to "PCSS" (contact hardening).
  75156. */
  75157. useContactHardeningShadow: boolean;
  75158. private _contactHardeningLightSizeUVRatio;
  75159. /**
  75160. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  75161. * Using a ratio helps keeping shape stability independently of the map size.
  75162. *
  75163. * It does not account for the light projection as it was having too much
  75164. * instability during the light setup or during light position changes.
  75165. *
  75166. * Only valid if useContactHardeningShadow is true.
  75167. */
  75168. /**
  75169. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  75170. * Using a ratio helps keeping shape stability independently of the map size.
  75171. *
  75172. * It does not account for the light projection as it was having too much
  75173. * instability during the light setup or during light position changes.
  75174. *
  75175. * Only valid if useContactHardeningShadow is true.
  75176. */
  75177. contactHardeningLightSizeUVRatio: number;
  75178. private _darkness;
  75179. /** Gets or sets the actual darkness of a shadow */
  75180. darkness: number;
  75181. /**
  75182. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  75183. * 0 means strongest and 1 would means no shadow.
  75184. * @returns the darkness.
  75185. */
  75186. getDarkness(): number;
  75187. /**
  75188. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  75189. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  75190. * @returns the shadow generator allowing fluent coding.
  75191. */
  75192. setDarkness(darkness: number): ShadowGenerator;
  75193. private _transparencyShadow;
  75194. /** Gets or sets the ability to have transparent shadow */
  75195. transparencyShadow: boolean;
  75196. /**
  75197. * Sets the ability to have transparent shadow (boolean).
  75198. * @param transparent True if transparent else False
  75199. * @returns the shadow generator allowing fluent coding
  75200. */
  75201. setTransparencyShadow(transparent: boolean): ShadowGenerator;
  75202. private _shadowMap;
  75203. private _shadowMap2;
  75204. /**
  75205. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  75206. * @returns The render target texture if present otherwise, null
  75207. */
  75208. getShadowMap(): Nullable<RenderTargetTexture>;
  75209. /**
  75210. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  75211. * @returns The render target texture if the shadow map is present otherwise, null
  75212. */
  75213. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  75214. /**
  75215. * Gets the class name of that object
  75216. * @returns "ShadowGenerator"
  75217. */
  75218. getClassName(): string;
  75219. /**
  75220. * Helper function to add a mesh and its descendants to the list of shadow casters.
  75221. * @param mesh Mesh to add
  75222. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  75223. * @returns the Shadow Generator itself
  75224. */
  75225. addShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  75226. /**
  75227. * Helper function to remove a mesh and its descendants from the list of shadow casters
  75228. * @param mesh Mesh to remove
  75229. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  75230. * @returns the Shadow Generator itself
  75231. */
  75232. removeShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  75233. /**
  75234. * Controls the extent to which the shadows fade out at the edge of the frustum
  75235. * Used only by directionals and spots
  75236. */
  75237. frustumEdgeFalloff: number;
  75238. private _light;
  75239. /**
  75240. * Returns the associated light object.
  75241. * @returns the light generating the shadow
  75242. */
  75243. getLight(): IShadowLight;
  75244. /**
  75245. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  75246. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  75247. * It might on the other hand introduce peter panning.
  75248. */
  75249. forceBackFacesOnly: boolean;
  75250. private _scene;
  75251. private _lightDirection;
  75252. private _effect;
  75253. private _viewMatrix;
  75254. private _projectionMatrix;
  75255. private _transformMatrix;
  75256. private _cachedPosition;
  75257. private _cachedDirection;
  75258. private _cachedDefines;
  75259. private _currentRenderID;
  75260. private _boxBlurPostprocess;
  75261. private _kernelBlurXPostprocess;
  75262. private _kernelBlurYPostprocess;
  75263. private _blurPostProcesses;
  75264. private _mapSize;
  75265. private _currentFaceIndex;
  75266. private _currentFaceIndexCache;
  75267. private _textureType;
  75268. private _defaultTextureMatrix;
  75269. /** @hidden */
  75270. static _SceneComponentInitialization: (scene: Scene) => void;
  75271. /**
  75272. * Creates a ShadowGenerator object.
  75273. * A ShadowGenerator is the required tool to use the shadows.
  75274. * Each light casting shadows needs to use its own ShadowGenerator.
  75275. * Documentation : https://doc.babylonjs.com/babylon101/shadows
  75276. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  75277. * @param light The light object generating the shadows.
  75278. * @param usefulFloatFirst By default the generator will try to use half float textures but if you need precision (for self shadowing for instance), you can use this option to enforce full float texture.
  75279. */
  75280. constructor(mapSize: number, light: IShadowLight, usefulFloatFirst?: boolean);
  75281. private _initializeGenerator;
  75282. private _initializeShadowMap;
  75283. private _initializeBlurRTTAndPostProcesses;
  75284. private _renderForShadowMap;
  75285. private _renderSubMeshForShadowMap;
  75286. private _applyFilterValues;
  75287. /**
  75288. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  75289. * @param onCompiled Callback triggered at the and of the effects compilation
  75290. * @param options Sets of optional options forcing the compilation with different modes
  75291. */
  75292. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  75293. useInstances: boolean;
  75294. }>): void;
  75295. /**
  75296. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  75297. * @param options Sets of optional options forcing the compilation with different modes
  75298. * @returns A promise that resolves when the compilation completes
  75299. */
  75300. forceCompilationAsync(options?: Partial<{
  75301. useInstances: boolean;
  75302. }>): Promise<void>;
  75303. /**
  75304. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  75305. * @param subMesh The submesh we want to render in the shadow map
  75306. * @param useInstances Defines wether will draw in the map using instances
  75307. * @returns true if ready otherwise, false
  75308. */
  75309. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  75310. /**
  75311. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  75312. * @param defines Defines of the material we want to update
  75313. * @param lightIndex Index of the light in the enabled light list of the material
  75314. */
  75315. prepareDefines(defines: any, lightIndex: number): void;
  75316. /**
  75317. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  75318. * defined in the generator but impacting the effect).
  75319. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  75320. * @param effect The effect we are binfing the information for
  75321. */
  75322. bindShadowLight(lightIndex: string, effect: Effect): void;
  75323. /**
  75324. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  75325. * (eq to shadow prjection matrix * light transform matrix)
  75326. * @returns The transform matrix used to create the shadow map
  75327. */
  75328. getTransformMatrix(): Matrix;
  75329. /**
  75330. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  75331. * Cube and 2D textures for instance.
  75332. */
  75333. recreateShadowMap(): void;
  75334. private _disposeBlurPostProcesses;
  75335. private _disposeRTTandPostProcesses;
  75336. /**
  75337. * Disposes the ShadowGenerator.
  75338. * Returns nothing.
  75339. */
  75340. dispose(): void;
  75341. /**
  75342. * Serializes the shadow generator setup to a json object.
  75343. * @returns The serialized JSON object
  75344. */
  75345. serialize(): any;
  75346. /**
  75347. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  75348. * @param parsedShadowGenerator The JSON object to parse
  75349. * @param scene The scene to create the shadow map for
  75350. * @returns The parsed shadow generator
  75351. */
  75352. static Parse(parsedShadowGenerator: any, scene: Scene): ShadowGenerator;
  75353. }
  75354. }
  75355. declare module BABYLON {
  75356. /**
  75357. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  75358. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  75359. * All meshes allow light to pass through them unless shadow generation is activated. The default number of lights allowed is four but this can be increased.
  75360. */
  75361. export abstract class Light extends Node {
  75362. /**
  75363. * Falloff Default: light is falling off following the material specification:
  75364. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  75365. */
  75366. static readonly FALLOFF_DEFAULT: number;
  75367. /**
  75368. * Falloff Physical: light is falling off following the inverse squared distance law.
  75369. */
  75370. static readonly FALLOFF_PHYSICAL: number;
  75371. /**
  75372. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  75373. * to enhance interoperability with other engines.
  75374. */
  75375. static readonly FALLOFF_GLTF: number;
  75376. /**
  75377. * Falloff Standard: light is falling off like in the standard material
  75378. * to enhance interoperability with other materials.
  75379. */
  75380. static readonly FALLOFF_STANDARD: number;
  75381. /**
  75382. * If every light affecting the material is in this lightmapMode,
  75383. * material.lightmapTexture adds or multiplies
  75384. * (depends on material.useLightmapAsShadowmap)
  75385. * after every other light calculations.
  75386. */
  75387. static readonly LIGHTMAP_DEFAULT: number;
  75388. /**
  75389. * material.lightmapTexture as only diffuse lighting from this light
  75390. * adds only specular lighting from this light
  75391. * adds dynamic shadows
  75392. */
  75393. static readonly LIGHTMAP_SPECULAR: number;
  75394. /**
  75395. * material.lightmapTexture as only lighting
  75396. * no light calculation from this light
  75397. * only adds dynamic shadows from this light
  75398. */
  75399. static readonly LIGHTMAP_SHADOWSONLY: number;
  75400. /**
  75401. * Each light type uses the default quantity according to its type:
  75402. * point/spot lights use luminous intensity
  75403. * directional lights use illuminance
  75404. */
  75405. static readonly INTENSITYMODE_AUTOMATIC: number;
  75406. /**
  75407. * lumen (lm)
  75408. */
  75409. static readonly INTENSITYMODE_LUMINOUSPOWER: number;
  75410. /**
  75411. * candela (lm/sr)
  75412. */
  75413. static readonly INTENSITYMODE_LUMINOUSINTENSITY: number;
  75414. /**
  75415. * lux (lm/m^2)
  75416. */
  75417. static readonly INTENSITYMODE_ILLUMINANCE: number;
  75418. /**
  75419. * nit (cd/m^2)
  75420. */
  75421. static readonly INTENSITYMODE_LUMINANCE: number;
  75422. /**
  75423. * Light type const id of the point light.
  75424. */
  75425. static readonly LIGHTTYPEID_POINTLIGHT: number;
  75426. /**
  75427. * Light type const id of the directional light.
  75428. */
  75429. static readonly LIGHTTYPEID_DIRECTIONALLIGHT: number;
  75430. /**
  75431. * Light type const id of the spot light.
  75432. */
  75433. static readonly LIGHTTYPEID_SPOTLIGHT: number;
  75434. /**
  75435. * Light type const id of the hemispheric light.
  75436. */
  75437. static readonly LIGHTTYPEID_HEMISPHERICLIGHT: number;
  75438. /**
  75439. * Diffuse gives the basic color to an object.
  75440. */
  75441. diffuse: Color3;
  75442. /**
  75443. * Specular produces a highlight color on an object.
  75444. * Note: This is note affecting PBR materials.
  75445. */
  75446. specular: Color3;
  75447. /**
  75448. * Defines the falloff type for this light. This lets overrriding how punctual light are
  75449. * falling off base on range or angle.
  75450. * This can be set to any values in Light.FALLOFF_x.
  75451. *
  75452. * Note: This is only useful for PBR Materials at the moment. This could be extended if required to
  75453. * other types of materials.
  75454. */
  75455. falloffType: number;
  75456. /**
  75457. * Strength of the light.
  75458. * Note: By default it is define in the framework own unit.
  75459. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  75460. */
  75461. intensity: number;
  75462. private _range;
  75463. protected _inverseSquaredRange: number;
  75464. /**
  75465. * Defines how far from the source the light is impacting in scene units.
  75466. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  75467. */
  75468. /**
  75469. * Defines how far from the source the light is impacting in scene units.
  75470. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  75471. */
  75472. range: number;
  75473. /**
  75474. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  75475. * of light.
  75476. */
  75477. private _photometricScale;
  75478. private _intensityMode;
  75479. /**
  75480. * Gets the photometric scale used to interpret the intensity.
  75481. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  75482. */
  75483. /**
  75484. * Sets the photometric scale used to interpret the intensity.
  75485. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  75486. */
  75487. intensityMode: number;
  75488. private _radius;
  75489. /**
  75490. * Gets the light radius used by PBR Materials to simulate soft area lights.
  75491. */
  75492. /**
  75493. * sets the light radius used by PBR Materials to simulate soft area lights.
  75494. */
  75495. radius: number;
  75496. private _renderPriority;
  75497. /**
  75498. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  75499. * exceeding the number allowed of the materials.
  75500. */
  75501. renderPriority: number;
  75502. private _shadowEnabled;
  75503. /**
  75504. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  75505. * the current shadow generator.
  75506. */
  75507. /**
  75508. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  75509. * the current shadow generator.
  75510. */
  75511. shadowEnabled: boolean;
  75512. private _includedOnlyMeshes;
  75513. /**
  75514. * Gets the only meshes impacted by this light.
  75515. */
  75516. /**
  75517. * Sets the only meshes impacted by this light.
  75518. */
  75519. includedOnlyMeshes: AbstractMesh[];
  75520. private _excludedMeshes;
  75521. /**
  75522. * Gets the meshes not impacted by this light.
  75523. */
  75524. /**
  75525. * Sets the meshes not impacted by this light.
  75526. */
  75527. excludedMeshes: AbstractMesh[];
  75528. private _excludeWithLayerMask;
  75529. /**
  75530. * Gets the layer id use to find what meshes are not impacted by the light.
  75531. * Inactive if 0
  75532. */
  75533. /**
  75534. * Sets the layer id use to find what meshes are not impacted by the light.
  75535. * Inactive if 0
  75536. */
  75537. excludeWithLayerMask: number;
  75538. private _includeOnlyWithLayerMask;
  75539. /**
  75540. * Gets the layer id use to find what meshes are impacted by the light.
  75541. * Inactive if 0
  75542. */
  75543. /**
  75544. * Sets the layer id use to find what meshes are impacted by the light.
  75545. * Inactive if 0
  75546. */
  75547. includeOnlyWithLayerMask: number;
  75548. private _lightmapMode;
  75549. /**
  75550. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  75551. */
  75552. /**
  75553. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  75554. */
  75555. lightmapMode: number;
  75556. /**
  75557. * Shadow generator associted to the light.
  75558. * @hidden Internal use only.
  75559. */
  75560. _shadowGenerator: Nullable<IShadowGenerator>;
  75561. /**
  75562. * @hidden Internal use only.
  75563. */
  75564. _excludedMeshesIds: string[];
  75565. /**
  75566. * @hidden Internal use only.
  75567. */
  75568. _includedOnlyMeshesIds: string[];
  75569. /**
  75570. * The current light unifom buffer.
  75571. * @hidden Internal use only.
  75572. */
  75573. _uniformBuffer: UniformBuffer;
  75574. /**
  75575. * Creates a Light object in the scene.
  75576. * Documentation : https://doc.babylonjs.com/babylon101/lights
  75577. * @param name The firendly name of the light
  75578. * @param scene The scene the light belongs too
  75579. */
  75580. constructor(name: string, scene: Scene);
  75581. protected abstract _buildUniformLayout(): void;
  75582. /**
  75583. * Sets the passed Effect "effect" with the Light information.
  75584. * @param effect The effect to update
  75585. * @param lightIndex The index of the light in the effect to update
  75586. * @returns The light
  75587. */
  75588. abstract transferToEffect(effect: Effect, lightIndex: string): Light;
  75589. /**
  75590. * Sets the passed Effect "effect" with the Light information.
  75591. * @param effect The effect to update
  75592. * @param lightDataUniformName The uniform used to store light data (position or direction)
  75593. * @returns The light
  75594. */
  75595. abstract transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  75596. /**
  75597. * Returns the string "Light".
  75598. * @returns the class name
  75599. */
  75600. getClassName(): string;
  75601. /** @hidden */
  75602. readonly _isLight: boolean;
  75603. /**
  75604. * Converts the light information to a readable string for debug purpose.
  75605. * @param fullDetails Supports for multiple levels of logging within scene loading
  75606. * @returns the human readable light info
  75607. */
  75608. toString(fullDetails?: boolean): string;
  75609. /** @hidden */
  75610. protected _syncParentEnabledState(): void;
  75611. /**
  75612. * Set the enabled state of this node.
  75613. * @param value - the new enabled state
  75614. */
  75615. setEnabled(value: boolean): void;
  75616. /**
  75617. * Returns the Light associated shadow generator if any.
  75618. * @return the associated shadow generator.
  75619. */
  75620. getShadowGenerator(): Nullable<IShadowGenerator>;
  75621. /**
  75622. * Returns a Vector3, the absolute light position in the World.
  75623. * @returns the world space position of the light
  75624. */
  75625. getAbsolutePosition(): Vector3;
  75626. /**
  75627. * Specifies if the light will affect the passed mesh.
  75628. * @param mesh The mesh to test against the light
  75629. * @return true the mesh is affected otherwise, false.
  75630. */
  75631. canAffectMesh(mesh: AbstractMesh): boolean;
  75632. /**
  75633. * Sort function to order lights for rendering.
  75634. * @param a First Light object to compare to second.
  75635. * @param b Second Light object to compare first.
  75636. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  75637. */
  75638. static CompareLightsPriority(a: Light, b: Light): number;
  75639. /**
  75640. * Releases resources associated with this node.
  75641. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  75642. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  75643. */
  75644. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  75645. /**
  75646. * Returns the light type ID (integer).
  75647. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  75648. */
  75649. getTypeID(): number;
  75650. /**
  75651. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  75652. * @returns the scaled intensity in intensity mode unit
  75653. */
  75654. getScaledIntensity(): number;
  75655. /**
  75656. * Returns a new Light object, named "name", from the current one.
  75657. * @param name The name of the cloned light
  75658. * @returns the new created light
  75659. */
  75660. clone(name: string): Nullable<Light>;
  75661. /**
  75662. * Serializes the current light into a Serialization object.
  75663. * @returns the serialized object.
  75664. */
  75665. serialize(): any;
  75666. /**
  75667. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  75668. * This new light is named "name" and added to the passed scene.
  75669. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  75670. * @param name The friendly name of the light
  75671. * @param scene The scene the new light will belong to
  75672. * @returns the constructor function
  75673. */
  75674. static GetConstructorFromName(type: number, name: string, scene: Scene): Nullable<() => Light>;
  75675. /**
  75676. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  75677. * @param parsedLight The JSON representation of the light
  75678. * @param scene The scene to create the parsed light in
  75679. * @returns the created light after parsing
  75680. */
  75681. static Parse(parsedLight: any, scene: Scene): Nullable<Light>;
  75682. private _hookArrayForExcluded;
  75683. private _hookArrayForIncludedOnly;
  75684. private _resyncMeshes;
  75685. /**
  75686. * Forces the meshes to update their light related information in their rendering used effects
  75687. * @hidden Internal Use Only
  75688. */
  75689. _markMeshesAsLightDirty(): void;
  75690. /**
  75691. * Recomputes the cached photometric scale if needed.
  75692. */
  75693. private _computePhotometricScale;
  75694. /**
  75695. * Returns the Photometric Scale according to the light type and intensity mode.
  75696. */
  75697. private _getPhotometricScale;
  75698. /**
  75699. * Reorder the light in the scene according to their defined priority.
  75700. * @hidden Internal Use Only
  75701. */
  75702. _reorderLightsInScene(): void;
  75703. /**
  75704. * Prepares the list of defines specific to the light type.
  75705. * @param defines the list of defines
  75706. * @param lightIndex defines the index of the light for the effect
  75707. */
  75708. abstract prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  75709. }
  75710. }
  75711. declare module BABYLON {
  75712. /**
  75713. * Interface used to define Action
  75714. */
  75715. export interface IAction {
  75716. /**
  75717. * Trigger for the action
  75718. */
  75719. trigger: number;
  75720. /** Options of the trigger */
  75721. triggerOptions: any;
  75722. /**
  75723. * Gets the trigger parameters
  75724. * @returns the trigger parameters
  75725. */
  75726. getTriggerParameter(): any;
  75727. /**
  75728. * Internal only - executes current action event
  75729. * @hidden
  75730. */
  75731. _executeCurrent(evt?: ActionEvent): void;
  75732. /**
  75733. * Serialize placeholder for child classes
  75734. * @param parent of child
  75735. * @returns the serialized object
  75736. */
  75737. serialize(parent: any): any;
  75738. /**
  75739. * Internal only
  75740. * @hidden
  75741. */
  75742. _prepare(): void;
  75743. /**
  75744. * Internal only - manager for action
  75745. * @hidden
  75746. */
  75747. _actionManager: AbstractActionManager;
  75748. /**
  75749. * Adds action to chain of actions, may be a DoNothingAction
  75750. * @param action defines the next action to execute
  75751. * @returns The action passed in
  75752. * @see https://www.babylonjs-playground.com/#1T30HR#0
  75753. */
  75754. then(action: IAction): IAction;
  75755. }
  75756. /**
  75757. * The action to be carried out following a trigger
  75758. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  75759. */
  75760. export class Action implements IAction {
  75761. /** the trigger, with or without parameters, for the action */
  75762. triggerOptions: any;
  75763. /**
  75764. * Trigger for the action
  75765. */
  75766. trigger: number;
  75767. /**
  75768. * Internal only - manager for action
  75769. * @hidden
  75770. */
  75771. _actionManager: ActionManager;
  75772. private _nextActiveAction;
  75773. private _child;
  75774. private _condition?;
  75775. private _triggerParameter;
  75776. /**
  75777. * An event triggered prior to action being executed.
  75778. */
  75779. onBeforeExecuteObservable: Observable<Action>;
  75780. /**
  75781. * Creates a new Action
  75782. * @param triggerOptions the trigger, with or without parameters, for the action
  75783. * @param condition an optional determinant of action
  75784. */
  75785. constructor(
  75786. /** the trigger, with or without parameters, for the action */
  75787. triggerOptions: any, condition?: Condition);
  75788. /**
  75789. * Internal only
  75790. * @hidden
  75791. */
  75792. _prepare(): void;
  75793. /**
  75794. * Gets the trigger parameters
  75795. * @returns the trigger parameters
  75796. */
  75797. getTriggerParameter(): any;
  75798. /**
  75799. * Internal only - executes current action event
  75800. * @hidden
  75801. */
  75802. _executeCurrent(evt?: ActionEvent): void;
  75803. /**
  75804. * Execute placeholder for child classes
  75805. * @param evt optional action event
  75806. */
  75807. execute(evt?: ActionEvent): void;
  75808. /**
  75809. * Skips to next active action
  75810. */
  75811. skipToNextActiveAction(): void;
  75812. /**
  75813. * Adds action to chain of actions, may be a DoNothingAction
  75814. * @param action defines the next action to execute
  75815. * @returns The action passed in
  75816. * @see https://www.babylonjs-playground.com/#1T30HR#0
  75817. */
  75818. then(action: Action): Action;
  75819. /**
  75820. * Internal only
  75821. * @hidden
  75822. */
  75823. _getProperty(propertyPath: string): string;
  75824. /**
  75825. * Internal only
  75826. * @hidden
  75827. */
  75828. _getEffectiveTarget(target: any, propertyPath: string): any;
  75829. /**
  75830. * Serialize placeholder for child classes
  75831. * @param parent of child
  75832. * @returns the serialized object
  75833. */
  75834. serialize(parent: any): any;
  75835. /**
  75836. * Internal only called by serialize
  75837. * @hidden
  75838. */
  75839. protected _serialize(serializedAction: any, parent?: any): any;
  75840. /**
  75841. * Internal only
  75842. * @hidden
  75843. */
  75844. static _SerializeValueAsString: (value: any) => string;
  75845. /**
  75846. * Internal only
  75847. * @hidden
  75848. */
  75849. static _GetTargetProperty: (target: Node | Scene) => {
  75850. name: string;
  75851. targetType: string;
  75852. value: string;
  75853. };
  75854. }
  75855. }
  75856. declare module BABYLON {
  75857. /**
  75858. * A Condition applied to an Action
  75859. */
  75860. export class Condition {
  75861. /**
  75862. * Internal only - manager for action
  75863. * @hidden
  75864. */
  75865. _actionManager: ActionManager;
  75866. /**
  75867. * Internal only
  75868. * @hidden
  75869. */
  75870. _evaluationId: number;
  75871. /**
  75872. * Internal only
  75873. * @hidden
  75874. */
  75875. _currentResult: boolean;
  75876. /**
  75877. * Creates a new Condition
  75878. * @param actionManager the manager of the action the condition is applied to
  75879. */
  75880. constructor(actionManager: ActionManager);
  75881. /**
  75882. * Check if the current condition is valid
  75883. * @returns a boolean
  75884. */
  75885. isValid(): boolean;
  75886. /**
  75887. * Internal only
  75888. * @hidden
  75889. */
  75890. _getProperty(propertyPath: string): string;
  75891. /**
  75892. * Internal only
  75893. * @hidden
  75894. */
  75895. _getEffectiveTarget(target: any, propertyPath: string): any;
  75896. /**
  75897. * Serialize placeholder for child classes
  75898. * @returns the serialized object
  75899. */
  75900. serialize(): any;
  75901. /**
  75902. * Internal only
  75903. * @hidden
  75904. */
  75905. protected _serialize(serializedCondition: any): any;
  75906. }
  75907. /**
  75908. * Defines specific conditional operators as extensions of Condition
  75909. */
  75910. export class ValueCondition extends Condition {
  75911. /** path to specify the property of the target the conditional operator uses */
  75912. propertyPath: string;
  75913. /** the value compared by the conditional operator against the current value of the property */
  75914. value: any;
  75915. /** the conditional operator, default ValueCondition.IsEqual */
  75916. operator: number;
  75917. /**
  75918. * Internal only
  75919. * @hidden
  75920. */
  75921. private static _IsEqual;
  75922. /**
  75923. * Internal only
  75924. * @hidden
  75925. */
  75926. private static _IsDifferent;
  75927. /**
  75928. * Internal only
  75929. * @hidden
  75930. */
  75931. private static _IsGreater;
  75932. /**
  75933. * Internal only
  75934. * @hidden
  75935. */
  75936. private static _IsLesser;
  75937. /**
  75938. * returns the number for IsEqual
  75939. */
  75940. static readonly IsEqual: number;
  75941. /**
  75942. * Returns the number for IsDifferent
  75943. */
  75944. static readonly IsDifferent: number;
  75945. /**
  75946. * Returns the number for IsGreater
  75947. */
  75948. static readonly IsGreater: number;
  75949. /**
  75950. * Returns the number for IsLesser
  75951. */
  75952. static readonly IsLesser: number;
  75953. /**
  75954. * Internal only The action manager for the condition
  75955. * @hidden
  75956. */
  75957. _actionManager: ActionManager;
  75958. /**
  75959. * Internal only
  75960. * @hidden
  75961. */
  75962. private _target;
  75963. /**
  75964. * Internal only
  75965. * @hidden
  75966. */
  75967. private _effectiveTarget;
  75968. /**
  75969. * Internal only
  75970. * @hidden
  75971. */
  75972. private _property;
  75973. /**
  75974. * Creates a new ValueCondition
  75975. * @param actionManager manager for the action the condition applies to
  75976. * @param target for the action
  75977. * @param propertyPath path to specify the property of the target the conditional operator uses
  75978. * @param value the value compared by the conditional operator against the current value of the property
  75979. * @param operator the conditional operator, default ValueCondition.IsEqual
  75980. */
  75981. constructor(actionManager: ActionManager, target: any,
  75982. /** path to specify the property of the target the conditional operator uses */
  75983. propertyPath: string,
  75984. /** the value compared by the conditional operator against the current value of the property */
  75985. value: any,
  75986. /** the conditional operator, default ValueCondition.IsEqual */
  75987. operator?: number);
  75988. /**
  75989. * Compares the given value with the property value for the specified conditional operator
  75990. * @returns the result of the comparison
  75991. */
  75992. isValid(): boolean;
  75993. /**
  75994. * Serialize the ValueCondition into a JSON compatible object
  75995. * @returns serialization object
  75996. */
  75997. serialize(): any;
  75998. /**
  75999. * Gets the name of the conditional operator for the ValueCondition
  76000. * @param operator the conditional operator
  76001. * @returns the name
  76002. */
  76003. static GetOperatorName(operator: number): string;
  76004. }
  76005. /**
  76006. * Defines a predicate condition as an extension of Condition
  76007. */
  76008. export class PredicateCondition extends Condition {
  76009. /** defines the predicate function used to validate the condition */
  76010. predicate: () => boolean;
  76011. /**
  76012. * Internal only - manager for action
  76013. * @hidden
  76014. */
  76015. _actionManager: ActionManager;
  76016. /**
  76017. * Creates a new PredicateCondition
  76018. * @param actionManager manager for the action the condition applies to
  76019. * @param predicate defines the predicate function used to validate the condition
  76020. */
  76021. constructor(actionManager: ActionManager,
  76022. /** defines the predicate function used to validate the condition */
  76023. predicate: () => boolean);
  76024. /**
  76025. * @returns the validity of the predicate condition
  76026. */
  76027. isValid(): boolean;
  76028. }
  76029. /**
  76030. * Defines a state condition as an extension of Condition
  76031. */
  76032. export class StateCondition extends Condition {
  76033. /** Value to compare with target state */
  76034. value: string;
  76035. /**
  76036. * Internal only - manager for action
  76037. * @hidden
  76038. */
  76039. _actionManager: ActionManager;
  76040. /**
  76041. * Internal only
  76042. * @hidden
  76043. */
  76044. private _target;
  76045. /**
  76046. * Creates a new StateCondition
  76047. * @param actionManager manager for the action the condition applies to
  76048. * @param target of the condition
  76049. * @param value to compare with target state
  76050. */
  76051. constructor(actionManager: ActionManager, target: any,
  76052. /** Value to compare with target state */
  76053. value: string);
  76054. /**
  76055. * Gets a boolean indicating if the current condition is met
  76056. * @returns the validity of the state
  76057. */
  76058. isValid(): boolean;
  76059. /**
  76060. * Serialize the StateCondition into a JSON compatible object
  76061. * @returns serialization object
  76062. */
  76063. serialize(): any;
  76064. }
  76065. }
  76066. declare module BABYLON {
  76067. /**
  76068. * This defines an action responsible to toggle a boolean once triggered.
  76069. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  76070. */
  76071. export class SwitchBooleanAction extends Action {
  76072. /**
  76073. * The path to the boolean property in the target object
  76074. */
  76075. propertyPath: string;
  76076. private _target;
  76077. private _effectiveTarget;
  76078. private _property;
  76079. /**
  76080. * Instantiate the action
  76081. * @param triggerOptions defines the trigger options
  76082. * @param target defines the object containing the boolean
  76083. * @param propertyPath defines the path to the boolean property in the target object
  76084. * @param condition defines the trigger related conditions
  76085. */
  76086. constructor(triggerOptions: any, target: any, propertyPath: string, condition?: Condition);
  76087. /** @hidden */
  76088. _prepare(): void;
  76089. /**
  76090. * Execute the action toggle the boolean value.
  76091. */
  76092. execute(): void;
  76093. /**
  76094. * Serializes the actions and its related information.
  76095. * @param parent defines the object to serialize in
  76096. * @returns the serialized object
  76097. */
  76098. serialize(parent: any): any;
  76099. }
  76100. /**
  76101. * This defines an action responsible to set a the state field of the target
  76102. * to a desired value once triggered.
  76103. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  76104. */
  76105. export class SetStateAction extends Action {
  76106. /**
  76107. * The value to store in the state field.
  76108. */
  76109. value: string;
  76110. private _target;
  76111. /**
  76112. * Instantiate the action
  76113. * @param triggerOptions defines the trigger options
  76114. * @param target defines the object containing the state property
  76115. * @param value defines the value to store in the state field
  76116. * @param condition defines the trigger related conditions
  76117. */
  76118. constructor(triggerOptions: any, target: any, value: string, condition?: Condition);
  76119. /**
  76120. * Execute the action and store the value on the target state property.
  76121. */
  76122. execute(): void;
  76123. /**
  76124. * Serializes the actions and its related information.
  76125. * @param parent defines the object to serialize in
  76126. * @returns the serialized object
  76127. */
  76128. serialize(parent: any): any;
  76129. }
  76130. /**
  76131. * This defines an action responsible to set a property of the target
  76132. * to a desired value once triggered.
  76133. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  76134. */
  76135. export class SetValueAction extends Action {
  76136. /**
  76137. * The path of the property to set in the target.
  76138. */
  76139. propertyPath: string;
  76140. /**
  76141. * The value to set in the property
  76142. */
  76143. value: any;
  76144. private _target;
  76145. private _effectiveTarget;
  76146. private _property;
  76147. /**
  76148. * Instantiate the action
  76149. * @param triggerOptions defines the trigger options
  76150. * @param target defines the object containing the property
  76151. * @param propertyPath defines the path of the property to set in the target
  76152. * @param value defines the value to set in the property
  76153. * @param condition defines the trigger related conditions
  76154. */
  76155. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  76156. /** @hidden */
  76157. _prepare(): void;
  76158. /**
  76159. * Execute the action and set the targetted property to the desired value.
  76160. */
  76161. execute(): void;
  76162. /**
  76163. * Serializes the actions and its related information.
  76164. * @param parent defines the object to serialize in
  76165. * @returns the serialized object
  76166. */
  76167. serialize(parent: any): any;
  76168. }
  76169. /**
  76170. * This defines an action responsible to increment the target value
  76171. * to a desired value once triggered.
  76172. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  76173. */
  76174. export class IncrementValueAction extends Action {
  76175. /**
  76176. * The path of the property to increment in the target.
  76177. */
  76178. propertyPath: string;
  76179. /**
  76180. * The value we should increment the property by.
  76181. */
  76182. value: any;
  76183. private _target;
  76184. private _effectiveTarget;
  76185. private _property;
  76186. /**
  76187. * Instantiate the action
  76188. * @param triggerOptions defines the trigger options
  76189. * @param target defines the object containing the property
  76190. * @param propertyPath defines the path of the property to increment in the target
  76191. * @param value defines the value value we should increment the property by
  76192. * @param condition defines the trigger related conditions
  76193. */
  76194. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  76195. /** @hidden */
  76196. _prepare(): void;
  76197. /**
  76198. * Execute the action and increment the target of the value amount.
  76199. */
  76200. execute(): void;
  76201. /**
  76202. * Serializes the actions and its related information.
  76203. * @param parent defines the object to serialize in
  76204. * @returns the serialized object
  76205. */
  76206. serialize(parent: any): any;
  76207. }
  76208. /**
  76209. * This defines an action responsible to start an animation once triggered.
  76210. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  76211. */
  76212. export class PlayAnimationAction extends Action {
  76213. /**
  76214. * Where the animation should start (animation frame)
  76215. */
  76216. from: number;
  76217. /**
  76218. * Where the animation should stop (animation frame)
  76219. */
  76220. to: number;
  76221. /**
  76222. * Define if the animation should loop or stop after the first play.
  76223. */
  76224. loop?: boolean;
  76225. private _target;
  76226. /**
  76227. * Instantiate the action
  76228. * @param triggerOptions defines the trigger options
  76229. * @param target defines the target animation or animation name
  76230. * @param from defines from where the animation should start (animation frame)
  76231. * @param end defines where the animation should stop (animation frame)
  76232. * @param loop defines if the animation should loop or stop after the first play
  76233. * @param condition defines the trigger related conditions
  76234. */
  76235. constructor(triggerOptions: any, target: any, from: number, to: number, loop?: boolean, condition?: Condition);
  76236. /** @hidden */
  76237. _prepare(): void;
  76238. /**
  76239. * Execute the action and play the animation.
  76240. */
  76241. execute(): void;
  76242. /**
  76243. * Serializes the actions and its related information.
  76244. * @param parent defines the object to serialize in
  76245. * @returns the serialized object
  76246. */
  76247. serialize(parent: any): any;
  76248. }
  76249. /**
  76250. * This defines an action responsible to stop an animation once triggered.
  76251. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  76252. */
  76253. export class StopAnimationAction extends Action {
  76254. private _target;
  76255. /**
  76256. * Instantiate the action
  76257. * @param triggerOptions defines the trigger options
  76258. * @param target defines the target animation or animation name
  76259. * @param condition defines the trigger related conditions
  76260. */
  76261. constructor(triggerOptions: any, target: any, condition?: Condition);
  76262. /** @hidden */
  76263. _prepare(): void;
  76264. /**
  76265. * Execute the action and stop the animation.
  76266. */
  76267. execute(): void;
  76268. /**
  76269. * Serializes the actions and its related information.
  76270. * @param parent defines the object to serialize in
  76271. * @returns the serialized object
  76272. */
  76273. serialize(parent: any): any;
  76274. }
  76275. /**
  76276. * This defines an action responsible that does nothing once triggered.
  76277. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  76278. */
  76279. export class DoNothingAction extends Action {
  76280. /**
  76281. * Instantiate the action
  76282. * @param triggerOptions defines the trigger options
  76283. * @param condition defines the trigger related conditions
  76284. */
  76285. constructor(triggerOptions?: any, condition?: Condition);
  76286. /**
  76287. * Execute the action and do nothing.
  76288. */
  76289. execute(): void;
  76290. /**
  76291. * Serializes the actions and its related information.
  76292. * @param parent defines the object to serialize in
  76293. * @returns the serialized object
  76294. */
  76295. serialize(parent: any): any;
  76296. }
  76297. /**
  76298. * This defines an action responsible to trigger several actions once triggered.
  76299. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  76300. */
  76301. export class CombineAction extends Action {
  76302. /**
  76303. * The list of aggregated animations to run.
  76304. */
  76305. children: Action[];
  76306. /**
  76307. * Instantiate the action
  76308. * @param triggerOptions defines the trigger options
  76309. * @param children defines the list of aggregated animations to run
  76310. * @param condition defines the trigger related conditions
  76311. */
  76312. constructor(triggerOptions: any, children: Action[], condition?: Condition);
  76313. /** @hidden */
  76314. _prepare(): void;
  76315. /**
  76316. * Execute the action and executes all the aggregated actions.
  76317. */
  76318. execute(evt: ActionEvent): void;
  76319. /**
  76320. * Serializes the actions and its related information.
  76321. * @param parent defines the object to serialize in
  76322. * @returns the serialized object
  76323. */
  76324. serialize(parent: any): any;
  76325. }
  76326. /**
  76327. * This defines an action responsible to run code (external event) once triggered.
  76328. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  76329. */
  76330. export class ExecuteCodeAction extends Action {
  76331. /**
  76332. * The callback function to run.
  76333. */
  76334. func: (evt: ActionEvent) => void;
  76335. /**
  76336. * Instantiate the action
  76337. * @param triggerOptions defines the trigger options
  76338. * @param func defines the callback function to run
  76339. * @param condition defines the trigger related conditions
  76340. */
  76341. constructor(triggerOptions: any, func: (evt: ActionEvent) => void, condition?: Condition);
  76342. /**
  76343. * Execute the action and run the attached code.
  76344. */
  76345. execute(evt: ActionEvent): void;
  76346. }
  76347. /**
  76348. * This defines an action responsible to set the parent property of the target once triggered.
  76349. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  76350. */
  76351. export class SetParentAction extends Action {
  76352. private _parent;
  76353. private _target;
  76354. /**
  76355. * Instantiate the action
  76356. * @param triggerOptions defines the trigger options
  76357. * @param target defines the target containing the parent property
  76358. * @param parent defines from where the animation should start (animation frame)
  76359. * @param condition defines the trigger related conditions
  76360. */
  76361. constructor(triggerOptions: any, target: any, parent: any, condition?: Condition);
  76362. /** @hidden */
  76363. _prepare(): void;
  76364. /**
  76365. * Execute the action and set the parent property.
  76366. */
  76367. execute(): void;
  76368. /**
  76369. * Serializes the actions and its related information.
  76370. * @param parent defines the object to serialize in
  76371. * @returns the serialized object
  76372. */
  76373. serialize(parent: any): any;
  76374. }
  76375. }
  76376. declare module BABYLON {
  76377. /**
  76378. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  76379. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  76380. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  76381. */
  76382. export class ActionManager extends AbstractActionManager {
  76383. /**
  76384. * Nothing
  76385. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76386. */
  76387. static readonly NothingTrigger: number;
  76388. /**
  76389. * On pick
  76390. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76391. */
  76392. static readonly OnPickTrigger: number;
  76393. /**
  76394. * On left pick
  76395. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76396. */
  76397. static readonly OnLeftPickTrigger: number;
  76398. /**
  76399. * On right pick
  76400. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76401. */
  76402. static readonly OnRightPickTrigger: number;
  76403. /**
  76404. * On center pick
  76405. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76406. */
  76407. static readonly OnCenterPickTrigger: number;
  76408. /**
  76409. * On pick down
  76410. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76411. */
  76412. static readonly OnPickDownTrigger: number;
  76413. /**
  76414. * On double pick
  76415. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76416. */
  76417. static readonly OnDoublePickTrigger: number;
  76418. /**
  76419. * On pick up
  76420. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76421. */
  76422. static readonly OnPickUpTrigger: number;
  76423. /**
  76424. * On pick out.
  76425. * This trigger will only be raised if you also declared a OnPickDown
  76426. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76427. */
  76428. static readonly OnPickOutTrigger: number;
  76429. /**
  76430. * On long press
  76431. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76432. */
  76433. static readonly OnLongPressTrigger: number;
  76434. /**
  76435. * On pointer over
  76436. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76437. */
  76438. static readonly OnPointerOverTrigger: number;
  76439. /**
  76440. * On pointer out
  76441. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76442. */
  76443. static readonly OnPointerOutTrigger: number;
  76444. /**
  76445. * On every frame
  76446. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76447. */
  76448. static readonly OnEveryFrameTrigger: number;
  76449. /**
  76450. * On intersection enter
  76451. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76452. */
  76453. static readonly OnIntersectionEnterTrigger: number;
  76454. /**
  76455. * On intersection exit
  76456. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76457. */
  76458. static readonly OnIntersectionExitTrigger: number;
  76459. /**
  76460. * On key down
  76461. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76462. */
  76463. static readonly OnKeyDownTrigger: number;
  76464. /**
  76465. * On key up
  76466. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76467. */
  76468. static readonly OnKeyUpTrigger: number;
  76469. private _scene;
  76470. /**
  76471. * Creates a new action manager
  76472. * @param scene defines the hosting scene
  76473. */
  76474. constructor(scene: Scene);
  76475. /**
  76476. * Releases all associated resources
  76477. */
  76478. dispose(): void;
  76479. /**
  76480. * Gets hosting scene
  76481. * @returns the hosting scene
  76482. */
  76483. getScene(): Scene;
  76484. /**
  76485. * Does this action manager handles actions of any of the given triggers
  76486. * @param triggers defines the triggers to be tested
  76487. * @return a boolean indicating whether one (or more) of the triggers is handled
  76488. */
  76489. hasSpecificTriggers(triggers: number[]): boolean;
  76490. /**
  76491. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  76492. * speed.
  76493. * @param triggerA defines the trigger to be tested
  76494. * @param triggerB defines the trigger to be tested
  76495. * @return a boolean indicating whether one (or more) of the triggers is handled
  76496. */
  76497. hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  76498. /**
  76499. * Does this action manager handles actions of a given trigger
  76500. * @param trigger defines the trigger to be tested
  76501. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  76502. * @return whether the trigger is handled
  76503. */
  76504. hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  76505. /**
  76506. * Does this action manager has pointer triggers
  76507. */
  76508. readonly hasPointerTriggers: boolean;
  76509. /**
  76510. * Does this action manager has pick triggers
  76511. */
  76512. readonly hasPickTriggers: boolean;
  76513. /**
  76514. * Registers an action to this action manager
  76515. * @param action defines the action to be registered
  76516. * @return the action amended (prepared) after registration
  76517. */
  76518. registerAction(action: IAction): Nullable<IAction>;
  76519. /**
  76520. * Unregisters an action to this action manager
  76521. * @param action defines the action to be unregistered
  76522. * @return a boolean indicating whether the action has been unregistered
  76523. */
  76524. unregisterAction(action: IAction): Boolean;
  76525. /**
  76526. * Process a specific trigger
  76527. * @param trigger defines the trigger to process
  76528. * @param evt defines the event details to be processed
  76529. */
  76530. processTrigger(trigger: number, evt?: IActionEvent): void;
  76531. /** @hidden */
  76532. _getEffectiveTarget(target: any, propertyPath: string): any;
  76533. /** @hidden */
  76534. _getProperty(propertyPath: string): string;
  76535. /**
  76536. * Serialize this manager to a JSON object
  76537. * @param name defines the property name to store this manager
  76538. * @returns a JSON representation of this manager
  76539. */
  76540. serialize(name: string): any;
  76541. /**
  76542. * Creates a new ActionManager from a JSON data
  76543. * @param parsedActions defines the JSON data to read from
  76544. * @param object defines the hosting mesh
  76545. * @param scene defines the hosting scene
  76546. */
  76547. static Parse(parsedActions: any, object: Nullable<AbstractMesh>, scene: Scene): void;
  76548. /**
  76549. * Get a trigger name by index
  76550. * @param trigger defines the trigger index
  76551. * @returns a trigger name
  76552. */
  76553. static GetTriggerName(trigger: number): string;
  76554. }
  76555. }
  76556. declare module BABYLON {
  76557. /**
  76558. * Class representing a ray with position and direction
  76559. */
  76560. export class Ray {
  76561. /** origin point */
  76562. origin: Vector3;
  76563. /** direction */
  76564. direction: Vector3;
  76565. /** length of the ray */
  76566. length: number;
  76567. private static readonly TmpVector3;
  76568. private _tmpRay;
  76569. /**
  76570. * Creates a new ray
  76571. * @param origin origin point
  76572. * @param direction direction
  76573. * @param length length of the ray
  76574. */
  76575. constructor(
  76576. /** origin point */
  76577. origin: Vector3,
  76578. /** direction */
  76579. direction: Vector3,
  76580. /** length of the ray */
  76581. length?: number);
  76582. /**
  76583. * Checks if the ray intersects a box
  76584. * @param minimum bound of the box
  76585. * @param maximum bound of the box
  76586. * @param intersectionTreshold extra extend to be added to the box in all direction
  76587. * @returns if the box was hit
  76588. */
  76589. intersectsBoxMinMax(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, intersectionTreshold?: number): boolean;
  76590. /**
  76591. * Checks if the ray intersects a box
  76592. * @param box the bounding box to check
  76593. * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
  76594. * @returns if the box was hit
  76595. */
  76596. intersectsBox(box: DeepImmutable<BoundingBox>, intersectionTreshold?: number): boolean;
  76597. /**
  76598. * If the ray hits a sphere
  76599. * @param sphere the bounding sphere to check
  76600. * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction
  76601. * @returns true if it hits the sphere
  76602. */
  76603. intersectsSphere(sphere: DeepImmutable<BoundingSphere>, intersectionTreshold?: number): boolean;
  76604. /**
  76605. * If the ray hits a triange
  76606. * @param vertex0 triangle vertex
  76607. * @param vertex1 triangle vertex
  76608. * @param vertex2 triangle vertex
  76609. * @returns intersection information if hit
  76610. */
  76611. intersectsTriangle(vertex0: DeepImmutable<Vector3>, vertex1: DeepImmutable<Vector3>, vertex2: DeepImmutable<Vector3>): Nullable<IntersectionInfo>;
  76612. /**
  76613. * Checks if ray intersects a plane
  76614. * @param plane the plane to check
  76615. * @returns the distance away it was hit
  76616. */
  76617. intersectsPlane(plane: DeepImmutable<Plane>): Nullable<number>;
  76618. /**
  76619. * Calculate the intercept of a ray on a given axis
  76620. * @param axis to check 'x' | 'y' | 'z'
  76621. * @param offset from axis interception (i.e. an offset of 1y is intercepted above ground)
  76622. * @returns a vector containing the coordinates where 'axis' is equal to zero (else offset), or null if there is no intercept.
  76623. */
  76624. intersectsAxis(axis: string, offset?: number): Nullable<Vector3>;
  76625. /**
  76626. * Checks if ray intersects a mesh
  76627. * @param mesh the mesh to check
  76628. * @param fastCheck if only the bounding box should checked
  76629. * @returns picking info of the intersecton
  76630. */
  76631. intersectsMesh(mesh: DeepImmutable<AbstractMesh>, fastCheck?: boolean): PickingInfo;
  76632. /**
  76633. * Checks if ray intersects a mesh
  76634. * @param meshes the meshes to check
  76635. * @param fastCheck if only the bounding box should checked
  76636. * @param results array to store result in
  76637. * @returns Array of picking infos
  76638. */
  76639. intersectsMeshes(meshes: Array<DeepImmutable<AbstractMesh>>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
  76640. private _comparePickingInfo;
  76641. private static smallnum;
  76642. private static rayl;
  76643. /**
  76644. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  76645. * @param sega the first point of the segment to test the intersection against
  76646. * @param segb the second point of the segment to test the intersection against
  76647. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  76648. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  76649. */
  76650. intersectionSegment(sega: DeepImmutable<Vector3>, segb: DeepImmutable<Vector3>, threshold: number): number;
  76651. /**
  76652. * Update the ray from viewport position
  76653. * @param x position
  76654. * @param y y position
  76655. * @param viewportWidth viewport width
  76656. * @param viewportHeight viewport height
  76657. * @param world world matrix
  76658. * @param view view matrix
  76659. * @param projection projection matrix
  76660. * @returns this ray updated
  76661. */
  76662. update(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  76663. /**
  76664. * Creates a ray with origin and direction of 0,0,0
  76665. * @returns the new ray
  76666. */
  76667. static Zero(): Ray;
  76668. /**
  76669. * Creates a new ray from screen space and viewport
  76670. * @param x position
  76671. * @param y y position
  76672. * @param viewportWidth viewport width
  76673. * @param viewportHeight viewport height
  76674. * @param world world matrix
  76675. * @param view view matrix
  76676. * @param projection projection matrix
  76677. * @returns new ray
  76678. */
  76679. static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  76680. /**
  76681. * Function will create a new transformed ray starting from origin and ending at the end point. Ray's length will be set, and ray will be
  76682. * transformed to the given world matrix.
  76683. * @param origin The origin point
  76684. * @param end The end point
  76685. * @param world a matrix to transform the ray to. Default is the identity matrix.
  76686. * @returns the new ray
  76687. */
  76688. static CreateNewFromTo(origin: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, world?: DeepImmutable<Matrix>): Ray;
  76689. /**
  76690. * Transforms a ray by a matrix
  76691. * @param ray ray to transform
  76692. * @param matrix matrix to apply
  76693. * @returns the resulting new ray
  76694. */
  76695. static Transform(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>): Ray;
  76696. /**
  76697. * Transforms a ray by a matrix
  76698. * @param ray ray to transform
  76699. * @param matrix matrix to apply
  76700. * @param result ray to store result in
  76701. */
  76702. static TransformToRef(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>, result: Ray): void;
  76703. /**
  76704. * Unproject a ray from screen space to object space
  76705. * @param sourceX defines the screen space x coordinate to use
  76706. * @param sourceY defines the screen space y coordinate to use
  76707. * @param viewportWidth defines the current width of the viewport
  76708. * @param viewportHeight defines the current height of the viewport
  76709. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  76710. * @param view defines the view matrix to use
  76711. * @param projection defines the projection matrix to use
  76712. */
  76713. unprojectRayToRef(sourceX: float, sourceY: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): void;
  76714. }
  76715. /**
  76716. * Type used to define predicate used to select faces when a mesh intersection is detected
  76717. */
  76718. export type TrianglePickingPredicate = (p0: Vector3, p1: Vector3, p2: Vector3, ray: Ray) => boolean;
  76719. interface Scene {
  76720. /** @hidden */
  76721. _tempPickingRay: Nullable<Ray>;
  76722. /** @hidden */
  76723. _cachedRayForTransform: Ray;
  76724. /** @hidden */
  76725. _pickWithRayInverseMatrix: Matrix;
  76726. /** @hidden */
  76727. _internalPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  76728. /** @hidden */
  76729. _internalMultiPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  76730. }
  76731. }
  76732. declare module BABYLON {
  76733. /**
  76734. * Groups all the scene component constants in one place to ease maintenance.
  76735. * @hidden
  76736. */
  76737. export class SceneComponentConstants {
  76738. static readonly NAME_EFFECTLAYER: string;
  76739. static readonly NAME_LAYER: string;
  76740. static readonly NAME_LENSFLARESYSTEM: string;
  76741. static readonly NAME_BOUNDINGBOXRENDERER: string;
  76742. static readonly NAME_PARTICLESYSTEM: string;
  76743. static readonly NAME_GAMEPAD: string;
  76744. static readonly NAME_SIMPLIFICATIONQUEUE: string;
  76745. static readonly NAME_GEOMETRYBUFFERRENDERER: string;
  76746. static readonly NAME_DEPTHRENDERER: string;
  76747. static readonly NAME_POSTPROCESSRENDERPIPELINEMANAGER: string;
  76748. static readonly NAME_SPRITE: string;
  76749. static readonly NAME_OUTLINERENDERER: string;
  76750. static readonly NAME_PROCEDURALTEXTURE: string;
  76751. static readonly NAME_SHADOWGENERATOR: string;
  76752. static readonly NAME_OCTREE: string;
  76753. static readonly NAME_PHYSICSENGINE: string;
  76754. static readonly NAME_AUDIO: string;
  76755. static readonly STEP_ISREADYFORMESH_EFFECTLAYER: number;
  76756. static readonly STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER: number;
  76757. static readonly STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER: number;
  76758. static readonly STEP_ACTIVEMESH_BOUNDINGBOXRENDERER: number;
  76759. static readonly STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER: number;
  76760. static readonly STEP_BEFORECAMERADRAW_EFFECTLAYER: number;
  76761. static readonly STEP_BEFORECAMERADRAW_LAYER: number;
  76762. static readonly STEP_BEFORERENDERTARGETDRAW_LAYER: number;
  76763. static readonly STEP_BEFORERENDERINGMESH_OUTLINE: number;
  76764. static readonly STEP_AFTERRENDERINGMESH_OUTLINE: number;
  76765. static readonly STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW: number;
  76766. static readonly STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER: number;
  76767. static readonly STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE: number;
  76768. static readonly STEP_BEFORECAMERAUPDATE_GAMEPAD: number;
  76769. static readonly STEP_BEFORECLEAR_PROCEDURALTEXTURE: number;
  76770. static readonly STEP_AFTERRENDERTARGETDRAW_LAYER: number;
  76771. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER: number;
  76772. static readonly STEP_AFTERCAMERADRAW_LENSFLARESYSTEM: number;
  76773. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW: number;
  76774. static readonly STEP_AFTERCAMERADRAW_LAYER: number;
  76775. static readonly STEP_AFTERRENDER_AUDIO: number;
  76776. static readonly STEP_GATHERRENDERTARGETS_SHADOWGENERATOR: number;
  76777. static readonly STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER: number;
  76778. static readonly STEP_GATHERRENDERTARGETS_DEPTHRENDERER: number;
  76779. static readonly STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER: number;
  76780. static readonly STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER: number;
  76781. static readonly STEP_POINTERMOVE_SPRITE: number;
  76782. static readonly STEP_POINTERDOWN_SPRITE: number;
  76783. static readonly STEP_POINTERUP_SPRITE: number;
  76784. }
  76785. /**
  76786. * This represents a scene component.
  76787. *
  76788. * This is used to decouple the dependency the scene is having on the different workloads like
  76789. * layers, post processes...
  76790. */
  76791. export interface ISceneComponent {
  76792. /**
  76793. * The name of the component. Each component must have a unique name.
  76794. */
  76795. name: string;
  76796. /**
  76797. * The scene the component belongs to.
  76798. */
  76799. scene: Scene;
  76800. /**
  76801. * Register the component to one instance of a scene.
  76802. */
  76803. register(): void;
  76804. /**
  76805. * Rebuilds the elements related to this component in case of
  76806. * context lost for instance.
  76807. */
  76808. rebuild(): void;
  76809. /**
  76810. * Disposes the component and the associated ressources.
  76811. */
  76812. dispose(): void;
  76813. }
  76814. /**
  76815. * This represents a SERIALIZABLE scene component.
  76816. *
  76817. * This extends Scene Component to add Serialization methods on top.
  76818. */
  76819. export interface ISceneSerializableComponent extends ISceneComponent {
  76820. /**
  76821. * Adds all the elements from the container to the scene
  76822. * @param container the container holding the elements
  76823. */
  76824. addFromContainer(container: AbstractScene): void;
  76825. /**
  76826. * Removes all the elements in the container from the scene
  76827. * @param container contains the elements to remove
  76828. * @param dispose if the removed element should be disposed (default: false)
  76829. */
  76830. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  76831. /**
  76832. * Serializes the component data to the specified json object
  76833. * @param serializationObject The object to serialize to
  76834. */
  76835. serialize(serializationObject: any): void;
  76836. }
  76837. /**
  76838. * Strong typing of a Mesh related stage step action
  76839. */
  76840. export type MeshStageAction = (mesh: AbstractMesh, hardwareInstancedRendering: boolean) => boolean;
  76841. /**
  76842. * Strong typing of a Evaluate Sub Mesh related stage step action
  76843. */
  76844. export type EvaluateSubMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh) => void;
  76845. /**
  76846. * Strong typing of a Active Mesh related stage step action
  76847. */
  76848. export type ActiveMeshStageAction = (sourceMesh: AbstractMesh, mesh: AbstractMesh) => void;
  76849. /**
  76850. * Strong typing of a Camera related stage step action
  76851. */
  76852. export type CameraStageAction = (camera: Camera) => void;
  76853. /**
  76854. * Strong typing of a Camera Frame buffer related stage step action
  76855. */
  76856. export type CameraStageFrameBufferAction = (camera: Camera) => boolean;
  76857. /**
  76858. * Strong typing of a Render Target related stage step action
  76859. */
  76860. export type RenderTargetStageAction = (renderTarget: RenderTargetTexture) => void;
  76861. /**
  76862. * Strong typing of a RenderingGroup related stage step action
  76863. */
  76864. export type RenderingGroupStageAction = (renderingGroupId: number) => void;
  76865. /**
  76866. * Strong typing of a Mesh Render related stage step action
  76867. */
  76868. export type RenderingMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh, batch: _InstancesBatch) => void;
  76869. /**
  76870. * Strong typing of a simple stage step action
  76871. */
  76872. export type SimpleStageAction = () => void;
  76873. /**
  76874. * Strong typing of a render target action.
  76875. */
  76876. export type RenderTargetsStageAction = (renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>) => void;
  76877. /**
  76878. * Strong typing of a pointer move action.
  76879. */
  76880. export type PointerMoveStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, isMeshPicked: boolean, canvas: HTMLCanvasElement) => Nullable<PickingInfo>;
  76881. /**
  76882. * Strong typing of a pointer up/down action.
  76883. */
  76884. export type PointerUpDownStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, evt: PointerEvent) => Nullable<PickingInfo>;
  76885. /**
  76886. * Repressentation of a stage in the scene (Basically a list of ordered steps)
  76887. * @hidden
  76888. */
  76889. export class Stage<T extends Function> extends Array<{
  76890. index: number;
  76891. component: ISceneComponent;
  76892. action: T;
  76893. }> {
  76894. /**
  76895. * Hide ctor from the rest of the world.
  76896. * @param items The items to add.
  76897. */
  76898. private constructor();
  76899. /**
  76900. * Creates a new Stage.
  76901. * @returns A new instance of a Stage
  76902. */
  76903. static Create<T extends Function>(): Stage<T>;
  76904. /**
  76905. * Registers a step in an ordered way in the targeted stage.
  76906. * @param index Defines the position to register the step in
  76907. * @param component Defines the component attached to the step
  76908. * @param action Defines the action to launch during the step
  76909. */
  76910. registerStep(index: number, component: ISceneComponent, action: T): void;
  76911. /**
  76912. * Clears all the steps from the stage.
  76913. */
  76914. clear(): void;
  76915. }
  76916. }
  76917. declare module BABYLON {
  76918. interface Scene {
  76919. /** @hidden */
  76920. _pointerOverSprite: Nullable<Sprite>;
  76921. /** @hidden */
  76922. _pickedDownSprite: Nullable<Sprite>;
  76923. /** @hidden */
  76924. _tempSpritePickingRay: Nullable<Ray>;
  76925. /**
  76926. * All of the sprite managers added to this scene
  76927. * @see http://doc.babylonjs.com/babylon101/sprites
  76928. */
  76929. spriteManagers: Array<ISpriteManager>;
  76930. /**
  76931. * An event triggered when sprites rendering is about to start
  76932. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  76933. */
  76934. onBeforeSpritesRenderingObservable: Observable<Scene>;
  76935. /**
  76936. * An event triggered when sprites rendering is done
  76937. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  76938. */
  76939. onAfterSpritesRenderingObservable: Observable<Scene>;
  76940. /** @hidden */
  76941. _internalPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  76942. /** Launch a ray to try to pick a sprite in the scene
  76943. * @param x position on screen
  76944. * @param y position on screen
  76945. * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true
  76946. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  76947. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  76948. * @returns a PickingInfo
  76949. */
  76950. pickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  76951. /** Use the given ray to pick a sprite in the scene
  76952. * @param ray The ray (in world space) to use to pick meshes
  76953. * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true
  76954. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  76955. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  76956. * @returns a PickingInfo
  76957. */
  76958. pickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  76959. /** @hidden */
  76960. _internalMultiPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  76961. /** Launch a ray to try to pick sprites in the scene
  76962. * @param x position on screen
  76963. * @param y position on screen
  76964. * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true
  76965. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  76966. * @returns a PickingInfo array
  76967. */
  76968. multiPickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  76969. /** Use the given ray to pick sprites in the scene
  76970. * @param ray The ray (in world space) to use to pick meshes
  76971. * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true
  76972. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  76973. * @returns a PickingInfo array
  76974. */
  76975. multiPickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  76976. /**
  76977. * Force the sprite under the pointer
  76978. * @param sprite defines the sprite to use
  76979. */
  76980. setPointerOverSprite(sprite: Nullable<Sprite>): void;
  76981. /**
  76982. * Gets the sprite under the pointer
  76983. * @returns a Sprite or null if no sprite is under the pointer
  76984. */
  76985. getPointerOverSprite(): Nullable<Sprite>;
  76986. }
  76987. /**
  76988. * Defines the sprite scene component responsible to manage sprites
  76989. * in a given scene.
  76990. */
  76991. export class SpriteSceneComponent implements ISceneComponent {
  76992. /**
  76993. * The component name helpfull to identify the component in the list of scene components.
  76994. */
  76995. readonly name: string;
  76996. /**
  76997. * The scene the component belongs to.
  76998. */
  76999. scene: Scene;
  77000. /** @hidden */
  77001. private _spritePredicate;
  77002. /**
  77003. * Creates a new instance of the component for the given scene
  77004. * @param scene Defines the scene to register the component in
  77005. */
  77006. constructor(scene: Scene);
  77007. /**
  77008. * Registers the component in a given scene
  77009. */
  77010. register(): void;
  77011. /**
  77012. * Rebuilds the elements related to this component in case of
  77013. * context lost for instance.
  77014. */
  77015. rebuild(): void;
  77016. /**
  77017. * Disposes the component and the associated ressources.
  77018. */
  77019. dispose(): void;
  77020. private _pickSpriteButKeepRay;
  77021. private _pointerMove;
  77022. private _pointerDown;
  77023. private _pointerUp;
  77024. }
  77025. }
  77026. declare module BABYLON {
  77027. /** @hidden */
  77028. export var fogFragmentDeclaration: {
  77029. name: string;
  77030. shader: string;
  77031. };
  77032. }
  77033. declare module BABYLON {
  77034. /** @hidden */
  77035. export var fogFragment: {
  77036. name: string;
  77037. shader: string;
  77038. };
  77039. }
  77040. declare module BABYLON {
  77041. /** @hidden */
  77042. export var spritesPixelShader: {
  77043. name: string;
  77044. shader: string;
  77045. };
  77046. }
  77047. declare module BABYLON {
  77048. /** @hidden */
  77049. export var fogVertexDeclaration: {
  77050. name: string;
  77051. shader: string;
  77052. };
  77053. }
  77054. declare module BABYLON {
  77055. /** @hidden */
  77056. export var spritesVertexShader: {
  77057. name: string;
  77058. shader: string;
  77059. };
  77060. }
  77061. declare module BABYLON {
  77062. /**
  77063. * Defines the minimum interface to fullfil in order to be a sprite manager.
  77064. */
  77065. export interface ISpriteManager extends IDisposable {
  77066. /**
  77067. * Restricts the camera to viewing objects with the same layerMask.
  77068. * A camera with a layerMask of 1 will render spriteManager.layerMask & camera.layerMask!== 0
  77069. */
  77070. layerMask: number;
  77071. /**
  77072. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  77073. */
  77074. isPickable: boolean;
  77075. /**
  77076. * Specifies the rendering group id for this mesh (0 by default)
  77077. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  77078. */
  77079. renderingGroupId: number;
  77080. /**
  77081. * Defines the list of sprites managed by the manager.
  77082. */
  77083. sprites: Array<Sprite>;
  77084. /**
  77085. * Tests the intersection of a sprite with a specific ray.
  77086. * @param ray The ray we are sending to test the collision
  77087. * @param camera The camera space we are sending rays in
  77088. * @param predicate A predicate allowing excluding sprites from the list of object to test
  77089. * @param fastCheck Is the hit test done in a OOBB or AOBB fashion the faster, the less precise
  77090. * @returns picking info or null.
  77091. */
  77092. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  77093. /**
  77094. * Intersects the sprites with a ray
  77095. * @param ray defines the ray to intersect with
  77096. * @param camera defines the current active camera
  77097. * @param predicate defines a predicate used to select candidate sprites
  77098. * @returns null if no hit or a PickingInfo array
  77099. */
  77100. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  77101. /**
  77102. * Renders the list of sprites on screen.
  77103. */
  77104. render(): void;
  77105. }
  77106. /**
  77107. * Class used to manage multiple sprites on the same spritesheet
  77108. * @see http://doc.babylonjs.com/babylon101/sprites
  77109. */
  77110. export class SpriteManager implements ISpriteManager {
  77111. /** defines the manager's name */
  77112. name: string;
  77113. /** Gets the list of sprites */
  77114. sprites: Sprite[];
  77115. /** Gets or sets the rendering group id (0 by default) */
  77116. renderingGroupId: number;
  77117. /** Gets or sets camera layer mask */
  77118. layerMask: number;
  77119. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  77120. fogEnabled: boolean;
  77121. /** Gets or sets a boolean indicating if the sprites are pickable */
  77122. isPickable: boolean;
  77123. /** Defines the default width of a cell in the spritesheet */
  77124. cellWidth: number;
  77125. /** Defines the default height of a cell in the spritesheet */
  77126. cellHeight: number;
  77127. /** Associative array from JSON sprite data file */
  77128. private _cellData;
  77129. /** Array of sprite names from JSON sprite data file */
  77130. private _spriteMap;
  77131. /** True when packed cell data from JSON file is ready*/
  77132. private _packedAndReady;
  77133. /**
  77134. * An event triggered when the manager is disposed.
  77135. */
  77136. onDisposeObservable: Observable<SpriteManager>;
  77137. private _onDisposeObserver;
  77138. /**
  77139. * Callback called when the manager is disposed
  77140. */
  77141. onDispose: () => void;
  77142. private _capacity;
  77143. private _fromPacked;
  77144. private _spriteTexture;
  77145. private _epsilon;
  77146. private _scene;
  77147. private _vertexData;
  77148. private _buffer;
  77149. private _vertexBuffers;
  77150. private _indexBuffer;
  77151. private _effectBase;
  77152. private _effectFog;
  77153. /**
  77154. * Gets or sets the spritesheet texture
  77155. */
  77156. texture: Texture;
  77157. /**
  77158. * Creates a new sprite manager
  77159. * @param name defines the manager's name
  77160. * @param imgUrl defines the sprite sheet url
  77161. * @param capacity defines the maximum allowed number of sprites
  77162. * @param cellSize defines the size of a sprite cell
  77163. * @param scene defines the hosting scene
  77164. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  77165. * @param samplingMode defines the smapling mode to use with spritesheet
  77166. * @param fromPacked set to false; do not alter
  77167. * @param spriteJSON null otherwise a JSON object defining sprite sheet data; do not alter
  77168. */
  77169. constructor(
  77170. /** defines the manager's name */
  77171. name: string, imgUrl: string, capacity: number, cellSize: any, scene: Scene, epsilon?: number, samplingMode?: number, fromPacked?: boolean, spriteJSON?: string | null);
  77172. private _makePacked;
  77173. private _appendSpriteVertex;
  77174. /**
  77175. * Intersects the sprites with a ray
  77176. * @param ray defines the ray to intersect with
  77177. * @param camera defines the current active camera
  77178. * @param predicate defines a predicate used to select candidate sprites
  77179. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  77180. * @returns null if no hit or a PickingInfo
  77181. */
  77182. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  77183. /**
  77184. * Intersects the sprites with a ray
  77185. * @param ray defines the ray to intersect with
  77186. * @param camera defines the current active camera
  77187. * @param predicate defines a predicate used to select candidate sprites
  77188. * @returns null if no hit or a PickingInfo array
  77189. */
  77190. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  77191. /**
  77192. * Render all child sprites
  77193. */
  77194. render(): void;
  77195. /**
  77196. * Release associated resources
  77197. */
  77198. dispose(): void;
  77199. }
  77200. }
  77201. declare module BABYLON {
  77202. /**
  77203. * Class used to represent a sprite
  77204. * @see http://doc.babylonjs.com/babylon101/sprites
  77205. */
  77206. export class Sprite {
  77207. /** defines the name */
  77208. name: string;
  77209. /** Gets or sets the current world position */
  77210. position: Vector3;
  77211. /** Gets or sets the main color */
  77212. color: Color4;
  77213. /** Gets or sets the width */
  77214. width: number;
  77215. /** Gets or sets the height */
  77216. height: number;
  77217. /** Gets or sets rotation angle */
  77218. angle: number;
  77219. /** Gets or sets the cell index in the sprite sheet */
  77220. cellIndex: number;
  77221. /** Gets or sets the cell reference in the sprite sheet, uses sprite's filename when added to sprite sheet */
  77222. cellRef: string;
  77223. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  77224. invertU: number;
  77225. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  77226. invertV: number;
  77227. /** Gets or sets a boolean indicating that this sprite should be disposed after animation ends */
  77228. disposeWhenFinishedAnimating: boolean;
  77229. /** Gets the list of attached animations */
  77230. animations: Animation[];
  77231. /** Gets or sets a boolean indicating if the sprite can be picked */
  77232. isPickable: boolean;
  77233. /**
  77234. * Gets or sets the associated action manager
  77235. */
  77236. actionManager: Nullable<ActionManager>;
  77237. private _animationStarted;
  77238. private _loopAnimation;
  77239. private _fromIndex;
  77240. private _toIndex;
  77241. private _delay;
  77242. private _direction;
  77243. private _manager;
  77244. private _time;
  77245. private _onAnimationEnd;
  77246. /**
  77247. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  77248. */
  77249. isVisible: boolean;
  77250. /**
  77251. * Gets or sets the sprite size
  77252. */
  77253. size: number;
  77254. /**
  77255. * Creates a new Sprite
  77256. * @param name defines the name
  77257. * @param manager defines the manager
  77258. */
  77259. constructor(
  77260. /** defines the name */
  77261. name: string, manager: ISpriteManager);
  77262. /**
  77263. * Starts an animation
  77264. * @param from defines the initial key
  77265. * @param to defines the end key
  77266. * @param loop defines if the animation must loop
  77267. * @param delay defines the start delay (in ms)
  77268. * @param onAnimationEnd defines a callback to call when animation ends
  77269. */
  77270. playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: () => void): void;
  77271. /** Stops current animation (if any) */
  77272. stopAnimation(): void;
  77273. /** @hidden */
  77274. _animate(deltaTime: number): void;
  77275. /** Release associated resources */
  77276. dispose(): void;
  77277. }
  77278. }
  77279. declare module BABYLON {
  77280. /**
  77281. * Information about the result of picking within a scene
  77282. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  77283. */
  77284. export class PickingInfo {
  77285. /** @hidden */
  77286. _pickingUnavailable: boolean;
  77287. /**
  77288. * If the pick collided with an object
  77289. */
  77290. hit: boolean;
  77291. /**
  77292. * Distance away where the pick collided
  77293. */
  77294. distance: number;
  77295. /**
  77296. * The location of pick collision
  77297. */
  77298. pickedPoint: Nullable<Vector3>;
  77299. /**
  77300. * The mesh corresponding the the pick collision
  77301. */
  77302. pickedMesh: Nullable<AbstractMesh>;
  77303. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calculating the texture coordinates of the collision.*/
  77304. bu: number;
  77305. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calculating the texture coordinates of the collision.*/
  77306. bv: number;
  77307. /** The index of the face on the mesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */
  77308. faceId: number;
  77309. /** Id of the the submesh that was picked */
  77310. subMeshId: number;
  77311. /** If a sprite was picked, this will be the sprite the pick collided with */
  77312. pickedSprite: Nullable<Sprite>;
  77313. /**
  77314. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  77315. */
  77316. originMesh: Nullable<AbstractMesh>;
  77317. /**
  77318. * The ray that was used to perform the picking.
  77319. */
  77320. ray: Nullable<Ray>;
  77321. /**
  77322. * Gets the normal correspodning to the face the pick collided with
  77323. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  77324. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  77325. * @returns The normal correspodning to the face the pick collided with
  77326. */
  77327. getNormal(useWorldCoordinates?: boolean, useVerticesNormals?: boolean): Nullable<Vector3>;
  77328. /**
  77329. * Gets the texture coordinates of where the pick occured
  77330. * @returns the vector containing the coordnates of the texture
  77331. */
  77332. getTextureCoordinates(): Nullable<Vector2>;
  77333. }
  77334. }
  77335. declare module BABYLON {
  77336. /**
  77337. * Gather the list of pointer event types as constants.
  77338. */
  77339. export class PointerEventTypes {
  77340. /**
  77341. * The pointerdown event is fired when a pointer becomes active. For mouse, it is fired when the device transitions from no buttons depressed to at least one button depressed. For touch, it is fired when physical contact is made with the digitizer. For pen, it is fired when the stylus makes physical contact with the digitizer.
  77342. */
  77343. static readonly POINTERDOWN: number;
  77344. /**
  77345. * The pointerup event is fired when a pointer is no longer active.
  77346. */
  77347. static readonly POINTERUP: number;
  77348. /**
  77349. * The pointermove event is fired when a pointer changes coordinates.
  77350. */
  77351. static readonly POINTERMOVE: number;
  77352. /**
  77353. * The pointerwheel event is fired when a mouse wheel has been rotated.
  77354. */
  77355. static readonly POINTERWHEEL: number;
  77356. /**
  77357. * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
  77358. */
  77359. static readonly POINTERPICK: number;
  77360. /**
  77361. * The pointertap event is fired when a the object has been touched and released without drag.
  77362. */
  77363. static readonly POINTERTAP: number;
  77364. /**
  77365. * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.
  77366. */
  77367. static readonly POINTERDOUBLETAP: number;
  77368. }
  77369. /**
  77370. * Base class of pointer info types.
  77371. */
  77372. export class PointerInfoBase {
  77373. /**
  77374. * Defines the type of event (PointerEventTypes)
  77375. */
  77376. type: number;
  77377. /**
  77378. * Defines the related dom event
  77379. */
  77380. event: PointerEvent | MouseWheelEvent;
  77381. /**
  77382. * Instantiates the base class of pointers info.
  77383. * @param type Defines the type of event (PointerEventTypes)
  77384. * @param event Defines the related dom event
  77385. */
  77386. constructor(
  77387. /**
  77388. * Defines the type of event (PointerEventTypes)
  77389. */
  77390. type: number,
  77391. /**
  77392. * Defines the related dom event
  77393. */
  77394. event: PointerEvent | MouseWheelEvent);
  77395. }
  77396. /**
  77397. * This class is used to store pointer related info for the onPrePointerObservable event.
  77398. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  77399. */
  77400. export class PointerInfoPre extends PointerInfoBase {
  77401. /**
  77402. * Ray from a pointer if availible (eg. 6dof controller)
  77403. */
  77404. ray: Nullable<Ray>;
  77405. /**
  77406. * Defines the local position of the pointer on the canvas.
  77407. */
  77408. localPosition: Vector2;
  77409. /**
  77410. * Defines whether the engine should skip the next OnPointerObservable associated to this pre.
  77411. */
  77412. skipOnPointerObservable: boolean;
  77413. /**
  77414. * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
  77415. * @param type Defines the type of event (PointerEventTypes)
  77416. * @param event Defines the related dom event
  77417. * @param localX Defines the local x coordinates of the pointer when the event occured
  77418. * @param localY Defines the local y coordinates of the pointer when the event occured
  77419. */
  77420. constructor(type: number, event: PointerEvent | MouseWheelEvent, localX: number, localY: number);
  77421. }
  77422. /**
  77423. * This type contains all the data related to a pointer event in Babylon.js.
  77424. * The event member is an instance of PointerEvent for all types except PointerWheel and is of type MouseWheelEvent when type equals PointerWheel. The different event types can be found in the PointerEventTypes class.
  77425. */
  77426. export class PointerInfo extends PointerInfoBase {
  77427. /**
  77428. * Defines the picking info associated to the info (if any)\
  77429. */
  77430. pickInfo: Nullable<PickingInfo>;
  77431. /**
  77432. * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
  77433. * @param type Defines the type of event (PointerEventTypes)
  77434. * @param event Defines the related dom event
  77435. * @param pickInfo Defines the picking info associated to the info (if any)\
  77436. */
  77437. constructor(type: number, event: PointerEvent | MouseWheelEvent,
  77438. /**
  77439. * Defines the picking info associated to the info (if any)\
  77440. */
  77441. pickInfo: Nullable<PickingInfo>);
  77442. }
  77443. /**
  77444. * Data relating to a touch event on the screen.
  77445. */
  77446. export interface PointerTouch {
  77447. /**
  77448. * X coordinate of touch.
  77449. */
  77450. x: number;
  77451. /**
  77452. * Y coordinate of touch.
  77453. */
  77454. y: number;
  77455. /**
  77456. * Id of touch. Unique for each finger.
  77457. */
  77458. pointerId: number;
  77459. /**
  77460. * Event type passed from DOM.
  77461. */
  77462. type: any;
  77463. }
  77464. }
  77465. declare module BABYLON {
  77466. /**
  77467. * Manage the mouse inputs to control the movement of a free camera.
  77468. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  77469. */
  77470. export class FreeCameraMouseInput implements ICameraInput<FreeCamera> {
  77471. /**
  77472. * Define if touch is enabled in the mouse input
  77473. */
  77474. touchEnabled: boolean;
  77475. /**
  77476. * Defines the camera the input is attached to.
  77477. */
  77478. camera: FreeCamera;
  77479. /**
  77480. * Defines the buttons associated with the input to handle camera move.
  77481. */
  77482. buttons: number[];
  77483. /**
  77484. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  77485. */
  77486. angularSensibility: number;
  77487. private _pointerInput;
  77488. private _onMouseMove;
  77489. private _observer;
  77490. private previousPosition;
  77491. /**
  77492. * Observable for when a pointer move event occurs containing the move offset
  77493. */
  77494. onPointerMovedObservable: Observable<{
  77495. offsetX: number;
  77496. offsetY: number;
  77497. }>;
  77498. /**
  77499. * @hidden
  77500. * If the camera should be rotated automatically based on pointer movement
  77501. */
  77502. _allowCameraRotation: boolean;
  77503. /**
  77504. * Manage the mouse inputs to control the movement of a free camera.
  77505. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  77506. * @param touchEnabled Defines if touch is enabled or not
  77507. */
  77508. constructor(
  77509. /**
  77510. * Define if touch is enabled in the mouse input
  77511. */
  77512. touchEnabled?: boolean);
  77513. /**
  77514. * Attach the input controls to a specific dom element to get the input from.
  77515. * @param element Defines the element the controls should be listened from
  77516. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  77517. */
  77518. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  77519. /**
  77520. * Called on JS contextmenu event.
  77521. * Override this method to provide functionality.
  77522. */
  77523. protected onContextMenu(evt: PointerEvent): void;
  77524. /**
  77525. * Detach the current controls from the specified dom element.
  77526. * @param element Defines the element to stop listening the inputs from
  77527. */
  77528. detachControl(element: Nullable<HTMLElement>): void;
  77529. /**
  77530. * Gets the class name of the current intput.
  77531. * @returns the class name
  77532. */
  77533. getClassName(): string;
  77534. /**
  77535. * Get the friendly name associated with the input class.
  77536. * @returns the input friendly name
  77537. */
  77538. getSimpleName(): string;
  77539. }
  77540. }
  77541. declare module BABYLON {
  77542. /**
  77543. * Manage the touch inputs to control the movement of a free camera.
  77544. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  77545. */
  77546. export class FreeCameraTouchInput implements ICameraInput<FreeCamera> {
  77547. /**
  77548. * Defines the camera the input is attached to.
  77549. */
  77550. camera: FreeCamera;
  77551. /**
  77552. * Defines the touch sensibility for rotation.
  77553. * The higher the faster.
  77554. */
  77555. touchAngularSensibility: number;
  77556. /**
  77557. * Defines the touch sensibility for move.
  77558. * The higher the faster.
  77559. */
  77560. touchMoveSensibility: number;
  77561. private _offsetX;
  77562. private _offsetY;
  77563. private _pointerPressed;
  77564. private _pointerInput;
  77565. private _observer;
  77566. private _onLostFocus;
  77567. /**
  77568. * Attach the input controls to a specific dom element to get the input from.
  77569. * @param element Defines the element the controls should be listened from
  77570. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  77571. */
  77572. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  77573. /**
  77574. * Detach the current controls from the specified dom element.
  77575. * @param element Defines the element to stop listening the inputs from
  77576. */
  77577. detachControl(element: Nullable<HTMLElement>): void;
  77578. /**
  77579. * Update the current camera state depending on the inputs that have been used this frame.
  77580. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  77581. */
  77582. checkInputs(): void;
  77583. /**
  77584. * Gets the class name of the current intput.
  77585. * @returns the class name
  77586. */
  77587. getClassName(): string;
  77588. /**
  77589. * Get the friendly name associated with the input class.
  77590. * @returns the input friendly name
  77591. */
  77592. getSimpleName(): string;
  77593. }
  77594. }
  77595. declare module BABYLON {
  77596. /**
  77597. * Default Inputs manager for the FreeCamera.
  77598. * It groups all the default supported inputs for ease of use.
  77599. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  77600. */
  77601. export class FreeCameraInputsManager extends CameraInputsManager<FreeCamera> {
  77602. /**
  77603. * @hidden
  77604. */
  77605. _mouseInput: Nullable<FreeCameraMouseInput>;
  77606. /**
  77607. * Instantiates a new FreeCameraInputsManager.
  77608. * @param camera Defines the camera the inputs belong to
  77609. */
  77610. constructor(camera: FreeCamera);
  77611. /**
  77612. * Add keyboard input support to the input manager.
  77613. * @returns the current input manager
  77614. */
  77615. addKeyboard(): FreeCameraInputsManager;
  77616. /**
  77617. * Add mouse input support to the input manager.
  77618. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  77619. * @returns the current input manager
  77620. */
  77621. addMouse(touchEnabled?: boolean): FreeCameraInputsManager;
  77622. /**
  77623. * Removes the mouse input support from the manager
  77624. * @returns the current input manager
  77625. */
  77626. removeMouse(): FreeCameraInputsManager;
  77627. /**
  77628. * Add touch input support to the input manager.
  77629. * @returns the current input manager
  77630. */
  77631. addTouch(): FreeCameraInputsManager;
  77632. /**
  77633. * Remove all attached input methods from a camera
  77634. */
  77635. clear(): void;
  77636. }
  77637. }
  77638. declare module BABYLON {
  77639. /**
  77640. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  77641. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  77642. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  77643. */
  77644. export class FreeCamera extends TargetCamera {
  77645. /**
  77646. * Define the collision ellipsoid of the camera.
  77647. * This is helpful to simulate a camera body like the player body around the camera
  77648. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  77649. */
  77650. ellipsoid: Vector3;
  77651. /**
  77652. * Define an offset for the position of the ellipsoid around the camera.
  77653. * This can be helpful to determine the center of the body near the gravity center of the body
  77654. * instead of its head.
  77655. */
  77656. ellipsoidOffset: Vector3;
  77657. /**
  77658. * Enable or disable collisions of the camera with the rest of the scene objects.
  77659. */
  77660. checkCollisions: boolean;
  77661. /**
  77662. * Enable or disable gravity on the camera.
  77663. */
  77664. applyGravity: boolean;
  77665. /**
  77666. * Define the input manager associated to the camera.
  77667. */
  77668. inputs: FreeCameraInputsManager;
  77669. /**
  77670. * Gets the input sensibility for a mouse input. (default is 2000.0)
  77671. * Higher values reduce sensitivity.
  77672. */
  77673. /**
  77674. * Sets the input sensibility for a mouse input. (default is 2000.0)
  77675. * Higher values reduce sensitivity.
  77676. */
  77677. angularSensibility: number;
  77678. /**
  77679. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  77680. */
  77681. keysUp: number[];
  77682. /**
  77683. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  77684. */
  77685. keysDown: number[];
  77686. /**
  77687. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  77688. */
  77689. keysLeft: number[];
  77690. /**
  77691. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  77692. */
  77693. keysRight: number[];
  77694. /**
  77695. * Event raised when the camera collide with a mesh in the scene.
  77696. */
  77697. onCollide: (collidedMesh: AbstractMesh) => void;
  77698. private _collider;
  77699. private _needMoveForGravity;
  77700. private _oldPosition;
  77701. private _diffPosition;
  77702. private _newPosition;
  77703. /** @hidden */
  77704. _localDirection: Vector3;
  77705. /** @hidden */
  77706. _transformedDirection: Vector3;
  77707. /**
  77708. * Instantiates a Free Camera.
  77709. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  77710. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  77711. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  77712. * @param name Define the name of the camera in the scene
  77713. * @param position Define the start position of the camera in the scene
  77714. * @param scene Define the scene the camera belongs to
  77715. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  77716. */
  77717. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  77718. /**
  77719. * Attached controls to the current camera.
  77720. * @param element Defines the element the controls should be listened from
  77721. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  77722. */
  77723. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  77724. /**
  77725. * Detach the current controls from the camera.
  77726. * The camera will stop reacting to inputs.
  77727. * @param element Defines the element to stop listening the inputs from
  77728. */
  77729. detachControl(element: HTMLElement): void;
  77730. private _collisionMask;
  77731. /**
  77732. * Define a collision mask to limit the list of object the camera can collide with
  77733. */
  77734. collisionMask: number;
  77735. /** @hidden */
  77736. _collideWithWorld(displacement: Vector3): void;
  77737. private _onCollisionPositionChange;
  77738. /** @hidden */
  77739. _checkInputs(): void;
  77740. /** @hidden */
  77741. _decideIfNeedsToMove(): boolean;
  77742. /** @hidden */
  77743. _updatePosition(): void;
  77744. /**
  77745. * Destroy the camera and release the current resources hold by it.
  77746. */
  77747. dispose(): void;
  77748. /**
  77749. * Gets the current object class name.
  77750. * @return the class name
  77751. */
  77752. getClassName(): string;
  77753. }
  77754. }
  77755. declare module BABYLON {
  77756. /**
  77757. * Represents a gamepad control stick position
  77758. */
  77759. export class StickValues {
  77760. /**
  77761. * The x component of the control stick
  77762. */
  77763. x: number;
  77764. /**
  77765. * The y component of the control stick
  77766. */
  77767. y: number;
  77768. /**
  77769. * Initializes the gamepad x and y control stick values
  77770. * @param x The x component of the gamepad control stick value
  77771. * @param y The y component of the gamepad control stick value
  77772. */
  77773. constructor(
  77774. /**
  77775. * The x component of the control stick
  77776. */
  77777. x: number,
  77778. /**
  77779. * The y component of the control stick
  77780. */
  77781. y: number);
  77782. }
  77783. /**
  77784. * An interface which manages callbacks for gamepad button changes
  77785. */
  77786. export interface GamepadButtonChanges {
  77787. /**
  77788. * Called when a gamepad has been changed
  77789. */
  77790. changed: boolean;
  77791. /**
  77792. * Called when a gamepad press event has been triggered
  77793. */
  77794. pressChanged: boolean;
  77795. /**
  77796. * Called when a touch event has been triggered
  77797. */
  77798. touchChanged: boolean;
  77799. /**
  77800. * Called when a value has changed
  77801. */
  77802. valueChanged: boolean;
  77803. }
  77804. /**
  77805. * Represents a gamepad
  77806. */
  77807. export class Gamepad {
  77808. /**
  77809. * The id of the gamepad
  77810. */
  77811. id: string;
  77812. /**
  77813. * The index of the gamepad
  77814. */
  77815. index: number;
  77816. /**
  77817. * The browser gamepad
  77818. */
  77819. browserGamepad: any;
  77820. /**
  77821. * Specifies what type of gamepad this represents
  77822. */
  77823. type: number;
  77824. private _leftStick;
  77825. private _rightStick;
  77826. /** @hidden */
  77827. _isConnected: boolean;
  77828. private _leftStickAxisX;
  77829. private _leftStickAxisY;
  77830. private _rightStickAxisX;
  77831. private _rightStickAxisY;
  77832. /**
  77833. * Triggered when the left control stick has been changed
  77834. */
  77835. private _onleftstickchanged;
  77836. /**
  77837. * Triggered when the right control stick has been changed
  77838. */
  77839. private _onrightstickchanged;
  77840. /**
  77841. * Represents a gamepad controller
  77842. */
  77843. static GAMEPAD: number;
  77844. /**
  77845. * Represents a generic controller
  77846. */
  77847. static GENERIC: number;
  77848. /**
  77849. * Represents an XBox controller
  77850. */
  77851. static XBOX: number;
  77852. /**
  77853. * Represents a pose-enabled controller
  77854. */
  77855. static POSE_ENABLED: number;
  77856. /**
  77857. * Represents an Dual Shock controller
  77858. */
  77859. static DUALSHOCK: number;
  77860. /**
  77861. * Specifies whether the left control stick should be Y-inverted
  77862. */
  77863. protected _invertLeftStickY: boolean;
  77864. /**
  77865. * Specifies if the gamepad has been connected
  77866. */
  77867. readonly isConnected: boolean;
  77868. /**
  77869. * Initializes the gamepad
  77870. * @param id The id of the gamepad
  77871. * @param index The index of the gamepad
  77872. * @param browserGamepad The browser gamepad
  77873. * @param leftStickX The x component of the left joystick
  77874. * @param leftStickY The y component of the left joystick
  77875. * @param rightStickX The x component of the right joystick
  77876. * @param rightStickY The y component of the right joystick
  77877. */
  77878. constructor(
  77879. /**
  77880. * The id of the gamepad
  77881. */
  77882. id: string,
  77883. /**
  77884. * The index of the gamepad
  77885. */
  77886. index: number,
  77887. /**
  77888. * The browser gamepad
  77889. */
  77890. browserGamepad: any, leftStickX?: number, leftStickY?: number, rightStickX?: number, rightStickY?: number);
  77891. /**
  77892. * Callback triggered when the left joystick has changed
  77893. * @param callback
  77894. */
  77895. onleftstickchanged(callback: (values: StickValues) => void): void;
  77896. /**
  77897. * Callback triggered when the right joystick has changed
  77898. * @param callback
  77899. */
  77900. onrightstickchanged(callback: (values: StickValues) => void): void;
  77901. /**
  77902. * Gets the left joystick
  77903. */
  77904. /**
  77905. * Sets the left joystick values
  77906. */
  77907. leftStick: StickValues;
  77908. /**
  77909. * Gets the right joystick
  77910. */
  77911. /**
  77912. * Sets the right joystick value
  77913. */
  77914. rightStick: StickValues;
  77915. /**
  77916. * Updates the gamepad joystick positions
  77917. */
  77918. update(): void;
  77919. /**
  77920. * Disposes the gamepad
  77921. */
  77922. dispose(): void;
  77923. }
  77924. /**
  77925. * Represents a generic gamepad
  77926. */
  77927. export class GenericPad extends Gamepad {
  77928. private _buttons;
  77929. private _onbuttondown;
  77930. private _onbuttonup;
  77931. /**
  77932. * Observable triggered when a button has been pressed
  77933. */
  77934. onButtonDownObservable: Observable<number>;
  77935. /**
  77936. * Observable triggered when a button has been released
  77937. */
  77938. onButtonUpObservable: Observable<number>;
  77939. /**
  77940. * Callback triggered when a button has been pressed
  77941. * @param callback Called when a button has been pressed
  77942. */
  77943. onbuttondown(callback: (buttonPressed: number) => void): void;
  77944. /**
  77945. * Callback triggered when a button has been released
  77946. * @param callback Called when a button has been released
  77947. */
  77948. onbuttonup(callback: (buttonReleased: number) => void): void;
  77949. /**
  77950. * Initializes the generic gamepad
  77951. * @param id The id of the generic gamepad
  77952. * @param index The index of the generic gamepad
  77953. * @param browserGamepad The browser gamepad
  77954. */
  77955. constructor(id: string, index: number, browserGamepad: any);
  77956. private _setButtonValue;
  77957. /**
  77958. * Updates the generic gamepad
  77959. */
  77960. update(): void;
  77961. /**
  77962. * Disposes the generic gamepad
  77963. */
  77964. dispose(): void;
  77965. }
  77966. }
  77967. declare module BABYLON {
  77968. interface Engine {
  77969. /**
  77970. * Creates a raw texture
  77971. * @param data defines the data to store in the texture
  77972. * @param width defines the width of the texture
  77973. * @param height defines the height of the texture
  77974. * @param format defines the format of the data
  77975. * @param generateMipMaps defines if the engine should generate the mip levels
  77976. * @param invertY defines if data must be stored with Y axis inverted
  77977. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  77978. * @param compression defines the compression used (null by default)
  77979. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  77980. * @returns the raw texture inside an InternalTexture
  77981. */
  77982. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, type: number): InternalTexture;
  77983. /**
  77984. * Update a raw texture
  77985. * @param texture defines the texture to update
  77986. * @param data defines the data to store in the texture
  77987. * @param format defines the format of the data
  77988. * @param invertY defines if data must be stored with Y axis inverted
  77989. */
  77990. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  77991. /**
  77992. * Update a raw texture
  77993. * @param texture defines the texture to update
  77994. * @param data defines the data to store in the texture
  77995. * @param format defines the format of the data
  77996. * @param invertY defines if data must be stored with Y axis inverted
  77997. * @param compression defines the compression used (null by default)
  77998. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  77999. */
  78000. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, type: number): void;
  78001. /**
  78002. * Creates a new raw cube texture
  78003. * @param data defines the array of data to use to create each face
  78004. * @param size defines the size of the textures
  78005. * @param format defines the format of the data
  78006. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  78007. * @param generateMipMaps defines if the engine should generate the mip levels
  78008. * @param invertY defines if data must be stored with Y axis inverted
  78009. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  78010. * @param compression defines the compression used (null by default)
  78011. * @returns the cube texture as an InternalTexture
  78012. */
  78013. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>): InternalTexture;
  78014. /**
  78015. * Update a raw cube texture
  78016. * @param texture defines the texture to udpdate
  78017. * @param data defines the data to store
  78018. * @param format defines the data format
  78019. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  78020. * @param invertY defines if data must be stored with Y axis inverted
  78021. */
  78022. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean): void;
  78023. /**
  78024. * Update a raw cube texture
  78025. * @param texture defines the texture to udpdate
  78026. * @param data defines the data to store
  78027. * @param format defines the data format
  78028. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  78029. * @param invertY defines if data must be stored with Y axis inverted
  78030. * @param compression defines the compression used (null by default)
  78031. */
  78032. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>): void;
  78033. /**
  78034. * Update a raw cube texture
  78035. * @param texture defines the texture to udpdate
  78036. * @param data defines the data to store
  78037. * @param format defines the data format
  78038. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  78039. * @param invertY defines if data must be stored with Y axis inverted
  78040. * @param compression defines the compression used (null by default)
  78041. * @param level defines which level of the texture to update
  78042. */
  78043. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>, level: number): void;
  78044. /**
  78045. * Creates a new raw cube texture from a specified url
  78046. * @param url defines the url where the data is located
  78047. * @param scene defines the current scene
  78048. * @param size defines the size of the textures
  78049. * @param format defines the format of the data
  78050. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  78051. * @param noMipmap defines if the engine should avoid generating the mip levels
  78052. * @param callback defines a callback used to extract texture data from loaded data
  78053. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  78054. * @param onLoad defines a callback called when texture is loaded
  78055. * @param onError defines a callback called if there is an error
  78056. * @returns the cube texture as an InternalTexture
  78057. */
  78058. createRawCubeTextureFromUrl(url: string, scene: Scene, size: number, format: number, type: number, noMipmap: boolean, callback: (ArrayBuffer: ArrayBuffer) => Nullable<ArrayBufferView[]>, mipmapGenerator: Nullable<((faces: ArrayBufferView[]) => ArrayBufferView[][])>, onLoad: Nullable<() => void>, onError: Nullable<(message?: string, exception?: any) => void>): InternalTexture;
  78059. /**
  78060. * Creates a new raw cube texture from a specified url
  78061. * @param url defines the url where the data is located
  78062. * @param scene defines the current scene
  78063. * @param size defines the size of the textures
  78064. * @param format defines the format of the data
  78065. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  78066. * @param noMipmap defines if the engine should avoid generating the mip levels
  78067. * @param callback defines a callback used to extract texture data from loaded data
  78068. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  78069. * @param onLoad defines a callback called when texture is loaded
  78070. * @param onError defines a callback called if there is an error
  78071. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  78072. * @param invertY defines if data must be stored with Y axis inverted
  78073. * @returns the cube texture as an InternalTexture
  78074. */
  78075. createRawCubeTextureFromUrl(url: string, scene: Scene, size: number, format: number, type: number, noMipmap: boolean, callback: (ArrayBuffer: ArrayBuffer) => Nullable<ArrayBufferView[]>, mipmapGenerator: Nullable<((faces: ArrayBufferView[]) => ArrayBufferView[][])>, onLoad: Nullable<() => void>, onError: Nullable<(message?: string, exception?: any) => void>, samplingMode: number, invertY: boolean): InternalTexture;
  78076. /**
  78077. * Creates a new raw 3D texture
  78078. * @param data defines the data used to create the texture
  78079. * @param width defines the width of the texture
  78080. * @param height defines the height of the texture
  78081. * @param depth defines the depth of the texture
  78082. * @param format defines the format of the texture
  78083. * @param generateMipMaps defines if the engine must generate mip levels
  78084. * @param invertY defines if data must be stored with Y axis inverted
  78085. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  78086. * @param compression defines the compressed used (can be null)
  78087. * @param textureType defines the compressed used (can be null)
  78088. * @returns a new raw 3D texture (stored in an InternalTexture)
  78089. */
  78090. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  78091. /**
  78092. * Update a raw 3D texture
  78093. * @param texture defines the texture to update
  78094. * @param data defines the data to store
  78095. * @param format defines the data format
  78096. * @param invertY defines if data must be stored with Y axis inverted
  78097. */
  78098. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  78099. /**
  78100. * Update a raw 3D texture
  78101. * @param texture defines the texture to update
  78102. * @param data defines the data to store
  78103. * @param format defines the data format
  78104. * @param invertY defines if data must be stored with Y axis inverted
  78105. * @param compression defines the used compression (can be null)
  78106. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  78107. */
  78108. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  78109. }
  78110. }
  78111. declare module BABYLON {
  78112. /**
  78113. * Raw texture can help creating a texture directly from an array of data.
  78114. * This can be super useful if you either get the data from an uncompressed source or
  78115. * if you wish to create your texture pixel by pixel.
  78116. */
  78117. export class RawTexture extends Texture {
  78118. /**
  78119. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  78120. */
  78121. format: number;
  78122. private _engine;
  78123. /**
  78124. * Instantiates a new RawTexture.
  78125. * Raw texture can help creating a texture directly from an array of data.
  78126. * This can be super useful if you either get the data from an uncompressed source or
  78127. * if you wish to create your texture pixel by pixel.
  78128. * @param data define the array of data to use to create the texture
  78129. * @param width define the width of the texture
  78130. * @param height define the height of the texture
  78131. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  78132. * @param scene define the scene the texture belongs to
  78133. * @param generateMipMaps define whether mip maps should be generated or not
  78134. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  78135. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  78136. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  78137. */
  78138. constructor(data: ArrayBufferView, width: number, height: number,
  78139. /**
  78140. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  78141. */
  78142. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number);
  78143. /**
  78144. * Updates the texture underlying data.
  78145. * @param data Define the new data of the texture
  78146. */
  78147. update(data: ArrayBufferView): void;
  78148. /**
  78149. * Creates a luminance texture from some data.
  78150. * @param data Define the texture data
  78151. * @param width Define the width of the texture
  78152. * @param height Define the height of the texture
  78153. * @param scene Define the scene the texture belongs to
  78154. * @param generateMipMaps Define whether or not to create mip maps for the texture
  78155. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  78156. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  78157. * @returns the luminance texture
  78158. */
  78159. static CreateLuminanceTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  78160. /**
  78161. * Creates a luminance alpha texture from some data.
  78162. * @param data Define the texture data
  78163. * @param width Define the width of the texture
  78164. * @param height Define the height of the texture
  78165. * @param scene Define the scene the texture belongs to
  78166. * @param generateMipMaps Define whether or not to create mip maps for the texture
  78167. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  78168. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  78169. * @returns the luminance alpha texture
  78170. */
  78171. static CreateLuminanceAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  78172. /**
  78173. * Creates an alpha texture from some data.
  78174. * @param data Define the texture data
  78175. * @param width Define the width of the texture
  78176. * @param height Define the height of the texture
  78177. * @param scene Define the scene the texture belongs to
  78178. * @param generateMipMaps Define whether or not to create mip maps for the texture
  78179. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  78180. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  78181. * @returns the alpha texture
  78182. */
  78183. static CreateAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  78184. /**
  78185. * Creates a RGB texture from some data.
  78186. * @param data Define the texture data
  78187. * @param width Define the width of the texture
  78188. * @param height Define the height of the texture
  78189. * @param scene Define the scene the texture belongs to
  78190. * @param generateMipMaps Define whether or not to create mip maps for the texture
  78191. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  78192. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  78193. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  78194. * @returns the RGB alpha texture
  78195. */
  78196. static CreateRGBTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  78197. /**
  78198. * Creates a RGBA texture from some data.
  78199. * @param data Define the texture data
  78200. * @param width Define the width of the texture
  78201. * @param height Define the height of the texture
  78202. * @param scene Define the scene the texture belongs to
  78203. * @param generateMipMaps Define whether or not to create mip maps for the texture
  78204. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  78205. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  78206. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  78207. * @returns the RGBA texture
  78208. */
  78209. static CreateRGBATexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  78210. /**
  78211. * Creates a R texture from some data.
  78212. * @param data Define the texture data
  78213. * @param width Define the width of the texture
  78214. * @param height Define the height of the texture
  78215. * @param scene Define the scene the texture belongs to
  78216. * @param generateMipMaps Define whether or not to create mip maps for the texture
  78217. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  78218. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  78219. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  78220. * @returns the R texture
  78221. */
  78222. static CreateRTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  78223. }
  78224. }
  78225. declare module BABYLON {
  78226. /**
  78227. * Interface for the size containing width and height
  78228. */
  78229. export interface ISize {
  78230. /**
  78231. * Width
  78232. */
  78233. width: number;
  78234. /**
  78235. * Heighht
  78236. */
  78237. height: number;
  78238. }
  78239. /**
  78240. * Size containing widht and height
  78241. */
  78242. export class Size implements ISize {
  78243. /**
  78244. * Width
  78245. */
  78246. width: number;
  78247. /**
  78248. * Height
  78249. */
  78250. height: number;
  78251. /**
  78252. * Creates a Size object from the given width and height (floats).
  78253. * @param width width of the new size
  78254. * @param height height of the new size
  78255. */
  78256. constructor(width: number, height: number);
  78257. /**
  78258. * Returns a string with the Size width and height
  78259. * @returns a string with the Size width and height
  78260. */
  78261. toString(): string;
  78262. /**
  78263. * "Size"
  78264. * @returns the string "Size"
  78265. */
  78266. getClassName(): string;
  78267. /**
  78268. * Returns the Size hash code.
  78269. * @returns a hash code for a unique width and height
  78270. */
  78271. getHashCode(): number;
  78272. /**
  78273. * Updates the current size from the given one.
  78274. * @param src the given size
  78275. */
  78276. copyFrom(src: Size): void;
  78277. /**
  78278. * Updates in place the current Size from the given floats.
  78279. * @param width width of the new size
  78280. * @param height height of the new size
  78281. * @returns the updated Size.
  78282. */
  78283. copyFromFloats(width: number, height: number): Size;
  78284. /**
  78285. * Updates in place the current Size from the given floats.
  78286. * @param width width to set
  78287. * @param height height to set
  78288. * @returns the updated Size.
  78289. */
  78290. set(width: number, height: number): Size;
  78291. /**
  78292. * Multiplies the width and height by numbers
  78293. * @param w factor to multiple the width by
  78294. * @param h factor to multiple the height by
  78295. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  78296. */
  78297. multiplyByFloats(w: number, h: number): Size;
  78298. /**
  78299. * Clones the size
  78300. * @returns a new Size copied from the given one.
  78301. */
  78302. clone(): Size;
  78303. /**
  78304. * True if the current Size and the given one width and height are strictly equal.
  78305. * @param other the other size to compare against
  78306. * @returns True if the current Size and the given one width and height are strictly equal.
  78307. */
  78308. equals(other: Size): boolean;
  78309. /**
  78310. * The surface of the Size : width * height (float).
  78311. */
  78312. readonly surface: number;
  78313. /**
  78314. * Create a new size of zero
  78315. * @returns a new Size set to (0.0, 0.0)
  78316. */
  78317. static Zero(): Size;
  78318. /**
  78319. * Sums the width and height of two sizes
  78320. * @param otherSize size to add to this size
  78321. * @returns a new Size set as the addition result of the current Size and the given one.
  78322. */
  78323. add(otherSize: Size): Size;
  78324. /**
  78325. * Subtracts the width and height of two
  78326. * @param otherSize size to subtract to this size
  78327. * @returns a new Size set as the subtraction result of the given one from the current Size.
  78328. */
  78329. subtract(otherSize: Size): Size;
  78330. /**
  78331. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  78332. * @param start starting size to lerp between
  78333. * @param end end size to lerp between
  78334. * @param amount amount to lerp between the start and end values
  78335. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  78336. */
  78337. static Lerp(start: Size, end: Size, amount: number): Size;
  78338. }
  78339. }
  78340. declare module BABYLON {
  78341. /**
  78342. * Defines a runtime animation
  78343. */
  78344. export class RuntimeAnimation {
  78345. private _events;
  78346. /**
  78347. * The current frame of the runtime animation
  78348. */
  78349. private _currentFrame;
  78350. /**
  78351. * The animation used by the runtime animation
  78352. */
  78353. private _animation;
  78354. /**
  78355. * The target of the runtime animation
  78356. */
  78357. private _target;
  78358. /**
  78359. * The initiating animatable
  78360. */
  78361. private _host;
  78362. /**
  78363. * The original value of the runtime animation
  78364. */
  78365. private _originalValue;
  78366. /**
  78367. * The original blend value of the runtime animation
  78368. */
  78369. private _originalBlendValue;
  78370. /**
  78371. * The offsets cache of the runtime animation
  78372. */
  78373. private _offsetsCache;
  78374. /**
  78375. * The high limits cache of the runtime animation
  78376. */
  78377. private _highLimitsCache;
  78378. /**
  78379. * Specifies if the runtime animation has been stopped
  78380. */
  78381. private _stopped;
  78382. /**
  78383. * The blending factor of the runtime animation
  78384. */
  78385. private _blendingFactor;
  78386. /**
  78387. * The BabylonJS scene
  78388. */
  78389. private _scene;
  78390. /**
  78391. * The current value of the runtime animation
  78392. */
  78393. private _currentValue;
  78394. /** @hidden */
  78395. _animationState: _IAnimationState;
  78396. /**
  78397. * The active target of the runtime animation
  78398. */
  78399. private _activeTargets;
  78400. private _currentActiveTarget;
  78401. private _directTarget;
  78402. /**
  78403. * The target path of the runtime animation
  78404. */
  78405. private _targetPath;
  78406. /**
  78407. * The weight of the runtime animation
  78408. */
  78409. private _weight;
  78410. /**
  78411. * The ratio offset of the runtime animation
  78412. */
  78413. private _ratioOffset;
  78414. /**
  78415. * The previous delay of the runtime animation
  78416. */
  78417. private _previousDelay;
  78418. /**
  78419. * The previous ratio of the runtime animation
  78420. */
  78421. private _previousRatio;
  78422. private _enableBlending;
  78423. private _keys;
  78424. private _minFrame;
  78425. private _maxFrame;
  78426. private _minValue;
  78427. private _maxValue;
  78428. private _targetIsArray;
  78429. /**
  78430. * Gets the current frame of the runtime animation
  78431. */
  78432. readonly currentFrame: number;
  78433. /**
  78434. * Gets the weight of the runtime animation
  78435. */
  78436. readonly weight: number;
  78437. /**
  78438. * Gets the current value of the runtime animation
  78439. */
  78440. readonly currentValue: any;
  78441. /**
  78442. * Gets the target path of the runtime animation
  78443. */
  78444. readonly targetPath: string;
  78445. /**
  78446. * Gets the actual target of the runtime animation
  78447. */
  78448. readonly target: any;
  78449. /** @hidden */
  78450. _onLoop: () => void;
  78451. /**
  78452. * Create a new RuntimeAnimation object
  78453. * @param target defines the target of the animation
  78454. * @param animation defines the source animation object
  78455. * @param scene defines the hosting scene
  78456. * @param host defines the initiating Animatable
  78457. */
  78458. constructor(target: any, animation: Animation, scene: Scene, host: Animatable);
  78459. private _preparePath;
  78460. /**
  78461. * Gets the animation from the runtime animation
  78462. */
  78463. readonly animation: Animation;
  78464. /**
  78465. * Resets the runtime animation to the beginning
  78466. * @param restoreOriginal defines whether to restore the target property to the original value
  78467. */
  78468. reset(restoreOriginal?: boolean): void;
  78469. /**
  78470. * Specifies if the runtime animation is stopped
  78471. * @returns Boolean specifying if the runtime animation is stopped
  78472. */
  78473. isStopped(): boolean;
  78474. /**
  78475. * Disposes of the runtime animation
  78476. */
  78477. dispose(): void;
  78478. /**
  78479. * Apply the interpolated value to the target
  78480. * @param currentValue defines the value computed by the animation
  78481. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  78482. */
  78483. setValue(currentValue: any, weight: number): void;
  78484. private _getOriginalValues;
  78485. private _setValue;
  78486. /**
  78487. * Gets the loop pmode of the runtime animation
  78488. * @returns Loop Mode
  78489. */
  78490. private _getCorrectLoopMode;
  78491. /**
  78492. * Move the current animation to a given frame
  78493. * @param frame defines the frame to move to
  78494. */
  78495. goToFrame(frame: number): void;
  78496. /**
  78497. * @hidden Internal use only
  78498. */
  78499. _prepareForSpeedRatioChange(newSpeedRatio: number): void;
  78500. /**
  78501. * Execute the current animation
  78502. * @param delay defines the delay to add to the current frame
  78503. * @param from defines the lower bound of the animation range
  78504. * @param to defines the upper bound of the animation range
  78505. * @param loop defines if the current animation must loop
  78506. * @param speedRatio defines the current speed ratio
  78507. * @param weight defines the weight of the animation (default is -1 so no weight)
  78508. * @param onLoop optional callback called when animation loops
  78509. * @returns a boolean indicating if the animation is running
  78510. */
  78511. animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number, weight?: number): boolean;
  78512. }
  78513. }
  78514. declare module BABYLON {
  78515. /**
  78516. * Class used to store an actual running animation
  78517. */
  78518. export class Animatable {
  78519. /** defines the target object */
  78520. target: any;
  78521. /** defines the starting frame number (default is 0) */
  78522. fromFrame: number;
  78523. /** defines the ending frame number (default is 100) */
  78524. toFrame: number;
  78525. /** defines if the animation must loop (default is false) */
  78526. loopAnimation: boolean;
  78527. /** defines a callback to call when animation ends if it is not looping */
  78528. onAnimationEnd?: (() => void) | null | undefined;
  78529. /** defines a callback to call when animation loops */
  78530. onAnimationLoop?: (() => void) | null | undefined;
  78531. private _localDelayOffset;
  78532. private _pausedDelay;
  78533. private _runtimeAnimations;
  78534. private _paused;
  78535. private _scene;
  78536. private _speedRatio;
  78537. private _weight;
  78538. private _syncRoot;
  78539. /**
  78540. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  78541. * This will only apply for non looping animation (default is true)
  78542. */
  78543. disposeOnEnd: boolean;
  78544. /**
  78545. * Gets a boolean indicating if the animation has started
  78546. */
  78547. animationStarted: boolean;
  78548. /**
  78549. * Observer raised when the animation ends
  78550. */
  78551. onAnimationEndObservable: Observable<Animatable>;
  78552. /**
  78553. * Observer raised when the animation loops
  78554. */
  78555. onAnimationLoopObservable: Observable<Animatable>;
  78556. /**
  78557. * Gets the root Animatable used to synchronize and normalize animations
  78558. */
  78559. readonly syncRoot: Nullable<Animatable>;
  78560. /**
  78561. * Gets the current frame of the first RuntimeAnimation
  78562. * Used to synchronize Animatables
  78563. */
  78564. readonly masterFrame: number;
  78565. /**
  78566. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  78567. */
  78568. weight: number;
  78569. /**
  78570. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  78571. */
  78572. speedRatio: number;
  78573. /**
  78574. * Creates a new Animatable
  78575. * @param scene defines the hosting scene
  78576. * @param target defines the target object
  78577. * @param fromFrame defines the starting frame number (default is 0)
  78578. * @param toFrame defines the ending frame number (default is 100)
  78579. * @param loopAnimation defines if the animation must loop (default is false)
  78580. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  78581. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  78582. * @param animations defines a group of animation to add to the new Animatable
  78583. * @param onAnimationLoop defines a callback to call when animation loops
  78584. */
  78585. constructor(scene: Scene,
  78586. /** defines the target object */
  78587. target: any,
  78588. /** defines the starting frame number (default is 0) */
  78589. fromFrame?: number,
  78590. /** defines the ending frame number (default is 100) */
  78591. toFrame?: number,
  78592. /** defines if the animation must loop (default is false) */
  78593. loopAnimation?: boolean, speedRatio?: number,
  78594. /** defines a callback to call when animation ends if it is not looping */
  78595. onAnimationEnd?: (() => void) | null | undefined, animations?: Animation[],
  78596. /** defines a callback to call when animation loops */
  78597. onAnimationLoop?: (() => void) | null | undefined);
  78598. /**
  78599. * Synchronize and normalize current Animatable with a source Animatable
  78600. * This is useful when using animation weights and when animations are not of the same length
  78601. * @param root defines the root Animatable to synchronize with
  78602. * @returns the current Animatable
  78603. */
  78604. syncWith(root: Animatable): Animatable;
  78605. /**
  78606. * Gets the list of runtime animations
  78607. * @returns an array of RuntimeAnimation
  78608. */
  78609. getAnimations(): RuntimeAnimation[];
  78610. /**
  78611. * Adds more animations to the current animatable
  78612. * @param target defines the target of the animations
  78613. * @param animations defines the new animations to add
  78614. */
  78615. appendAnimations(target: any, animations: Animation[]): void;
  78616. /**
  78617. * Gets the source animation for a specific property
  78618. * @param property defines the propertyu to look for
  78619. * @returns null or the source animation for the given property
  78620. */
  78621. getAnimationByTargetProperty(property: string): Nullable<Animation>;
  78622. /**
  78623. * Gets the runtime animation for a specific property
  78624. * @param property defines the propertyu to look for
  78625. * @returns null or the runtime animation for the given property
  78626. */
  78627. getRuntimeAnimationByTargetProperty(property: string): Nullable<RuntimeAnimation>;
  78628. /**
  78629. * Resets the animatable to its original state
  78630. */
  78631. reset(): void;
  78632. /**
  78633. * Allows the animatable to blend with current running animations
  78634. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  78635. * @param blendingSpeed defines the blending speed to use
  78636. */
  78637. enableBlending(blendingSpeed: number): void;
  78638. /**
  78639. * Disable animation blending
  78640. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  78641. */
  78642. disableBlending(): void;
  78643. /**
  78644. * Jump directly to a given frame
  78645. * @param frame defines the frame to jump to
  78646. */
  78647. goToFrame(frame: number): void;
  78648. /**
  78649. * Pause the animation
  78650. */
  78651. pause(): void;
  78652. /**
  78653. * Restart the animation
  78654. */
  78655. restart(): void;
  78656. private _raiseOnAnimationEnd;
  78657. /**
  78658. * Stop and delete the current animation
  78659. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  78660. * @param targetMask - a function that determines if the animation should be stopped based on its target (all animations will be stopped if both this and animationName are empty)
  78661. */
  78662. stop(animationName?: string, targetMask?: (target: any) => boolean): void;
  78663. /**
  78664. * Wait asynchronously for the animation to end
  78665. * @returns a promise which will be fullfilled when the animation ends
  78666. */
  78667. waitAsync(): Promise<Animatable>;
  78668. /** @hidden */
  78669. _animate(delay: number): boolean;
  78670. }
  78671. interface Scene {
  78672. /** @hidden */
  78673. _registerTargetForLateAnimationBinding(runtimeAnimation: RuntimeAnimation, originalValue: any): void;
  78674. /** @hidden */
  78675. _processLateAnimationBindingsForMatrices(holder: {
  78676. totalWeight: number;
  78677. animations: RuntimeAnimation[];
  78678. originalValue: Matrix;
  78679. }): any;
  78680. /** @hidden */
  78681. _processLateAnimationBindingsForQuaternions(holder: {
  78682. totalWeight: number;
  78683. animations: RuntimeAnimation[];
  78684. originalValue: Quaternion;
  78685. }, refQuaternion: Quaternion): Quaternion;
  78686. /** @hidden */
  78687. _processLateAnimationBindings(): void;
  78688. /**
  78689. * Will start the animation sequence of a given target
  78690. * @param target defines the target
  78691. * @param from defines from which frame should animation start
  78692. * @param to defines until which frame should animation run.
  78693. * @param weight defines the weight to apply to the animation (1.0 by default)
  78694. * @param loop defines if the animation loops
  78695. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  78696. * @param onAnimationEnd defines the function to be executed when the animation ends
  78697. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  78698. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  78699. * @param onAnimationLoop defines the callback to call when an animation loops
  78700. * @returns the animatable object created for this animation
  78701. */
  78702. beginWeightedAnimation(target: any, from: number, to: number, weight: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  78703. /**
  78704. * Will start the animation sequence of a given target
  78705. * @param target defines the target
  78706. * @param from defines from which frame should animation start
  78707. * @param to defines until which frame should animation run.
  78708. * @param loop defines if the animation loops
  78709. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  78710. * @param onAnimationEnd defines the function to be executed when the animation ends
  78711. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  78712. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  78713. * @param targetMask defines if the target should be animate if animations are present (this is called recursively on descendant animatables regardless of return value)
  78714. * @param onAnimationLoop defines the callback to call when an animation loops
  78715. * @returns the animatable object created for this animation
  78716. */
  78717. beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  78718. /**
  78719. * Will start the animation sequence of a given target and its hierarchy
  78720. * @param target defines the target
  78721. * @param directDescendantsOnly if true only direct descendants will be used, if false direct and also indirect (children of children, an so on in a recursive manner) descendants will be used.
  78722. * @param from defines from which frame should animation start
  78723. * @param to defines until which frame should animation run.
  78724. * @param loop defines if the animation loops
  78725. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  78726. * @param onAnimationEnd defines the function to be executed when the animation ends
  78727. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  78728. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  78729. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  78730. * @param onAnimationLoop defines the callback to call when an animation loops
  78731. * @returns the list of created animatables
  78732. */
  78733. beginHierarchyAnimation(target: any, directDescendantsOnly: boolean, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable[];
  78734. /**
  78735. * Begin a new animation on a given node
  78736. * @param target defines the target where the animation will take place
  78737. * @param animations defines the list of animations to start
  78738. * @param from defines the initial value
  78739. * @param to defines the final value
  78740. * @param loop defines if you want animation to loop (off by default)
  78741. * @param speedRatio defines the speed ratio to apply to all animations
  78742. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  78743. * @param onAnimationLoop defines the callback to call when an animation loops
  78744. * @returns the list of created animatables
  78745. */
  78746. beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable;
  78747. /**
  78748. * Begin a new animation on a given node and its hierarchy
  78749. * @param target defines the root node where the animation will take place
  78750. * @param directDescendantsOnly if true only direct descendants will be used, if false direct and also indirect (children of children, an so on in a recursive manner) descendants will be used.
  78751. * @param animations defines the list of animations to start
  78752. * @param from defines the initial value
  78753. * @param to defines the final value
  78754. * @param loop defines if you want animation to loop (off by default)
  78755. * @param speedRatio defines the speed ratio to apply to all animations
  78756. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  78757. * @param onAnimationLoop defines the callback to call when an animation loops
  78758. * @returns the list of animatables created for all nodes
  78759. */
  78760. beginDirectHierarchyAnimation(target: Node, directDescendantsOnly: boolean, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable[];
  78761. /**
  78762. * Gets the animatable associated with a specific target
  78763. * @param target defines the target of the animatable
  78764. * @returns the required animatable if found
  78765. */
  78766. getAnimatableByTarget(target: any): Nullable<Animatable>;
  78767. /**
  78768. * Gets all animatables associated with a given target
  78769. * @param target defines the target to look animatables for
  78770. * @returns an array of Animatables
  78771. */
  78772. getAllAnimatablesByTarget(target: any): Array<Animatable>;
  78773. /**
  78774. * Stops and removes all animations that have been applied to the scene
  78775. */
  78776. stopAllAnimations(): void;
  78777. }
  78778. interface Bone {
  78779. /**
  78780. * Copy an animation range from another bone
  78781. * @param source defines the source bone
  78782. * @param rangeName defines the range name to copy
  78783. * @param frameOffset defines the frame offset
  78784. * @param rescaleAsRequired defines if rescaling must be applied if required
  78785. * @param skelDimensionsRatio defines the scaling ratio
  78786. * @returns true if operation was successful
  78787. */
  78788. copyAnimationRange(source: Bone, rangeName: string, frameOffset: number, rescaleAsRequired: boolean, skelDimensionsRatio: Nullable<Vector3>): boolean;
  78789. }
  78790. }
  78791. declare module BABYLON {
  78792. /**
  78793. * Class used to override all child animations of a given target
  78794. */
  78795. export class AnimationPropertiesOverride {
  78796. /**
  78797. * Gets or sets a value indicating if animation blending must be used
  78798. */
  78799. enableBlending: boolean;
  78800. /**
  78801. * Gets or sets the blending speed to use when enableBlending is true
  78802. */
  78803. blendingSpeed: number;
  78804. /**
  78805. * Gets or sets the default loop mode to use
  78806. */
  78807. loopMode: number;
  78808. }
  78809. }
  78810. declare module BABYLON {
  78811. /**
  78812. * Class used to handle skinning animations
  78813. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  78814. */
  78815. export class Skeleton implements IAnimatable {
  78816. /** defines the skeleton name */
  78817. name: string;
  78818. /** defines the skeleton Id */
  78819. id: string;
  78820. /**
  78821. * Defines the list of child bones
  78822. */
  78823. bones: Bone[];
  78824. /**
  78825. * Defines an estimate of the dimension of the skeleton at rest
  78826. */
  78827. dimensionsAtRest: Vector3;
  78828. /**
  78829. * Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  78830. */
  78831. needInitialSkinMatrix: boolean;
  78832. /**
  78833. * Defines a mesh that override the matrix used to get the world matrix (null by default).
  78834. */
  78835. overrideMesh: Nullable<AbstractMesh>;
  78836. /**
  78837. * Gets the list of animations attached to this skeleton
  78838. */
  78839. animations: Array<Animation>;
  78840. private _scene;
  78841. private _isDirty;
  78842. private _transformMatrices;
  78843. private _transformMatrixTexture;
  78844. private _meshesWithPoseMatrix;
  78845. private _animatables;
  78846. private _identity;
  78847. private _synchronizedWithMesh;
  78848. private _ranges;
  78849. private _lastAbsoluteTransformsUpdateId;
  78850. private _canUseTextureForBones;
  78851. private _uniqueId;
  78852. /** @hidden */
  78853. _numBonesWithLinkedTransformNode: number;
  78854. /** @hidden */
  78855. _hasWaitingData: Nullable<boolean>;
  78856. /**
  78857. * Specifies if the skeleton should be serialized
  78858. */
  78859. doNotSerialize: boolean;
  78860. private _useTextureToStoreBoneMatrices;
  78861. /**
  78862. * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
  78863. * Please note that this option is not available if the hardware does not support it
  78864. */
  78865. useTextureToStoreBoneMatrices: boolean;
  78866. private _animationPropertiesOverride;
  78867. /**
  78868. * Gets or sets the animation properties override
  78869. */
  78870. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  78871. /**
  78872. * List of inspectable custom properties (used by the Inspector)
  78873. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  78874. */
  78875. inspectableCustomProperties: IInspectable[];
  78876. /**
  78877. * An observable triggered before computing the skeleton's matrices
  78878. */
  78879. onBeforeComputeObservable: Observable<Skeleton>;
  78880. /**
  78881. * Gets a boolean indicating that the skeleton effectively stores matrices into a texture
  78882. */
  78883. readonly isUsingTextureForMatrices: boolean;
  78884. /**
  78885. * Gets the unique ID of this skeleton
  78886. */
  78887. readonly uniqueId: number;
  78888. /**
  78889. * Creates a new skeleton
  78890. * @param name defines the skeleton name
  78891. * @param id defines the skeleton Id
  78892. * @param scene defines the hosting scene
  78893. */
  78894. constructor(
  78895. /** defines the skeleton name */
  78896. name: string,
  78897. /** defines the skeleton Id */
  78898. id: string, scene: Scene);
  78899. /**
  78900. * Gets the current object class name.
  78901. * @return the class name
  78902. */
  78903. getClassName(): string;
  78904. /**
  78905. * Returns an array containing the root bones
  78906. * @returns an array containing the root bones
  78907. */
  78908. getChildren(): Array<Bone>;
  78909. /**
  78910. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  78911. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  78912. * @returns a Float32Array containing matrices data
  78913. */
  78914. getTransformMatrices(mesh: AbstractMesh): Float32Array;
  78915. /**
  78916. * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
  78917. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  78918. * @returns a raw texture containing the data
  78919. */
  78920. getTransformMatrixTexture(mesh: AbstractMesh): Nullable<RawTexture>;
  78921. /**
  78922. * Gets the current hosting scene
  78923. * @returns a scene object
  78924. */
  78925. getScene(): Scene;
  78926. /**
  78927. * Gets a string representing the current skeleton data
  78928. * @param fullDetails defines a boolean indicating if we want a verbose version
  78929. * @returns a string representing the current skeleton data
  78930. */
  78931. toString(fullDetails?: boolean): string;
  78932. /**
  78933. * Get bone's index searching by name
  78934. * @param name defines bone's name to search for
  78935. * @return the indice of the bone. Returns -1 if not found
  78936. */
  78937. getBoneIndexByName(name: string): number;
  78938. /**
  78939. * Creater a new animation range
  78940. * @param name defines the name of the range
  78941. * @param from defines the start key
  78942. * @param to defines the end key
  78943. */
  78944. createAnimationRange(name: string, from: number, to: number): void;
  78945. /**
  78946. * Delete a specific animation range
  78947. * @param name defines the name of the range
  78948. * @param deleteFrames defines if frames must be removed as well
  78949. */
  78950. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  78951. /**
  78952. * Gets a specific animation range
  78953. * @param name defines the name of the range to look for
  78954. * @returns the requested animation range or null if not found
  78955. */
  78956. getAnimationRange(name: string): Nullable<AnimationRange>;
  78957. /**
  78958. * Gets the list of all animation ranges defined on this skeleton
  78959. * @returns an array
  78960. */
  78961. getAnimationRanges(): Nullable<AnimationRange>[];
  78962. /**
  78963. * Copy animation range from a source skeleton.
  78964. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  78965. * @param source defines the source skeleton
  78966. * @param name defines the name of the range to copy
  78967. * @param rescaleAsRequired defines if rescaling must be applied if required
  78968. * @returns true if operation was successful
  78969. */
  78970. copyAnimationRange(source: Skeleton, name: string, rescaleAsRequired?: boolean): boolean;
  78971. /**
  78972. * Forces the skeleton to go to rest pose
  78973. */
  78974. returnToRest(): void;
  78975. private _getHighestAnimationFrame;
  78976. /**
  78977. * Begin a specific animation range
  78978. * @param name defines the name of the range to start
  78979. * @param loop defines if looping must be turned on (false by default)
  78980. * @param speedRatio defines the speed ratio to apply (1 by default)
  78981. * @param onAnimationEnd defines a callback which will be called when animation will end
  78982. * @returns a new animatable
  78983. */
  78984. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  78985. /** @hidden */
  78986. _markAsDirty(): void;
  78987. /** @hidden */
  78988. _registerMeshWithPoseMatrix(mesh: AbstractMesh): void;
  78989. /** @hidden */
  78990. _unregisterMeshWithPoseMatrix(mesh: AbstractMesh): void;
  78991. private _computeTransformMatrices;
  78992. /**
  78993. * Build all resources required to render a skeleton
  78994. */
  78995. prepare(): void;
  78996. /**
  78997. * Gets the list of animatables currently running for this skeleton
  78998. * @returns an array of animatables
  78999. */
  79000. getAnimatables(): IAnimatable[];
  79001. /**
  79002. * Clone the current skeleton
  79003. * @param name defines the name of the new skeleton
  79004. * @param id defines the id of the new skeleton
  79005. * @returns the new skeleton
  79006. */
  79007. clone(name: string, id: string): Skeleton;
  79008. /**
  79009. * Enable animation blending for this skeleton
  79010. * @param blendingSpeed defines the blending speed to apply
  79011. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  79012. */
  79013. enableBlending(blendingSpeed?: number): void;
  79014. /**
  79015. * Releases all resources associated with the current skeleton
  79016. */
  79017. dispose(): void;
  79018. /**
  79019. * Serialize the skeleton in a JSON object
  79020. * @returns a JSON object
  79021. */
  79022. serialize(): any;
  79023. /**
  79024. * Creates a new skeleton from serialized data
  79025. * @param parsedSkeleton defines the serialized data
  79026. * @param scene defines the hosting scene
  79027. * @returns a new skeleton
  79028. */
  79029. static Parse(parsedSkeleton: any, scene: Scene): Skeleton;
  79030. /**
  79031. * Compute all node absolute transforms
  79032. * @param forceUpdate defines if computation must be done even if cache is up to date
  79033. */
  79034. computeAbsoluteTransforms(forceUpdate?: boolean): void;
  79035. /**
  79036. * Gets the root pose matrix
  79037. * @returns a matrix
  79038. */
  79039. getPoseMatrix(): Nullable<Matrix>;
  79040. /**
  79041. * Sorts bones per internal index
  79042. */
  79043. sortBones(): void;
  79044. private _sortBones;
  79045. }
  79046. }
  79047. declare module BABYLON {
  79048. /**
  79049. * Class used to store bone information
  79050. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  79051. */
  79052. export class Bone extends Node {
  79053. /**
  79054. * defines the bone name
  79055. */
  79056. name: string;
  79057. private static _tmpVecs;
  79058. private static _tmpQuat;
  79059. private static _tmpMats;
  79060. /**
  79061. * Gets the list of child bones
  79062. */
  79063. children: Bone[];
  79064. /** Gets the animations associated with this bone */
  79065. animations: Animation[];
  79066. /**
  79067. * Gets or sets bone length
  79068. */
  79069. length: number;
  79070. /**
  79071. * @hidden Internal only
  79072. * Set this value to map this bone to a different index in the transform matrices
  79073. * Set this value to -1 to exclude the bone from the transform matrices
  79074. */
  79075. _index: Nullable<number>;
  79076. private _skeleton;
  79077. private _localMatrix;
  79078. private _restPose;
  79079. private _baseMatrix;
  79080. private _absoluteTransform;
  79081. private _invertedAbsoluteTransform;
  79082. private _parent;
  79083. private _scalingDeterminant;
  79084. private _worldTransform;
  79085. private _localScaling;
  79086. private _localRotation;
  79087. private _localPosition;
  79088. private _needToDecompose;
  79089. private _needToCompose;
  79090. /** @hidden */
  79091. _linkedTransformNode: Nullable<TransformNode>;
  79092. /** @hidden */
  79093. _waitingTransformNodeId: Nullable<string>;
  79094. /** @hidden */
  79095. /** @hidden */
  79096. _matrix: Matrix;
  79097. /**
  79098. * Create a new bone
  79099. * @param name defines the bone name
  79100. * @param skeleton defines the parent skeleton
  79101. * @param parentBone defines the parent (can be null if the bone is the root)
  79102. * @param localMatrix defines the local matrix
  79103. * @param restPose defines the rest pose matrix
  79104. * @param baseMatrix defines the base matrix
  79105. * @param index defines index of the bone in the hiearchy
  79106. */
  79107. constructor(
  79108. /**
  79109. * defines the bone name
  79110. */
  79111. name: string, skeleton: Skeleton, parentBone?: Nullable<Bone>, localMatrix?: Nullable<Matrix>, restPose?: Nullable<Matrix>, baseMatrix?: Nullable<Matrix>, index?: Nullable<number>);
  79112. /**
  79113. * Gets the current object class name.
  79114. * @return the class name
  79115. */
  79116. getClassName(): string;
  79117. /**
  79118. * Gets the parent skeleton
  79119. * @returns a skeleton
  79120. */
  79121. getSkeleton(): Skeleton;
  79122. /**
  79123. * Gets parent bone
  79124. * @returns a bone or null if the bone is the root of the bone hierarchy
  79125. */
  79126. getParent(): Nullable<Bone>;
  79127. /**
  79128. * Returns an array containing the root bones
  79129. * @returns an array containing the root bones
  79130. */
  79131. getChildren(): Array<Bone>;
  79132. /**
  79133. * Sets the parent bone
  79134. * @param parent defines the parent (can be null if the bone is the root)
  79135. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  79136. */
  79137. setParent(parent: Nullable<Bone>, updateDifferenceMatrix?: boolean): void;
  79138. /**
  79139. * Gets the local matrix
  79140. * @returns a matrix
  79141. */
  79142. getLocalMatrix(): Matrix;
  79143. /**
  79144. * Gets the base matrix (initial matrix which remains unchanged)
  79145. * @returns a matrix
  79146. */
  79147. getBaseMatrix(): Matrix;
  79148. /**
  79149. * Gets the rest pose matrix
  79150. * @returns a matrix
  79151. */
  79152. getRestPose(): Matrix;
  79153. /**
  79154. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  79155. */
  79156. getWorldMatrix(): Matrix;
  79157. /**
  79158. * Sets the local matrix to rest pose matrix
  79159. */
  79160. returnToRest(): void;
  79161. /**
  79162. * Gets the inverse of the absolute transform matrix.
  79163. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  79164. * @returns a matrix
  79165. */
  79166. getInvertedAbsoluteTransform(): Matrix;
  79167. /**
  79168. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  79169. * @returns a matrix
  79170. */
  79171. getAbsoluteTransform(): Matrix;
  79172. /**
  79173. * Links with the given transform node.
  79174. * The local matrix of this bone is copied from the transform node every frame.
  79175. * @param transformNode defines the transform node to link to
  79176. */
  79177. linkTransformNode(transformNode: Nullable<TransformNode>): void;
  79178. /**
  79179. * Gets the node used to drive the bone's transformation
  79180. * @returns a transform node or null
  79181. */
  79182. getTransformNode(): Nullable<TransformNode>;
  79183. /** Gets or sets current position (in local space) */
  79184. position: Vector3;
  79185. /** Gets or sets current rotation (in local space) */
  79186. rotation: Vector3;
  79187. /** Gets or sets current rotation quaternion (in local space) */
  79188. rotationQuaternion: Quaternion;
  79189. /** Gets or sets current scaling (in local space) */
  79190. scaling: Vector3;
  79191. /**
  79192. * Gets the animation properties override
  79193. */
  79194. readonly animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  79195. private _decompose;
  79196. private _compose;
  79197. /**
  79198. * Update the base and local matrices
  79199. * @param matrix defines the new base or local matrix
  79200. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  79201. * @param updateLocalMatrix defines if the local matrix should be updated
  79202. */
  79203. updateMatrix(matrix: Matrix, updateDifferenceMatrix?: boolean, updateLocalMatrix?: boolean): void;
  79204. /** @hidden */
  79205. _updateDifferenceMatrix(rootMatrix?: Matrix, updateChildren?: boolean): void;
  79206. /**
  79207. * Flag the bone as dirty (Forcing it to update everything)
  79208. */
  79209. markAsDirty(): void;
  79210. /** @hidden */
  79211. _markAsDirtyAndCompose(): void;
  79212. private _markAsDirtyAndDecompose;
  79213. /**
  79214. * Translate the bone in local or world space
  79215. * @param vec The amount to translate the bone
  79216. * @param space The space that the translation is in
  79217. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79218. */
  79219. translate(vec: Vector3, space?: Space, mesh?: AbstractMesh): void;
  79220. /**
  79221. * Set the postion of the bone in local or world space
  79222. * @param position The position to set the bone
  79223. * @param space The space that the position is in
  79224. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79225. */
  79226. setPosition(position: Vector3, space?: Space, mesh?: AbstractMesh): void;
  79227. /**
  79228. * Set the absolute position of the bone (world space)
  79229. * @param position The position to set the bone
  79230. * @param mesh The mesh that this bone is attached to
  79231. */
  79232. setAbsolutePosition(position: Vector3, mesh?: AbstractMesh): void;
  79233. /**
  79234. * Scale the bone on the x, y and z axes (in local space)
  79235. * @param x The amount to scale the bone on the x axis
  79236. * @param y The amount to scale the bone on the y axis
  79237. * @param z The amount to scale the bone on the z axis
  79238. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  79239. */
  79240. scale(x: number, y: number, z: number, scaleChildren?: boolean): void;
  79241. /**
  79242. * Set the bone scaling in local space
  79243. * @param scale defines the scaling vector
  79244. */
  79245. setScale(scale: Vector3): void;
  79246. /**
  79247. * Gets the current scaling in local space
  79248. * @returns the current scaling vector
  79249. */
  79250. getScale(): Vector3;
  79251. /**
  79252. * Gets the current scaling in local space and stores it in a target vector
  79253. * @param result defines the target vector
  79254. */
  79255. getScaleToRef(result: Vector3): void;
  79256. /**
  79257. * Set the yaw, pitch, and roll of the bone in local or world space
  79258. * @param yaw The rotation of the bone on the y axis
  79259. * @param pitch The rotation of the bone on the x axis
  79260. * @param roll The rotation of the bone on the z axis
  79261. * @param space The space that the axes of rotation are in
  79262. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79263. */
  79264. setYawPitchRoll(yaw: number, pitch: number, roll: number, space?: Space, mesh?: AbstractMesh): void;
  79265. /**
  79266. * Add a rotation to the bone on an axis in local or world space
  79267. * @param axis The axis to rotate the bone on
  79268. * @param amount The amount to rotate the bone
  79269. * @param space The space that the axis is in
  79270. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79271. */
  79272. rotate(axis: Vector3, amount: number, space?: Space, mesh?: AbstractMesh): void;
  79273. /**
  79274. * Set the rotation of the bone to a particular axis angle in local or world space
  79275. * @param axis The axis to rotate the bone on
  79276. * @param angle The angle that the bone should be rotated to
  79277. * @param space The space that the axis is in
  79278. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79279. */
  79280. setAxisAngle(axis: Vector3, angle: number, space?: Space, mesh?: AbstractMesh): void;
  79281. /**
  79282. * Set the euler rotation of the bone in local of world space
  79283. * @param rotation The euler rotation that the bone should be set to
  79284. * @param space The space that the rotation is in
  79285. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79286. */
  79287. setRotation(rotation: Vector3, space?: Space, mesh?: AbstractMesh): void;
  79288. /**
  79289. * Set the quaternion rotation of the bone in local of world space
  79290. * @param quat The quaternion rotation that the bone should be set to
  79291. * @param space The space that the rotation is in
  79292. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79293. */
  79294. setRotationQuaternion(quat: Quaternion, space?: Space, mesh?: AbstractMesh): void;
  79295. /**
  79296. * Set the rotation matrix of the bone in local of world space
  79297. * @param rotMat The rotation matrix that the bone should be set to
  79298. * @param space The space that the rotation is in
  79299. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79300. */
  79301. setRotationMatrix(rotMat: Matrix, space?: Space, mesh?: AbstractMesh): void;
  79302. private _rotateWithMatrix;
  79303. private _getNegativeRotationToRef;
  79304. /**
  79305. * Get the position of the bone in local or world space
  79306. * @param space The space that the returned position is in
  79307. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79308. * @returns The position of the bone
  79309. */
  79310. getPosition(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  79311. /**
  79312. * Copy the position of the bone to a vector3 in local or world space
  79313. * @param space The space that the returned position is in
  79314. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79315. * @param result The vector3 to copy the position to
  79316. */
  79317. getPositionToRef(space: Space | undefined, mesh: Nullable<AbstractMesh>, result: Vector3): void;
  79318. /**
  79319. * Get the absolute position of the bone (world space)
  79320. * @param mesh The mesh that this bone is attached to
  79321. * @returns The absolute position of the bone
  79322. */
  79323. getAbsolutePosition(mesh?: Nullable<AbstractMesh>): Vector3;
  79324. /**
  79325. * Copy the absolute position of the bone (world space) to the result param
  79326. * @param mesh The mesh that this bone is attached to
  79327. * @param result The vector3 to copy the absolute position to
  79328. */
  79329. getAbsolutePositionToRef(mesh: AbstractMesh, result: Vector3): void;
  79330. /**
  79331. * Compute the absolute transforms of this bone and its children
  79332. */
  79333. computeAbsoluteTransforms(): void;
  79334. /**
  79335. * Get the world direction from an axis that is in the local space of the bone
  79336. * @param localAxis The local direction that is used to compute the world direction
  79337. * @param mesh The mesh that this bone is attached to
  79338. * @returns The world direction
  79339. */
  79340. getDirection(localAxis: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  79341. /**
  79342. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  79343. * @param localAxis The local direction that is used to compute the world direction
  79344. * @param mesh The mesh that this bone is attached to
  79345. * @param result The vector3 that the world direction will be copied to
  79346. */
  79347. getDirectionToRef(localAxis: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  79348. /**
  79349. * Get the euler rotation of the bone in local or world space
  79350. * @param space The space that the rotation should be in
  79351. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79352. * @returns The euler rotation
  79353. */
  79354. getRotation(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  79355. /**
  79356. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  79357. * @param space The space that the rotation should be in
  79358. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79359. * @param result The vector3 that the rotation should be copied to
  79360. */
  79361. getRotationToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  79362. /**
  79363. * Get the quaternion rotation of the bone in either local or world space
  79364. * @param space The space that the rotation should be in
  79365. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79366. * @returns The quaternion rotation
  79367. */
  79368. getRotationQuaternion(space?: Space, mesh?: Nullable<AbstractMesh>): Quaternion;
  79369. /**
  79370. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  79371. * @param space The space that the rotation should be in
  79372. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79373. * @param result The quaternion that the rotation should be copied to
  79374. */
  79375. getRotationQuaternionToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Quaternion): void;
  79376. /**
  79377. * Get the rotation matrix of the bone in local or world space
  79378. * @param space The space that the rotation should be in
  79379. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79380. * @returns The rotation matrix
  79381. */
  79382. getRotationMatrix(space: Space | undefined, mesh: AbstractMesh): Matrix;
  79383. /**
  79384. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  79385. * @param space The space that the rotation should be in
  79386. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79387. * @param result The quaternion that the rotation should be copied to
  79388. */
  79389. getRotationMatrixToRef(space: Space | undefined, mesh: AbstractMesh, result: Matrix): void;
  79390. /**
  79391. * Get the world position of a point that is in the local space of the bone
  79392. * @param position The local position
  79393. * @param mesh The mesh that this bone is attached to
  79394. * @returns The world position
  79395. */
  79396. getAbsolutePositionFromLocal(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  79397. /**
  79398. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  79399. * @param position The local position
  79400. * @param mesh The mesh that this bone is attached to
  79401. * @param result The vector3 that the world position should be copied to
  79402. */
  79403. getAbsolutePositionFromLocalToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  79404. /**
  79405. * Get the local position of a point that is in world space
  79406. * @param position The world position
  79407. * @param mesh The mesh that this bone is attached to
  79408. * @returns The local position
  79409. */
  79410. getLocalPositionFromAbsolute(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  79411. /**
  79412. * Get the local position of a point that is in world space and copy it to the result param
  79413. * @param position The world position
  79414. * @param mesh The mesh that this bone is attached to
  79415. * @param result The vector3 that the local position should be copied to
  79416. */
  79417. getLocalPositionFromAbsoluteToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  79418. }
  79419. }
  79420. declare module BABYLON {
  79421. /**
  79422. * A TransformNode is an object that is not rendered but can be used as a center of transformation. This can decrease memory usage and increase rendering speed compared to using an empty mesh as a parent and is less complicated than using a pivot matrix.
  79423. * @see https://doc.babylonjs.com/how_to/transformnode
  79424. */
  79425. export class TransformNode extends Node {
  79426. /**
  79427. * Object will not rotate to face the camera
  79428. */
  79429. static BILLBOARDMODE_NONE: number;
  79430. /**
  79431. * Object will rotate to face the camera but only on the x axis
  79432. */
  79433. static BILLBOARDMODE_X: number;
  79434. /**
  79435. * Object will rotate to face the camera but only on the y axis
  79436. */
  79437. static BILLBOARDMODE_Y: number;
  79438. /**
  79439. * Object will rotate to face the camera but only on the z axis
  79440. */
  79441. static BILLBOARDMODE_Z: number;
  79442. /**
  79443. * Object will rotate to face the camera
  79444. */
  79445. static BILLBOARDMODE_ALL: number;
  79446. /**
  79447. * Object will rotate to face the camera's position instead of orientation
  79448. */
  79449. static BILLBOARDMODE_USE_POSITION: number;
  79450. private _forward;
  79451. private _forwardInverted;
  79452. private _up;
  79453. private _right;
  79454. private _rightInverted;
  79455. private _position;
  79456. private _rotation;
  79457. private _rotationQuaternion;
  79458. protected _scaling: Vector3;
  79459. protected _isDirty: boolean;
  79460. private _transformToBoneReferal;
  79461. private _isAbsoluteSynced;
  79462. private _billboardMode;
  79463. /**
  79464. * Gets or sets the billboard mode. Default is 0.
  79465. *
  79466. * | Value | Type | Description |
  79467. * | --- | --- | --- |
  79468. * | 0 | BILLBOARDMODE_NONE | |
  79469. * | 1 | BILLBOARDMODE_X | |
  79470. * | 2 | BILLBOARDMODE_Y | |
  79471. * | 4 | BILLBOARDMODE_Z | |
  79472. * | 7 | BILLBOARDMODE_ALL | |
  79473. *
  79474. */
  79475. billboardMode: number;
  79476. private _preserveParentRotationForBillboard;
  79477. /**
  79478. * Gets or sets a boolean indicating that parent rotation should be preserved when using billboards.
  79479. * This could be useful for glTF objects where parent rotation helps converting from right handed to left handed
  79480. */
  79481. preserveParentRotationForBillboard: boolean;
  79482. /**
  79483. * Multiplication factor on scale x/y/z when computing the world matrix. Eg. for a 1x1x1 cube setting this to 2 will make it a 2x2x2 cube
  79484. */
  79485. scalingDeterminant: number;
  79486. private _infiniteDistance;
  79487. /**
  79488. * Gets or sets the distance of the object to max, often used by skybox
  79489. */
  79490. infiniteDistance: boolean;
  79491. /**
  79492. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  79493. * By default the system will update normals to compensate
  79494. */
  79495. ignoreNonUniformScaling: boolean;
  79496. /**
  79497. * Gets or sets a boolean indicating that even if rotationQuaternion is defined, you can keep updating rotation property and Babylon.js will just mix both
  79498. */
  79499. reIntegrateRotationIntoRotationQuaternion: boolean;
  79500. /** @hidden */
  79501. _poseMatrix: Nullable<Matrix>;
  79502. /** @hidden */
  79503. _localMatrix: Matrix;
  79504. private _usePivotMatrix;
  79505. private _absolutePosition;
  79506. private _absoluteScaling;
  79507. private _absoluteRotationQuaternion;
  79508. private _pivotMatrix;
  79509. private _pivotMatrixInverse;
  79510. protected _postMultiplyPivotMatrix: boolean;
  79511. protected _isWorldMatrixFrozen: boolean;
  79512. /** @hidden */
  79513. _indexInSceneTransformNodesArray: number;
  79514. /**
  79515. * An event triggered after the world matrix is updated
  79516. */
  79517. onAfterWorldMatrixUpdateObservable: Observable<TransformNode>;
  79518. constructor(name: string, scene?: Nullable<Scene>, isPure?: boolean);
  79519. /**
  79520. * Gets a string identifying the name of the class
  79521. * @returns "TransformNode" string
  79522. */
  79523. getClassName(): string;
  79524. /**
  79525. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  79526. */
  79527. position: Vector3;
  79528. /**
  79529. * Gets or sets the rotation property : a Vector3 defining the rotation value in radians around each local axis X, Y, Z (default is (0.0, 0.0, 0.0)).
  79530. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  79531. */
  79532. rotation: Vector3;
  79533. /**
  79534. * Gets or sets the scaling property : a Vector3 defining the node scaling along each local axis X, Y, Z (default is (0.0, 0.0, 0.0)).
  79535. */
  79536. scaling: Vector3;
  79537. /**
  79538. * Gets or sets the rotation Quaternion property : this a Quaternion object defining the node rotation by using a unit quaternion (undefined by default, but can be null).
  79539. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  79540. */
  79541. rotationQuaternion: Nullable<Quaternion>;
  79542. /**
  79543. * The forward direction of that transform in world space.
  79544. */
  79545. readonly forward: Vector3;
  79546. /**
  79547. * The up direction of that transform in world space.
  79548. */
  79549. readonly up: Vector3;
  79550. /**
  79551. * The right direction of that transform in world space.
  79552. */
  79553. readonly right: Vector3;
  79554. /**
  79555. * Copies the parameter passed Matrix into the mesh Pose matrix.
  79556. * @param matrix the matrix to copy the pose from
  79557. * @returns this TransformNode.
  79558. */
  79559. updatePoseMatrix(matrix: Matrix): TransformNode;
  79560. /**
  79561. * Returns the mesh Pose matrix.
  79562. * @returns the pose matrix
  79563. */
  79564. getPoseMatrix(): Matrix;
  79565. /** @hidden */
  79566. _isSynchronized(): boolean;
  79567. /** @hidden */
  79568. _initCache(): void;
  79569. /**
  79570. * Flag the transform node as dirty (Forcing it to update everything)
  79571. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  79572. * @returns this transform node
  79573. */
  79574. markAsDirty(property: string): TransformNode;
  79575. /**
  79576. * Returns the current mesh absolute position.
  79577. * Returns a Vector3.
  79578. */
  79579. readonly absolutePosition: Vector3;
  79580. /**
  79581. * Returns the current mesh absolute scaling.
  79582. * Returns a Vector3.
  79583. */
  79584. readonly absoluteScaling: Vector3;
  79585. /**
  79586. * Returns the current mesh absolute rotation.
  79587. * Returns a Quaternion.
  79588. */
  79589. readonly absoluteRotationQuaternion: Quaternion;
  79590. /**
  79591. * Sets a new matrix to apply before all other transformation
  79592. * @param matrix defines the transform matrix
  79593. * @returns the current TransformNode
  79594. */
  79595. setPreTransformMatrix(matrix: Matrix): TransformNode;
  79596. /**
  79597. * Sets a new pivot matrix to the current node
  79598. * @param matrix defines the new pivot matrix to use
  79599. * @param postMultiplyPivotMatrix defines if the pivot matrix must be cancelled in the world matrix. When this parameter is set to true (default), the inverse of the pivot matrix is also applied at the end to cancel the transformation effect
  79600. * @returns the current TransformNode
  79601. */
  79602. setPivotMatrix(matrix: DeepImmutable<Matrix>, postMultiplyPivotMatrix?: boolean): TransformNode;
  79603. /**
  79604. * Returns the mesh pivot matrix.
  79605. * Default : Identity.
  79606. * @returns the matrix
  79607. */
  79608. getPivotMatrix(): Matrix;
  79609. /**
  79610. * Instantiate (when possible) or clone that node with its hierarchy
  79611. * @param newParent defines the new parent to use for the instance (or clone)
  79612. * @returns an instance (or a clone) of the current node with its hiearchy
  79613. */
  79614. instantiateHierarychy(newParent?: Nullable<TransformNode>): Nullable<TransformNode>;
  79615. /**
  79616. * Prevents the World matrix to be computed any longer
  79617. * @param newWorldMatrix defines an optional matrix to use as world matrix
  79618. * @returns the TransformNode.
  79619. */
  79620. freezeWorldMatrix(newWorldMatrix?: Nullable<Matrix>): TransformNode;
  79621. /**
  79622. * Allows back the World matrix computation.
  79623. * @returns the TransformNode.
  79624. */
  79625. unfreezeWorldMatrix(): this;
  79626. /**
  79627. * True if the World matrix has been frozen.
  79628. */
  79629. readonly isWorldMatrixFrozen: boolean;
  79630. /**
  79631. * Retuns the mesh absolute position in the World.
  79632. * @returns a Vector3.
  79633. */
  79634. getAbsolutePosition(): Vector3;
  79635. /**
  79636. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  79637. * @param absolutePosition the absolute position to set
  79638. * @returns the TransformNode.
  79639. */
  79640. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  79641. /**
  79642. * Sets the mesh position in its local space.
  79643. * @param vector3 the position to set in localspace
  79644. * @returns the TransformNode.
  79645. */
  79646. setPositionWithLocalVector(vector3: Vector3): TransformNode;
  79647. /**
  79648. * Returns the mesh position in the local space from the current World matrix values.
  79649. * @returns a new Vector3.
  79650. */
  79651. getPositionExpressedInLocalSpace(): Vector3;
  79652. /**
  79653. * Translates the mesh along the passed Vector3 in its local space.
  79654. * @param vector3 the distance to translate in localspace
  79655. * @returns the TransformNode.
  79656. */
  79657. locallyTranslate(vector3: Vector3): TransformNode;
  79658. private static _lookAtVectorCache;
  79659. /**
  79660. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  79661. * @param targetPoint the position (must be in same space as current mesh) to look at
  79662. * @param yawCor optional yaw (y-axis) correction in radians
  79663. * @param pitchCor optional pitch (x-axis) correction in radians
  79664. * @param rollCor optional roll (z-axis) correction in radians
  79665. * @param space the choosen space of the target
  79666. * @returns the TransformNode.
  79667. */
  79668. lookAt(targetPoint: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number, space?: Space): TransformNode;
  79669. /**
  79670. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  79671. * This Vector3 is expressed in the World space.
  79672. * @param localAxis axis to rotate
  79673. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  79674. */
  79675. getDirection(localAxis: Vector3): Vector3;
  79676. /**
  79677. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  79678. * localAxis is expressed in the mesh local space.
  79679. * result is computed in the Wordl space from the mesh World matrix.
  79680. * @param localAxis axis to rotate
  79681. * @param result the resulting transformnode
  79682. * @returns this TransformNode.
  79683. */
  79684. getDirectionToRef(localAxis: Vector3, result: Vector3): TransformNode;
  79685. /**
  79686. * Sets this transform node rotation to the given local axis.
  79687. * @param localAxis the axis in local space
  79688. * @param yawCor optional yaw (y-axis) correction in radians
  79689. * @param pitchCor optional pitch (x-axis) correction in radians
  79690. * @param rollCor optional roll (z-axis) correction in radians
  79691. * @returns this TransformNode
  79692. */
  79693. setDirection(localAxis: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number): TransformNode;
  79694. /**
  79695. * Sets a new pivot point to the current node
  79696. * @param point defines the new pivot point to use
  79697. * @param space defines if the point is in world or local space (local by default)
  79698. * @returns the current TransformNode
  79699. */
  79700. setPivotPoint(point: Vector3, space?: Space): TransformNode;
  79701. /**
  79702. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  79703. * @returns the pivot point
  79704. */
  79705. getPivotPoint(): Vector3;
  79706. /**
  79707. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  79708. * @param result the vector3 to store the result
  79709. * @returns this TransformNode.
  79710. */
  79711. getPivotPointToRef(result: Vector3): TransformNode;
  79712. /**
  79713. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  79714. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  79715. */
  79716. getAbsolutePivotPoint(): Vector3;
  79717. /**
  79718. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  79719. * @param result vector3 to store the result
  79720. * @returns this TransformNode.
  79721. */
  79722. getAbsolutePivotPointToRef(result: Vector3): TransformNode;
  79723. /**
  79724. * Defines the passed node as the parent of the current node.
  79725. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  79726. * @see https://doc.babylonjs.com/how_to/parenting
  79727. * @param node the node ot set as the parent
  79728. * @returns this TransformNode.
  79729. */
  79730. setParent(node: Nullable<Node>): TransformNode;
  79731. private _nonUniformScaling;
  79732. /**
  79733. * True if the scaling property of this object is non uniform eg. (1,2,1)
  79734. */
  79735. readonly nonUniformScaling: boolean;
  79736. /** @hidden */
  79737. _updateNonUniformScalingState(value: boolean): boolean;
  79738. /**
  79739. * Attach the current TransformNode to another TransformNode associated with a bone
  79740. * @param bone Bone affecting the TransformNode
  79741. * @param affectedTransformNode TransformNode associated with the bone
  79742. * @returns this object
  79743. */
  79744. attachToBone(bone: Bone, affectedTransformNode: TransformNode): TransformNode;
  79745. /**
  79746. * Detach the transform node if its associated with a bone
  79747. * @returns this object
  79748. */
  79749. detachFromBone(): TransformNode;
  79750. private static _rotationAxisCache;
  79751. /**
  79752. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  79753. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  79754. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  79755. * The passed axis is also normalized.
  79756. * @param axis the axis to rotate around
  79757. * @param amount the amount to rotate in radians
  79758. * @param space Space to rotate in (Default: local)
  79759. * @returns the TransformNode.
  79760. */
  79761. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  79762. /**
  79763. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  79764. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  79765. * The passed axis is also normalized. .
  79766. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  79767. * @param point the point to rotate around
  79768. * @param axis the axis to rotate around
  79769. * @param amount the amount to rotate in radians
  79770. * @returns the TransformNode
  79771. */
  79772. rotateAround(point: Vector3, axis: Vector3, amount: number): TransformNode;
  79773. /**
  79774. * Translates the mesh along the axis vector for the passed distance in the given space.
  79775. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  79776. * @param axis the axis to translate in
  79777. * @param distance the distance to translate
  79778. * @param space Space to rotate in (Default: local)
  79779. * @returns the TransformNode.
  79780. */
  79781. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  79782. /**
  79783. * Adds a rotation step to the mesh current rotation.
  79784. * x, y, z are Euler angles expressed in radians.
  79785. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  79786. * This means this rotation is made in the mesh local space only.
  79787. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  79788. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  79789. * ```javascript
  79790. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  79791. * ```
  79792. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  79793. * Under the hood, only quaternions are used. So it's a little faster is you use .rotationQuaternion because it doesn't need to translate them back to Euler angles.
  79794. * @param x Rotation to add
  79795. * @param y Rotation to add
  79796. * @param z Rotation to add
  79797. * @returns the TransformNode.
  79798. */
  79799. addRotation(x: number, y: number, z: number): TransformNode;
  79800. /**
  79801. * @hidden
  79802. */
  79803. protected _getEffectiveParent(): Nullable<Node>;
  79804. /**
  79805. * Computes the world matrix of the node
  79806. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  79807. * @returns the world matrix
  79808. */
  79809. computeWorldMatrix(force?: boolean): Matrix;
  79810. protected _afterComputeWorldMatrix(): void;
  79811. /**
  79812. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  79813. * @param func callback function to add
  79814. *
  79815. * @returns the TransformNode.
  79816. */
  79817. registerAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  79818. /**
  79819. * Removes a registered callback function.
  79820. * @param func callback function to remove
  79821. * @returns the TransformNode.
  79822. */
  79823. unregisterAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  79824. /**
  79825. * Gets the position of the current mesh in camera space
  79826. * @param camera defines the camera to use
  79827. * @returns a position
  79828. */
  79829. getPositionInCameraSpace(camera?: Nullable<Camera>): Vector3;
  79830. /**
  79831. * Returns the distance from the mesh to the active camera
  79832. * @param camera defines the camera to use
  79833. * @returns the distance
  79834. */
  79835. getDistanceToCamera(camera?: Nullable<Camera>): number;
  79836. /**
  79837. * Clone the current transform node
  79838. * @param name Name of the new clone
  79839. * @param newParent New parent for the clone
  79840. * @param doNotCloneChildren Do not clone children hierarchy
  79841. * @returns the new transform node
  79842. */
  79843. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<TransformNode>;
  79844. /**
  79845. * Serializes the objects information.
  79846. * @param currentSerializationObject defines the object to serialize in
  79847. * @returns the serialized object
  79848. */
  79849. serialize(currentSerializationObject?: any): any;
  79850. /**
  79851. * Returns a new TransformNode object parsed from the source provided.
  79852. * @param parsedTransformNode is the source.
  79853. * @param scene the scne the object belongs to
  79854. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  79855. * @returns a new TransformNode object parsed from the source provided.
  79856. */
  79857. static Parse(parsedTransformNode: any, scene: Scene, rootUrl: string): TransformNode;
  79858. /**
  79859. * Get all child-transformNodes of this node
  79860. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered
  79861. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  79862. * @returns an array of TransformNode
  79863. */
  79864. getChildTransformNodes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): TransformNode[];
  79865. /**
  79866. * Releases resources associated with this transform node.
  79867. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  79868. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  79869. */
  79870. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  79871. /**
  79872. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  79873. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  79874. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  79875. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  79876. * @returns the current mesh
  79877. */
  79878. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): TransformNode;
  79879. private _syncAbsoluteScalingAndRotation;
  79880. }
  79881. }
  79882. declare module BABYLON {
  79883. /**
  79884. * Defines the types of pose enabled controllers that are supported
  79885. */
  79886. export enum PoseEnabledControllerType {
  79887. /**
  79888. * HTC Vive
  79889. */
  79890. VIVE = 0,
  79891. /**
  79892. * Oculus Rift
  79893. */
  79894. OCULUS = 1,
  79895. /**
  79896. * Windows mixed reality
  79897. */
  79898. WINDOWS = 2,
  79899. /**
  79900. * Samsung gear VR
  79901. */
  79902. GEAR_VR = 3,
  79903. /**
  79904. * Google Daydream
  79905. */
  79906. DAYDREAM = 4,
  79907. /**
  79908. * Generic
  79909. */
  79910. GENERIC = 5
  79911. }
  79912. /**
  79913. * Defines the MutableGamepadButton interface for the state of a gamepad button
  79914. */
  79915. export interface MutableGamepadButton {
  79916. /**
  79917. * Value of the button/trigger
  79918. */
  79919. value: number;
  79920. /**
  79921. * If the button/trigger is currently touched
  79922. */
  79923. touched: boolean;
  79924. /**
  79925. * If the button/trigger is currently pressed
  79926. */
  79927. pressed: boolean;
  79928. }
  79929. /**
  79930. * Defines the ExtendedGamepadButton interface for a gamepad button which includes state provided by a pose controller
  79931. * @hidden
  79932. */
  79933. export interface ExtendedGamepadButton extends GamepadButton {
  79934. /**
  79935. * If the button/trigger is currently pressed
  79936. */
  79937. readonly pressed: boolean;
  79938. /**
  79939. * If the button/trigger is currently touched
  79940. */
  79941. readonly touched: boolean;
  79942. /**
  79943. * Value of the button/trigger
  79944. */
  79945. readonly value: number;
  79946. }
  79947. /** @hidden */
  79948. export interface _GamePadFactory {
  79949. /**
  79950. * Returns wether or not the current gamepad can be created for this type of controller.
  79951. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  79952. * @returns true if it can be created, otherwise false
  79953. */
  79954. canCreate(gamepadInfo: any): boolean;
  79955. /**
  79956. * Creates a new instance of the Gamepad.
  79957. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  79958. * @returns the new gamepad instance
  79959. */
  79960. create(gamepadInfo: any): Gamepad;
  79961. }
  79962. /**
  79963. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  79964. */
  79965. export class PoseEnabledControllerHelper {
  79966. /** @hidden */
  79967. static _ControllerFactories: _GamePadFactory[];
  79968. /** @hidden */
  79969. static _DefaultControllerFactory: Nullable<(gamepadInfo: any) => Gamepad>;
  79970. /**
  79971. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  79972. * @param vrGamepad the gamepad to initialized
  79973. * @returns a vr controller of the type the gamepad identified as
  79974. */
  79975. static InitiateController(vrGamepad: any): Gamepad;
  79976. }
  79977. /**
  79978. * Defines the PoseEnabledController object that contains state of a vr capable controller
  79979. */
  79980. export class PoseEnabledController extends Gamepad implements PoseControlled {
  79981. /**
  79982. * If the controller is used in a webXR session
  79983. */
  79984. isXR: boolean;
  79985. private _deviceRoomPosition;
  79986. private _deviceRoomRotationQuaternion;
  79987. /**
  79988. * The device position in babylon space
  79989. */
  79990. devicePosition: Vector3;
  79991. /**
  79992. * The device rotation in babylon space
  79993. */
  79994. deviceRotationQuaternion: Quaternion;
  79995. /**
  79996. * The scale factor of the device in babylon space
  79997. */
  79998. deviceScaleFactor: number;
  79999. /**
  80000. * (Likely devicePosition should be used instead) The device position in its room space
  80001. */
  80002. position: Vector3;
  80003. /**
  80004. * (Likely deviceRotationQuaternion should be used instead) The device rotation in its room space
  80005. */
  80006. rotationQuaternion: Quaternion;
  80007. /**
  80008. * The type of controller (Eg. Windows mixed reality)
  80009. */
  80010. controllerType: PoseEnabledControllerType;
  80011. protected _calculatedPosition: Vector3;
  80012. private _calculatedRotation;
  80013. /**
  80014. * The raw pose from the device
  80015. */
  80016. rawPose: DevicePose;
  80017. private _trackPosition;
  80018. private _maxRotationDistFromHeadset;
  80019. private _draggedRoomRotation;
  80020. /**
  80021. * @hidden
  80022. */
  80023. _disableTrackPosition(fixedPosition: Vector3): void;
  80024. /**
  80025. * Internal, the mesh attached to the controller
  80026. * @hidden
  80027. */
  80028. _mesh: Nullable<AbstractMesh>;
  80029. private _poseControlledCamera;
  80030. private _leftHandSystemQuaternion;
  80031. /**
  80032. * Internal, matrix used to convert room space to babylon space
  80033. * @hidden
  80034. */
  80035. _deviceToWorld: Matrix;
  80036. /**
  80037. * Node to be used when casting a ray from the controller
  80038. * @hidden
  80039. */
  80040. _pointingPoseNode: Nullable<TransformNode>;
  80041. /**
  80042. * Name of the child mesh that can be used to cast a ray from the controller
  80043. */
  80044. static readonly POINTING_POSE: string;
  80045. /**
  80046. * Creates a new PoseEnabledController from a gamepad
  80047. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  80048. */
  80049. constructor(browserGamepad: any);
  80050. private _workingMatrix;
  80051. /**
  80052. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  80053. */
  80054. update(): void;
  80055. /**
  80056. * Updates only the pose device and mesh without doing any button event checking
  80057. */
  80058. protected _updatePoseAndMesh(): void;
  80059. /**
  80060. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  80061. * @param poseData raw pose fromthe device
  80062. */
  80063. updateFromDevice(poseData: DevicePose): void;
  80064. /**
  80065. * @hidden
  80066. */
  80067. _meshAttachedObservable: Observable<AbstractMesh>;
  80068. /**
  80069. * Attaches a mesh to the controller
  80070. * @param mesh the mesh to be attached
  80071. */
  80072. attachToMesh(mesh: AbstractMesh): void;
  80073. /**
  80074. * Attaches the controllers mesh to a camera
  80075. * @param camera the camera the mesh should be attached to
  80076. */
  80077. attachToPoseControlledCamera(camera: TargetCamera): void;
  80078. /**
  80079. * Disposes of the controller
  80080. */
  80081. dispose(): void;
  80082. /**
  80083. * The mesh that is attached to the controller
  80084. */
  80085. readonly mesh: Nullable<AbstractMesh>;
  80086. /**
  80087. * Gets the ray of the controller in the direction the controller is pointing
  80088. * @param length the length the resulting ray should be
  80089. * @returns a ray in the direction the controller is pointing
  80090. */
  80091. getForwardRay(length?: number): Ray;
  80092. }
  80093. }
  80094. declare module BABYLON {
  80095. /**
  80096. * Defines the WebVRController object that represents controllers tracked in 3D space
  80097. */
  80098. export abstract class WebVRController extends PoseEnabledController {
  80099. /**
  80100. * Internal, the default controller model for the controller
  80101. */
  80102. protected _defaultModel: AbstractMesh;
  80103. /**
  80104. * Fired when the trigger state has changed
  80105. */
  80106. onTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  80107. /**
  80108. * Fired when the main button state has changed
  80109. */
  80110. onMainButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  80111. /**
  80112. * Fired when the secondary button state has changed
  80113. */
  80114. onSecondaryButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  80115. /**
  80116. * Fired when the pad state has changed
  80117. */
  80118. onPadStateChangedObservable: Observable<ExtendedGamepadButton>;
  80119. /**
  80120. * Fired when controllers stick values have changed
  80121. */
  80122. onPadValuesChangedObservable: Observable<StickValues>;
  80123. /**
  80124. * Array of button availible on the controller
  80125. */
  80126. protected _buttons: Array<MutableGamepadButton>;
  80127. private _onButtonStateChange;
  80128. /**
  80129. * Fired when a controller button's state has changed
  80130. * @param callback the callback containing the button that was modified
  80131. */
  80132. onButtonStateChange(callback: (controlledIndex: number, buttonIndex: number, state: ExtendedGamepadButton) => void): void;
  80133. /**
  80134. * X and Y axis corresponding to the controllers joystick
  80135. */
  80136. pad: StickValues;
  80137. /**
  80138. * 'left' or 'right', see https://w3c.github.io/gamepad/extensions.html#gamepadhand-enum
  80139. */
  80140. hand: string;
  80141. /**
  80142. * The default controller model for the controller
  80143. */
  80144. readonly defaultModel: AbstractMesh;
  80145. /**
  80146. * Creates a new WebVRController from a gamepad
  80147. * @param vrGamepad the gamepad that the WebVRController should be created from
  80148. */
  80149. constructor(vrGamepad: any);
  80150. /**
  80151. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  80152. */
  80153. update(): void;
  80154. /**
  80155. * Function to be called when a button is modified
  80156. */
  80157. protected abstract _handleButtonChange(buttonIdx: number, value: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  80158. /**
  80159. * Loads a mesh and attaches it to the controller
  80160. * @param scene the scene the mesh should be added to
  80161. * @param meshLoaded callback for when the mesh has been loaded
  80162. */
  80163. abstract initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  80164. private _setButtonValue;
  80165. private _changes;
  80166. private _checkChanges;
  80167. /**
  80168. * Disposes of th webVRCOntroller
  80169. */
  80170. dispose(): void;
  80171. }
  80172. }
  80173. declare module BABYLON {
  80174. /**
  80175. * The HemisphericLight simulates the ambient environment light,
  80176. * so the passed direction is the light reflection direction, not the incoming direction.
  80177. */
  80178. export class HemisphericLight extends Light {
  80179. /**
  80180. * The groundColor is the light in the opposite direction to the one specified during creation.
  80181. * You can think of the diffuse and specular light as coming from the centre of the object in the given direction and the groundColor light in the opposite direction.
  80182. */
  80183. groundColor: Color3;
  80184. /**
  80185. * The light reflection direction, not the incoming direction.
  80186. */
  80187. direction: Vector3;
  80188. /**
  80189. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  80190. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  80191. * The HemisphericLight can't cast shadows.
  80192. * Documentation : https://doc.babylonjs.com/babylon101/lights
  80193. * @param name The friendly name of the light
  80194. * @param direction The direction of the light reflection
  80195. * @param scene The scene the light belongs to
  80196. */
  80197. constructor(name: string, direction: Vector3, scene: Scene);
  80198. protected _buildUniformLayout(): void;
  80199. /**
  80200. * Returns the string "HemisphericLight".
  80201. * @return The class name
  80202. */
  80203. getClassName(): string;
  80204. /**
  80205. * Sets the HemisphericLight direction towards the passed target (Vector3).
  80206. * Returns the updated direction.
  80207. * @param target The target the direction should point to
  80208. * @return The computed direction
  80209. */
  80210. setDirectionToTarget(target: Vector3): Vector3;
  80211. /**
  80212. * Returns the shadow generator associated to the light.
  80213. * @returns Always null for hemispheric lights because it does not support shadows.
  80214. */
  80215. getShadowGenerator(): Nullable<IShadowGenerator>;
  80216. /**
  80217. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  80218. * @param effect The effect to update
  80219. * @param lightIndex The index of the light in the effect to update
  80220. * @returns The hemispheric light
  80221. */
  80222. transferToEffect(effect: Effect, lightIndex: string): HemisphericLight;
  80223. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  80224. /**
  80225. * Computes the world matrix of the node
  80226. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  80227. * @param useWasUpdatedFlag defines a reserved property
  80228. * @returns the world matrix
  80229. */
  80230. computeWorldMatrix(): Matrix;
  80231. /**
  80232. * Returns the integer 3.
  80233. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  80234. */
  80235. getTypeID(): number;
  80236. /**
  80237. * Prepares the list of defines specific to the light type.
  80238. * @param defines the list of defines
  80239. * @param lightIndex defines the index of the light for the effect
  80240. */
  80241. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  80242. }
  80243. }
  80244. declare module BABYLON {
  80245. /** @hidden */
  80246. export var vrMultiviewToSingleviewPixelShader: {
  80247. name: string;
  80248. shader: string;
  80249. };
  80250. }
  80251. declare module BABYLON {
  80252. /**
  80253. * Renders to multiple views with a single draw call
  80254. * @see https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/
  80255. */
  80256. export class MultiviewRenderTarget extends RenderTargetTexture {
  80257. /**
  80258. * Creates a multiview render target
  80259. * @param scene scene used with the render target
  80260. * @param size the size of the render target (used for each view)
  80261. */
  80262. constructor(scene: Scene, size?: number | {
  80263. width: number;
  80264. height: number;
  80265. } | {
  80266. ratio: number;
  80267. });
  80268. /**
  80269. * @hidden
  80270. * @param faceIndex the face index, if its a cube texture
  80271. */
  80272. _bindFrameBuffer(faceIndex?: number): void;
  80273. /**
  80274. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  80275. * @returns the view count
  80276. */
  80277. getViewCount(): number;
  80278. }
  80279. }
  80280. declare module BABYLON {
  80281. /**
  80282. * Represents a camera frustum
  80283. */
  80284. export class Frustum {
  80285. /**
  80286. * Gets the planes representing the frustum
  80287. * @param transform matrix to be applied to the returned planes
  80288. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  80289. */
  80290. static GetPlanes(transform: DeepImmutable<Matrix>): Plane[];
  80291. /**
  80292. * Gets the near frustum plane transformed by the transform matrix
  80293. * @param transform transformation matrix to be applied to the resulting frustum plane
  80294. * @param frustumPlane the resuling frustum plane
  80295. */
  80296. static GetNearPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  80297. /**
  80298. * Gets the far frustum plane transformed by the transform matrix
  80299. * @param transform transformation matrix to be applied to the resulting frustum plane
  80300. * @param frustumPlane the resuling frustum plane
  80301. */
  80302. static GetFarPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  80303. /**
  80304. * Gets the left frustum plane transformed by the transform matrix
  80305. * @param transform transformation matrix to be applied to the resulting frustum plane
  80306. * @param frustumPlane the resuling frustum plane
  80307. */
  80308. static GetLeftPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  80309. /**
  80310. * Gets the right frustum plane transformed by the transform matrix
  80311. * @param transform transformation matrix to be applied to the resulting frustum plane
  80312. * @param frustumPlane the resuling frustum plane
  80313. */
  80314. static GetRightPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  80315. /**
  80316. * Gets the top frustum plane transformed by the transform matrix
  80317. * @param transform transformation matrix to be applied to the resulting frustum plane
  80318. * @param frustumPlane the resuling frustum plane
  80319. */
  80320. static GetTopPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  80321. /**
  80322. * Gets the bottom frustum plane transformed by the transform matrix
  80323. * @param transform transformation matrix to be applied to the resulting frustum plane
  80324. * @param frustumPlane the resuling frustum plane
  80325. */
  80326. static GetBottomPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  80327. /**
  80328. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  80329. * @param transform transformation matrix to be applied to the resulting frustum planes
  80330. * @param frustumPlanes the resuling frustum planes
  80331. */
  80332. static GetPlanesToRef(transform: DeepImmutable<Matrix>, frustumPlanes: Plane[]): void;
  80333. }
  80334. }
  80335. declare module BABYLON {
  80336. interface Engine {
  80337. /**
  80338. * Creates a new multiview render target
  80339. * @param width defines the width of the texture
  80340. * @param height defines the height of the texture
  80341. * @returns the created multiview texture
  80342. */
  80343. createMultiviewRenderTargetTexture(width: number, height: number): InternalTexture;
  80344. /**
  80345. * Binds a multiview framebuffer to be drawn to
  80346. * @param multiviewTexture texture to bind
  80347. */
  80348. bindMultiviewFramebuffer(multiviewTexture: InternalTexture): void;
  80349. }
  80350. interface Camera {
  80351. /**
  80352. * @hidden
  80353. * For cameras that cannot use multiview images to display directly. (e.g. webVR camera will render to multiview texture, then copy to each eye texture and go from there)
  80354. */
  80355. _useMultiviewToSingleView: boolean;
  80356. /**
  80357. * @hidden
  80358. * For cameras that cannot use multiview images to display directly. (e.g. webVR camera will render to multiview texture, then copy to each eye texture and go from there)
  80359. */
  80360. _multiviewTexture: Nullable<RenderTargetTexture>;
  80361. /**
  80362. * @hidden
  80363. * ensures the multiview texture of the camera exists and has the specified width/height
  80364. * @param width height to set on the multiview texture
  80365. * @param height width to set on the multiview texture
  80366. */
  80367. _resizeOrCreateMultiviewTexture(width: number, height: number): void;
  80368. }
  80369. interface Scene {
  80370. /** @hidden */
  80371. _transformMatrixR: Matrix;
  80372. /** @hidden */
  80373. _multiviewSceneUbo: Nullable<UniformBuffer>;
  80374. /** @hidden */
  80375. _createMultiviewUbo(): void;
  80376. /** @hidden */
  80377. _updateMultiviewUbo(viewR?: Matrix, projectionR?: Matrix): void;
  80378. /** @hidden */
  80379. _renderMultiviewToSingleView(camera: Camera): void;
  80380. }
  80381. }
  80382. declare module BABYLON {
  80383. /**
  80384. * VRMultiviewToSingleview used to convert multiview texture arrays to standard textures for scenarios such as webVR
  80385. * This will not be used for webXR as it supports displaying texture arrays directly
  80386. */
  80387. export class VRMultiviewToSingleviewPostProcess extends PostProcess {
  80388. /**
  80389. * Initializes a VRMultiviewToSingleview
  80390. * @param name name of the post process
  80391. * @param camera camera to be applied to
  80392. * @param scaleFactor scaling factor to the size of the output texture
  80393. */
  80394. constructor(name: string, camera: Camera, scaleFactor: number);
  80395. }
  80396. }
  80397. declare module BABYLON {
  80398. interface Engine {
  80399. /** @hidden */
  80400. _vrDisplay: any;
  80401. /** @hidden */
  80402. _vrSupported: boolean;
  80403. /** @hidden */
  80404. _oldSize: Size;
  80405. /** @hidden */
  80406. _oldHardwareScaleFactor: number;
  80407. /** @hidden */
  80408. _vrExclusivePointerMode: boolean;
  80409. /** @hidden */
  80410. _webVRInitPromise: Promise<IDisplayChangedEventArgs>;
  80411. /** @hidden */
  80412. _onVRDisplayPointerRestricted: () => void;
  80413. /** @hidden */
  80414. _onVRDisplayPointerUnrestricted: () => void;
  80415. /** @hidden */
  80416. _onVrDisplayConnect: Nullable<(display: any) => void>;
  80417. /** @hidden */
  80418. _onVrDisplayDisconnect: Nullable<() => void>;
  80419. /** @hidden */
  80420. _onVrDisplayPresentChange: Nullable<() => void>;
  80421. /**
  80422. * Observable signaled when VR display mode changes
  80423. */
  80424. onVRDisplayChangedObservable: Observable<IDisplayChangedEventArgs>;
  80425. /**
  80426. * Observable signaled when VR request present is complete
  80427. */
  80428. onVRRequestPresentComplete: Observable<boolean>;
  80429. /**
  80430. * Observable signaled when VR request present starts
  80431. */
  80432. onVRRequestPresentStart: Observable<Engine>;
  80433. /**
  80434. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  80435. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  80436. */
  80437. isInVRExclusivePointerMode: boolean;
  80438. /**
  80439. * Gets a boolean indicating if a webVR device was detected
  80440. * @returns true if a webVR device was detected
  80441. */
  80442. isVRDevicePresent(): boolean;
  80443. /**
  80444. * Gets the current webVR device
  80445. * @returns the current webVR device (or null)
  80446. */
  80447. getVRDevice(): any;
  80448. /**
  80449. * Initializes a webVR display and starts listening to display change events
  80450. * The onVRDisplayChangedObservable will be notified upon these changes
  80451. * @returns A promise containing a VRDisplay and if vr is supported
  80452. */
  80453. initWebVRAsync(): Promise<IDisplayChangedEventArgs>;
  80454. /** @hidden */
  80455. _getVRDisplaysAsync(): Promise<IDisplayChangedEventArgs>;
  80456. /**
  80457. * Call this function to switch to webVR mode
  80458. * Will do nothing if webVR is not supported or if there is no webVR device
  80459. * @see http://doc.babylonjs.com/how_to/webvr_camera
  80460. */
  80461. enableVR(): void;
  80462. /** @hidden */
  80463. _onVRFullScreenTriggered(): void;
  80464. }
  80465. }
  80466. declare module BABYLON {
  80467. /**
  80468. * This is a copy of VRPose. See https://developer.mozilla.org/en-US/docs/Web/API/VRPose
  80469. * IMPORTANT!! The data is right-hand data.
  80470. * @export
  80471. * @interface DevicePose
  80472. */
  80473. export interface DevicePose {
  80474. /**
  80475. * The position of the device, values in array are [x,y,z].
  80476. */
  80477. readonly position: Nullable<Float32Array>;
  80478. /**
  80479. * The linearVelocity of the device, values in array are [x,y,z].
  80480. */
  80481. readonly linearVelocity: Nullable<Float32Array>;
  80482. /**
  80483. * The linearAcceleration of the device, values in array are [x,y,z].
  80484. */
  80485. readonly linearAcceleration: Nullable<Float32Array>;
  80486. /**
  80487. * The orientation of the device in a quaternion array, values in array are [x,y,z,w].
  80488. */
  80489. readonly orientation: Nullable<Float32Array>;
  80490. /**
  80491. * The angularVelocity of the device, values in array are [x,y,z].
  80492. */
  80493. readonly angularVelocity: Nullable<Float32Array>;
  80494. /**
  80495. * The angularAcceleration of the device, values in array are [x,y,z].
  80496. */
  80497. readonly angularAcceleration: Nullable<Float32Array>;
  80498. }
  80499. /**
  80500. * Interface representing a pose controlled object in Babylon.
  80501. * A pose controlled object has both regular pose values as well as pose values
  80502. * from an external device such as a VR head mounted display
  80503. */
  80504. export interface PoseControlled {
  80505. /**
  80506. * The position of the object in babylon space.
  80507. */
  80508. position: Vector3;
  80509. /**
  80510. * The rotation quaternion of the object in babylon space.
  80511. */
  80512. rotationQuaternion: Quaternion;
  80513. /**
  80514. * The position of the device in babylon space.
  80515. */
  80516. devicePosition?: Vector3;
  80517. /**
  80518. * The rotation quaternion of the device in babylon space.
  80519. */
  80520. deviceRotationQuaternion: Quaternion;
  80521. /**
  80522. * The raw pose coming from the device.
  80523. */
  80524. rawPose: Nullable<DevicePose>;
  80525. /**
  80526. * The scale of the device to be used when translating from device space to babylon space.
  80527. */
  80528. deviceScaleFactor: number;
  80529. /**
  80530. * Updates the poseControlled values based on the input device pose.
  80531. * @param poseData the pose data to update the object with
  80532. */
  80533. updateFromDevice(poseData: DevicePose): void;
  80534. }
  80535. /**
  80536. * Set of options to customize the webVRCamera
  80537. */
  80538. export interface WebVROptions {
  80539. /**
  80540. * Sets if the webVR camera should be tracked to the vrDevice. (default: true)
  80541. */
  80542. trackPosition?: boolean;
  80543. /**
  80544. * Sets the scale of the vrDevice in babylon space. (default: 1)
  80545. */
  80546. positionScale?: number;
  80547. /**
  80548. * If there are more than one VRDisplays, this will choose the display matching this name. (default: pick first vrDisplay)
  80549. */
  80550. displayName?: string;
  80551. /**
  80552. * Should the native controller meshes be initialized. (default: true)
  80553. */
  80554. controllerMeshes?: boolean;
  80555. /**
  80556. * Creating a default HemiLight only on controllers. (default: true)
  80557. */
  80558. defaultLightingOnControllers?: boolean;
  80559. /**
  80560. * If you don't want to use the default VR button of the helper. (default: false)
  80561. */
  80562. useCustomVRButton?: boolean;
  80563. /**
  80564. * If you'd like to provide your own button to the VRHelper. (default: standard babylon vr button)
  80565. */
  80566. customVRButton?: HTMLButtonElement;
  80567. /**
  80568. * To change the length of the ray for gaze/controllers. Will be scaled by positionScale. (default: 100)
  80569. */
  80570. rayLength?: number;
  80571. /**
  80572. * To change the default offset from the ground to account for user's height in meters. Will be scaled by positionScale. (default: 1.7)
  80573. */
  80574. defaultHeight?: number;
  80575. /**
  80576. * If multiview should be used if availible (default: false)
  80577. */
  80578. useMultiview?: boolean;
  80579. }
  80580. /**
  80581. * This represents a WebVR camera.
  80582. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  80583. * @example http://doc.babylonjs.com/how_to/webvr_camera
  80584. */
  80585. export class WebVRFreeCamera extends FreeCamera implements PoseControlled {
  80586. private webVROptions;
  80587. /**
  80588. * @hidden
  80589. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  80590. */
  80591. _vrDevice: any;
  80592. /**
  80593. * The rawPose of the vrDevice.
  80594. */
  80595. rawPose: Nullable<DevicePose>;
  80596. private _onVREnabled;
  80597. private _specsVersion;
  80598. private _attached;
  80599. private _frameData;
  80600. protected _descendants: Array<Node>;
  80601. private _deviceRoomPosition;
  80602. /** @hidden */
  80603. _deviceRoomRotationQuaternion: Quaternion;
  80604. private _standingMatrix;
  80605. /**
  80606. * Represents device position in babylon space.
  80607. */
  80608. devicePosition: Vector3;
  80609. /**
  80610. * Represents device rotation in babylon space.
  80611. */
  80612. deviceRotationQuaternion: Quaternion;
  80613. /**
  80614. * The scale of the device to be used when translating from device space to babylon space.
  80615. */
  80616. deviceScaleFactor: number;
  80617. private _deviceToWorld;
  80618. private _worldToDevice;
  80619. /**
  80620. * References to the webVR controllers for the vrDevice.
  80621. */
  80622. controllers: Array<WebVRController>;
  80623. /**
  80624. * Emits an event when a controller is attached.
  80625. */
  80626. onControllersAttachedObservable: Observable<WebVRController[]>;
  80627. /**
  80628. * Emits an event when a controller's mesh has been loaded;
  80629. */
  80630. onControllerMeshLoadedObservable: Observable<WebVRController>;
  80631. /**
  80632. * Emits an event when the HMD's pose has been updated.
  80633. */
  80634. onPoseUpdatedFromDeviceObservable: Observable<any>;
  80635. private _poseSet;
  80636. /**
  80637. * If the rig cameras be used as parent instead of this camera.
  80638. */
  80639. rigParenting: boolean;
  80640. private _lightOnControllers;
  80641. private _defaultHeight?;
  80642. /**
  80643. * Instantiates a WebVRFreeCamera.
  80644. * @param name The name of the WebVRFreeCamera
  80645. * @param position The starting anchor position for the camera
  80646. * @param scene The scene the camera belongs to
  80647. * @param webVROptions a set of customizable options for the webVRCamera
  80648. */
  80649. constructor(name: string, position: Vector3, scene: Scene, webVROptions?: WebVROptions);
  80650. /**
  80651. * Gets the device distance from the ground in meters.
  80652. * @returns the distance in meters from the vrDevice to ground in device space. If standing matrix is not supported for the vrDevice 0 is returned.
  80653. */
  80654. deviceDistanceToRoomGround(): number;
  80655. /**
  80656. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  80657. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  80658. */
  80659. useStandingMatrix(callback?: (bool: boolean) => void): void;
  80660. /**
  80661. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  80662. * @returns A promise with a boolean set to if the standing matrix is supported.
  80663. */
  80664. useStandingMatrixAsync(): Promise<boolean>;
  80665. /**
  80666. * Disposes the camera
  80667. */
  80668. dispose(): void;
  80669. /**
  80670. * Gets a vrController by name.
  80671. * @param name The name of the controller to retreive
  80672. * @returns the controller matching the name specified or null if not found
  80673. */
  80674. getControllerByName(name: string): Nullable<WebVRController>;
  80675. private _leftController;
  80676. /**
  80677. * The controller corresponding to the users left hand.
  80678. */
  80679. readonly leftController: Nullable<WebVRController>;
  80680. private _rightController;
  80681. /**
  80682. * The controller corresponding to the users right hand.
  80683. */
  80684. readonly rightController: Nullable<WebVRController>;
  80685. /**
  80686. * Casts a ray forward from the vrCamera's gaze.
  80687. * @param length Length of the ray (default: 100)
  80688. * @returns the ray corresponding to the gaze
  80689. */
  80690. getForwardRay(length?: number): Ray;
  80691. /**
  80692. * @hidden
  80693. * Updates the camera based on device's frame data
  80694. */
  80695. _checkInputs(): void;
  80696. /**
  80697. * Updates the poseControlled values based on the input device pose.
  80698. * @param poseData Pose coming from the device
  80699. */
  80700. updateFromDevice(poseData: DevicePose): void;
  80701. private _htmlElementAttached;
  80702. private _detachIfAttached;
  80703. /**
  80704. * WebVR's attach control will start broadcasting frames to the device.
  80705. * Note that in certain browsers (chrome for example) this function must be called
  80706. * within a user-interaction callback. Example:
  80707. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  80708. *
  80709. * @param element html element to attach the vrDevice to
  80710. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  80711. */
  80712. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  80713. /**
  80714. * Detaches the camera from the html element and disables VR
  80715. *
  80716. * @param element html element to detach from
  80717. */
  80718. detachControl(element: HTMLElement): void;
  80719. /**
  80720. * @returns the name of this class
  80721. */
  80722. getClassName(): string;
  80723. /**
  80724. * Calls resetPose on the vrDisplay
  80725. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  80726. */
  80727. resetToCurrentRotation(): void;
  80728. /**
  80729. * @hidden
  80730. * Updates the rig cameras (left and right eye)
  80731. */
  80732. _updateRigCameras(): void;
  80733. private _workingVector;
  80734. private _oneVector;
  80735. private _workingMatrix;
  80736. private updateCacheCalled;
  80737. private _correctPositionIfNotTrackPosition;
  80738. /**
  80739. * @hidden
  80740. * Updates the cached values of the camera
  80741. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  80742. */
  80743. _updateCache(ignoreParentClass?: boolean): void;
  80744. /**
  80745. * @hidden
  80746. * Get current device position in babylon world
  80747. */
  80748. _computeDevicePosition(): void;
  80749. /**
  80750. * Updates the current device position and rotation in the babylon world
  80751. */
  80752. update(): void;
  80753. /**
  80754. * @hidden
  80755. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  80756. * @returns an identity matrix
  80757. */
  80758. _getViewMatrix(): Matrix;
  80759. private _tmpMatrix;
  80760. /**
  80761. * This function is called by the two RIG cameras.
  80762. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  80763. * @hidden
  80764. */
  80765. _getWebVRViewMatrix(): Matrix;
  80766. /** @hidden */
  80767. _getWebVRProjectionMatrix(): Matrix;
  80768. private _onGamepadConnectedObserver;
  80769. private _onGamepadDisconnectedObserver;
  80770. private _updateCacheWhenTrackingDisabledObserver;
  80771. /**
  80772. * Initializes the controllers and their meshes
  80773. */
  80774. initControllers(): void;
  80775. }
  80776. }
  80777. declare module BABYLON {
  80778. /**
  80779. * Size options for a post process
  80780. */
  80781. export type PostProcessOptions = {
  80782. width: number;
  80783. height: number;
  80784. };
  80785. /**
  80786. * PostProcess can be used to apply a shader to a texture after it has been rendered
  80787. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  80788. */
  80789. export class PostProcess {
  80790. /** Name of the PostProcess. */
  80791. name: string;
  80792. /**
  80793. * Gets or sets the unique id of the post process
  80794. */
  80795. uniqueId: number;
  80796. /**
  80797. * Width of the texture to apply the post process on
  80798. */
  80799. width: number;
  80800. /**
  80801. * Height of the texture to apply the post process on
  80802. */
  80803. height: number;
  80804. /**
  80805. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  80806. * @hidden
  80807. */
  80808. _outputTexture: Nullable<InternalTexture>;
  80809. /**
  80810. * Sampling mode used by the shader
  80811. * See https://doc.babylonjs.com/classes/3.1/texture
  80812. */
  80813. renderTargetSamplingMode: number;
  80814. /**
  80815. * Clear color to use when screen clearing
  80816. */
  80817. clearColor: Color4;
  80818. /**
  80819. * If the buffer needs to be cleared before applying the post process. (default: true)
  80820. * Should be set to false if shader will overwrite all previous pixels.
  80821. */
  80822. autoClear: boolean;
  80823. /**
  80824. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  80825. */
  80826. alphaMode: number;
  80827. /**
  80828. * Sets the setAlphaBlendConstants of the babylon engine
  80829. */
  80830. alphaConstants: Color4;
  80831. /**
  80832. * Animations to be used for the post processing
  80833. */
  80834. animations: Animation[];
  80835. /**
  80836. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  80837. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  80838. */
  80839. enablePixelPerfectMode: boolean;
  80840. /**
  80841. * Force the postprocess to be applied without taking in account viewport
  80842. */
  80843. forceFullscreenViewport: boolean;
  80844. /**
  80845. * List of inspectable custom properties (used by the Inspector)
  80846. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  80847. */
  80848. inspectableCustomProperties: IInspectable[];
  80849. /**
  80850. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  80851. *
  80852. * | Value | Type | Description |
  80853. * | ----- | ----------------------------------- | ----------- |
  80854. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  80855. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  80856. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  80857. *
  80858. */
  80859. scaleMode: number;
  80860. /**
  80861. * Force textures to be a power of two (default: false)
  80862. */
  80863. alwaysForcePOT: boolean;
  80864. private _samples;
  80865. /**
  80866. * Number of sample textures (default: 1)
  80867. */
  80868. samples: number;
  80869. /**
  80870. * Modify the scale of the post process to be the same as the viewport (default: false)
  80871. */
  80872. adaptScaleToCurrentViewport: boolean;
  80873. private _camera;
  80874. private _scene;
  80875. private _engine;
  80876. private _options;
  80877. private _reusable;
  80878. private _textureType;
  80879. /**
  80880. * Smart array of input and output textures for the post process.
  80881. * @hidden
  80882. */
  80883. _textures: SmartArray<InternalTexture>;
  80884. /**
  80885. * The index in _textures that corresponds to the output texture.
  80886. * @hidden
  80887. */
  80888. _currentRenderTextureInd: number;
  80889. private _effect;
  80890. private _samplers;
  80891. private _fragmentUrl;
  80892. private _vertexUrl;
  80893. private _parameters;
  80894. private _scaleRatio;
  80895. protected _indexParameters: any;
  80896. private _shareOutputWithPostProcess;
  80897. private _texelSize;
  80898. private _forcedOutputTexture;
  80899. /**
  80900. * Returns the fragment url or shader name used in the post process.
  80901. * @returns the fragment url or name in the shader store.
  80902. */
  80903. getEffectName(): string;
  80904. /**
  80905. * An event triggered when the postprocess is activated.
  80906. */
  80907. onActivateObservable: Observable<Camera>;
  80908. private _onActivateObserver;
  80909. /**
  80910. * A function that is added to the onActivateObservable
  80911. */
  80912. onActivate: Nullable<(camera: Camera) => void>;
  80913. /**
  80914. * An event triggered when the postprocess changes its size.
  80915. */
  80916. onSizeChangedObservable: Observable<PostProcess>;
  80917. private _onSizeChangedObserver;
  80918. /**
  80919. * A function that is added to the onSizeChangedObservable
  80920. */
  80921. onSizeChanged: (postProcess: PostProcess) => void;
  80922. /**
  80923. * An event triggered when the postprocess applies its effect.
  80924. */
  80925. onApplyObservable: Observable<Effect>;
  80926. private _onApplyObserver;
  80927. /**
  80928. * A function that is added to the onApplyObservable
  80929. */
  80930. onApply: (effect: Effect) => void;
  80931. /**
  80932. * An event triggered before rendering the postprocess
  80933. */
  80934. onBeforeRenderObservable: Observable<Effect>;
  80935. private _onBeforeRenderObserver;
  80936. /**
  80937. * A function that is added to the onBeforeRenderObservable
  80938. */
  80939. onBeforeRender: (effect: Effect) => void;
  80940. /**
  80941. * An event triggered after rendering the postprocess
  80942. */
  80943. onAfterRenderObservable: Observable<Effect>;
  80944. private _onAfterRenderObserver;
  80945. /**
  80946. * A function that is added to the onAfterRenderObservable
  80947. */
  80948. onAfterRender: (efect: Effect) => void;
  80949. /**
  80950. * The input texture for this post process and the output texture of the previous post process. When added to a pipeline the previous post process will
  80951. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  80952. */
  80953. inputTexture: InternalTexture;
  80954. /**
  80955. * Gets the camera which post process is applied to.
  80956. * @returns The camera the post process is applied to.
  80957. */
  80958. getCamera(): Camera;
  80959. /**
  80960. * Gets the texel size of the postprocess.
  80961. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  80962. */
  80963. readonly texelSize: Vector2;
  80964. /**
  80965. * Creates a new instance PostProcess
  80966. * @param name The name of the PostProcess.
  80967. * @param fragmentUrl The url of the fragment shader to be used.
  80968. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  80969. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  80970. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  80971. * @param camera The camera to apply the render pass to.
  80972. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  80973. * @param engine The engine which the post process will be applied. (default: current engine)
  80974. * @param reusable If the post process can be reused on the same frame. (default: false)
  80975. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  80976. * @param textureType Type of textures used when performing the post process. (default: 0)
  80977. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  80978. * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  80979. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  80980. */
  80981. constructor(
  80982. /** Name of the PostProcess. */
  80983. name: string, fragmentUrl: string, parameters: Nullable<string[]>, samplers: Nullable<string[]>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, defines?: Nullable<string>, textureType?: number, vertexUrl?: string, indexParameters?: any, blockCompilation?: boolean);
  80984. /**
  80985. * Gets a string idenfifying the name of the class
  80986. * @returns "PostProcess" string
  80987. */
  80988. getClassName(): string;
  80989. /**
  80990. * Gets the engine which this post process belongs to.
  80991. * @returns The engine the post process was enabled with.
  80992. */
  80993. getEngine(): Engine;
  80994. /**
  80995. * The effect that is created when initializing the post process.
  80996. * @returns The created effect corresponding the the postprocess.
  80997. */
  80998. getEffect(): Effect;
  80999. /**
  81000. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  81001. * @param postProcess The post process to share the output with.
  81002. * @returns This post process.
  81003. */
  81004. shareOutputWith(postProcess: PostProcess): PostProcess;
  81005. /**
  81006. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  81007. * This should be called if the post process that shares output with this post process is disabled/disposed.
  81008. */
  81009. useOwnOutput(): void;
  81010. /**
  81011. * Updates the effect with the current post process compile time values and recompiles the shader.
  81012. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  81013. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  81014. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  81015. * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  81016. * @param onCompiled Called when the shader has been compiled.
  81017. * @param onError Called if there is an error when compiling a shader.
  81018. */
  81019. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  81020. /**
  81021. * The post process is reusable if it can be used multiple times within one frame.
  81022. * @returns If the post process is reusable
  81023. */
  81024. isReusable(): boolean;
  81025. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  81026. markTextureDirty(): void;
  81027. /**
  81028. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  81029. * When this post process is used in a pipeline, this is call will bind the input texture of this post process to the output of the previous.
  81030. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  81031. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  81032. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  81033. * @returns The target texture that was bound to be written to.
  81034. */
  81035. activate(camera: Nullable<Camera>, sourceTexture?: Nullable<InternalTexture>, forceDepthStencil?: boolean): InternalTexture;
  81036. /**
  81037. * If the post process is supported.
  81038. */
  81039. readonly isSupported: boolean;
  81040. /**
  81041. * The aspect ratio of the output texture.
  81042. */
  81043. readonly aspectRatio: number;
  81044. /**
  81045. * Get a value indicating if the post-process is ready to be used
  81046. * @returns true if the post-process is ready (shader is compiled)
  81047. */
  81048. isReady(): boolean;
  81049. /**
  81050. * Binds all textures and uniforms to the shader, this will be run on every pass.
  81051. * @returns the effect corresponding to this post process. Null if not compiled or not ready.
  81052. */
  81053. apply(): Nullable<Effect>;
  81054. private _disposeTextures;
  81055. /**
  81056. * Disposes the post process.
  81057. * @param camera The camera to dispose the post process on.
  81058. */
  81059. dispose(camera?: Camera): void;
  81060. }
  81061. }
  81062. declare module BABYLON {
  81063. /** @hidden */
  81064. export var kernelBlurVaryingDeclaration: {
  81065. name: string;
  81066. shader: string;
  81067. };
  81068. }
  81069. declare module BABYLON {
  81070. /** @hidden */
  81071. export var kernelBlurFragment: {
  81072. name: string;
  81073. shader: string;
  81074. };
  81075. }
  81076. declare module BABYLON {
  81077. /** @hidden */
  81078. export var kernelBlurFragment2: {
  81079. name: string;
  81080. shader: string;
  81081. };
  81082. }
  81083. declare module BABYLON {
  81084. /** @hidden */
  81085. export var kernelBlurPixelShader: {
  81086. name: string;
  81087. shader: string;
  81088. };
  81089. }
  81090. declare module BABYLON {
  81091. /** @hidden */
  81092. export var kernelBlurVertex: {
  81093. name: string;
  81094. shader: string;
  81095. };
  81096. }
  81097. declare module BABYLON {
  81098. /** @hidden */
  81099. export var kernelBlurVertexShader: {
  81100. name: string;
  81101. shader: string;
  81102. };
  81103. }
  81104. declare module BABYLON {
  81105. /**
  81106. * The Blur Post Process which blurs an image based on a kernel and direction.
  81107. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  81108. */
  81109. export class BlurPostProcess extends PostProcess {
  81110. /** The direction in which to blur the image. */
  81111. direction: Vector2;
  81112. private blockCompilation;
  81113. protected _kernel: number;
  81114. protected _idealKernel: number;
  81115. protected _packedFloat: boolean;
  81116. private _staticDefines;
  81117. /**
  81118. * Sets the length in pixels of the blur sample region
  81119. */
  81120. /**
  81121. * Gets the length in pixels of the blur sample region
  81122. */
  81123. kernel: number;
  81124. /**
  81125. * Sets wether or not the blur needs to unpack/repack floats
  81126. */
  81127. /**
  81128. * Gets wether or not the blur is unpacking/repacking floats
  81129. */
  81130. packedFloat: boolean;
  81131. /**
  81132. * Creates a new instance BlurPostProcess
  81133. * @param name The name of the effect.
  81134. * @param direction The direction in which to blur the image.
  81135. * @param kernel The size of the kernel to be used when computing the blur. eg. Size of 3 will blur the center pixel by 2 pixels surrounding it.
  81136. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  81137. * @param camera The camera to apply the render pass to.
  81138. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  81139. * @param engine The engine which the post process will be applied. (default: current engine)
  81140. * @param reusable If the post process can be reused on the same frame. (default: false)
  81141. * @param textureType Type of textures used when performing the post process. (default: 0)
  81142. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  81143. */
  81144. constructor(name: string,
  81145. /** The direction in which to blur the image. */
  81146. direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, defines?: string, blockCompilation?: boolean);
  81147. /**
  81148. * Updates the effect with the current post process compile time values and recompiles the shader.
  81149. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  81150. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  81151. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  81152. * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  81153. * @param onCompiled Called when the shader has been compiled.
  81154. * @param onError Called if there is an error when compiling a shader.
  81155. */
  81156. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  81157. protected _updateParameters(onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  81158. /**
  81159. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  81160. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  81161. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  81162. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  81163. * The gaps between physical kernels are compensated for in the weighting of the samples
  81164. * @param idealKernel Ideal blur kernel.
  81165. * @return Nearest best kernel.
  81166. */
  81167. protected _nearestBestKernel(idealKernel: number): number;
  81168. /**
  81169. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  81170. * @param x The point on the Gaussian distribution to sample.
  81171. * @return the value of the Gaussian function at x.
  81172. */
  81173. protected _gaussianWeight(x: number): number;
  81174. /**
  81175. * Generates a string that can be used as a floating point number in GLSL.
  81176. * @param x Value to print.
  81177. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  81178. * @return GLSL float string.
  81179. */
  81180. protected _glslFloat(x: number, decimalFigures?: number): string;
  81181. }
  81182. }
  81183. declare module BABYLON {
  81184. /**
  81185. * Mirror texture can be used to simulate the view from a mirror in a scene.
  81186. * It will dynamically be rendered every frame to adapt to the camera point of view.
  81187. * You can then easily use it as a reflectionTexture on a flat surface.
  81188. * In case the surface is not a plane, please consider relying on reflection probes.
  81189. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  81190. */
  81191. export class MirrorTexture extends RenderTargetTexture {
  81192. private scene;
  81193. /**
  81194. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  81195. * It is possible to directly set the mirrorPlane by directly using a Plane(a, b, c, d) where a, b and c give the plane normal vector (a, b, c) and d is a scalar displacement from the mirrorPlane to the origin. However in all but the very simplest of situations it is more straight forward to set it to the reflector as stated in the doc.
  81196. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  81197. */
  81198. mirrorPlane: Plane;
  81199. /**
  81200. * Define the blur ratio used to blur the reflection if needed.
  81201. */
  81202. blurRatio: number;
  81203. /**
  81204. * Define the adaptive blur kernel used to blur the reflection if needed.
  81205. * This will autocompute the closest best match for the `blurKernel`
  81206. */
  81207. adaptiveBlurKernel: number;
  81208. /**
  81209. * Define the blur kernel used to blur the reflection if needed.
  81210. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  81211. */
  81212. blurKernel: number;
  81213. /**
  81214. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  81215. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  81216. */
  81217. blurKernelX: number;
  81218. /**
  81219. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  81220. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  81221. */
  81222. blurKernelY: number;
  81223. private _autoComputeBlurKernel;
  81224. protected _onRatioRescale(): void;
  81225. private _updateGammaSpace;
  81226. private _imageProcessingConfigChangeObserver;
  81227. private _transformMatrix;
  81228. private _mirrorMatrix;
  81229. private _savedViewMatrix;
  81230. private _blurX;
  81231. private _blurY;
  81232. private _adaptiveBlurKernel;
  81233. private _blurKernelX;
  81234. private _blurKernelY;
  81235. private _blurRatio;
  81236. /**
  81237. * Instantiates a Mirror Texture.
  81238. * Mirror texture can be used to simulate the view from a mirror in a scene.
  81239. * It will dynamically be rendered every frame to adapt to the camera point of view.
  81240. * You can then easily use it as a reflectionTexture on a flat surface.
  81241. * In case the surface is not a plane, please consider relying on reflection probes.
  81242. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  81243. * @param name
  81244. * @param size
  81245. * @param scene
  81246. * @param generateMipMaps
  81247. * @param type
  81248. * @param samplingMode
  81249. * @param generateDepthBuffer
  81250. */
  81251. constructor(name: string, size: number | {
  81252. width: number;
  81253. height: number;
  81254. } | {
  81255. ratio: number;
  81256. }, scene: Scene, generateMipMaps?: boolean, type?: number, samplingMode?: number, generateDepthBuffer?: boolean);
  81257. private _preparePostProcesses;
  81258. /**
  81259. * Clone the mirror texture.
  81260. * @returns the cloned texture
  81261. */
  81262. clone(): MirrorTexture;
  81263. /**
  81264. * Serialize the texture to a JSON representation you could use in Parse later on
  81265. * @returns the serialized JSON representation
  81266. */
  81267. serialize(): any;
  81268. /**
  81269. * Dispose the texture and release its associated resources.
  81270. */
  81271. dispose(): void;
  81272. }
  81273. }
  81274. declare module BABYLON {
  81275. /**
  81276. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  81277. * @see http://doc.babylonjs.com/babylon101/materials#texture
  81278. */
  81279. export class Texture extends BaseTexture {
  81280. /**
  81281. * Gets or sets a general boolean used to indicate that textures containing direct data (buffers) must be saved as part of the serialization process
  81282. */
  81283. static SerializeBuffers: boolean;
  81284. /** @hidden */
  81285. static _CubeTextureParser: (jsonTexture: any, scene: Scene, rootUrl: string) => CubeTexture;
  81286. /** @hidden */
  81287. static _CreateMirror: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => MirrorTexture;
  81288. /** @hidden */
  81289. static _CreateRenderTargetTexture: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => RenderTargetTexture;
  81290. /** nearest is mag = nearest and min = nearest and mip = linear */
  81291. static readonly NEAREST_SAMPLINGMODE: number;
  81292. /** nearest is mag = nearest and min = nearest and mip = linear */
  81293. static readonly NEAREST_NEAREST_MIPLINEAR: number;
  81294. /** Bilinear is mag = linear and min = linear and mip = nearest */
  81295. static readonly BILINEAR_SAMPLINGMODE: number;
  81296. /** Bilinear is mag = linear and min = linear and mip = nearest */
  81297. static readonly LINEAR_LINEAR_MIPNEAREST: number;
  81298. /** Trilinear is mag = linear and min = linear and mip = linear */
  81299. static readonly TRILINEAR_SAMPLINGMODE: number;
  81300. /** Trilinear is mag = linear and min = linear and mip = linear */
  81301. static readonly LINEAR_LINEAR_MIPLINEAR: number;
  81302. /** mag = nearest and min = nearest and mip = nearest */
  81303. static readonly NEAREST_NEAREST_MIPNEAREST: number;
  81304. /** mag = nearest and min = linear and mip = nearest */
  81305. static readonly NEAREST_LINEAR_MIPNEAREST: number;
  81306. /** mag = nearest and min = linear and mip = linear */
  81307. static readonly NEAREST_LINEAR_MIPLINEAR: number;
  81308. /** mag = nearest and min = linear and mip = none */
  81309. static readonly NEAREST_LINEAR: number;
  81310. /** mag = nearest and min = nearest and mip = none */
  81311. static readonly NEAREST_NEAREST: number;
  81312. /** mag = linear and min = nearest and mip = nearest */
  81313. static readonly LINEAR_NEAREST_MIPNEAREST: number;
  81314. /** mag = linear and min = nearest and mip = linear */
  81315. static readonly LINEAR_NEAREST_MIPLINEAR: number;
  81316. /** mag = linear and min = linear and mip = none */
  81317. static readonly LINEAR_LINEAR: number;
  81318. /** mag = linear and min = nearest and mip = none */
  81319. static readonly LINEAR_NEAREST: number;
  81320. /** Explicit coordinates mode */
  81321. static readonly EXPLICIT_MODE: number;
  81322. /** Spherical coordinates mode */
  81323. static readonly SPHERICAL_MODE: number;
  81324. /** Planar coordinates mode */
  81325. static readonly PLANAR_MODE: number;
  81326. /** Cubic coordinates mode */
  81327. static readonly CUBIC_MODE: number;
  81328. /** Projection coordinates mode */
  81329. static readonly PROJECTION_MODE: number;
  81330. /** Inverse Cubic coordinates mode */
  81331. static readonly SKYBOX_MODE: number;
  81332. /** Inverse Cubic coordinates mode */
  81333. static readonly INVCUBIC_MODE: number;
  81334. /** Equirectangular coordinates mode */
  81335. static readonly EQUIRECTANGULAR_MODE: number;
  81336. /** Equirectangular Fixed coordinates mode */
  81337. static readonly FIXED_EQUIRECTANGULAR_MODE: number;
  81338. /** Equirectangular Fixed Mirrored coordinates mode */
  81339. static readonly FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  81340. /** Texture is not repeating outside of 0..1 UVs */
  81341. static readonly CLAMP_ADDRESSMODE: number;
  81342. /** Texture is repeating outside of 0..1 UVs */
  81343. static readonly WRAP_ADDRESSMODE: number;
  81344. /** Texture is repeating and mirrored */
  81345. static readonly MIRROR_ADDRESSMODE: number;
  81346. /**
  81347. * Gets or sets a boolean which defines if the texture url must be build from the serialized URL instead of just using the name and loading them side by side with the scene file
  81348. */
  81349. static UseSerializedUrlIfAny: boolean;
  81350. /**
  81351. * Define the url of the texture.
  81352. */
  81353. url: Nullable<string>;
  81354. /**
  81355. * Define an offset on the texture to offset the u coordinates of the UVs
  81356. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  81357. */
  81358. uOffset: number;
  81359. /**
  81360. * Define an offset on the texture to offset the v coordinates of the UVs
  81361. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  81362. */
  81363. vOffset: number;
  81364. /**
  81365. * Define an offset on the texture to scale the u coordinates of the UVs
  81366. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  81367. */
  81368. uScale: number;
  81369. /**
  81370. * Define an offset on the texture to scale the v coordinates of the UVs
  81371. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  81372. */
  81373. vScale: number;
  81374. /**
  81375. * Define an offset on the texture to rotate around the u coordinates of the UVs
  81376. * @see http://doc.babylonjs.com/how_to/more_materials
  81377. */
  81378. uAng: number;
  81379. /**
  81380. * Define an offset on the texture to rotate around the v coordinates of the UVs
  81381. * @see http://doc.babylonjs.com/how_to/more_materials
  81382. */
  81383. vAng: number;
  81384. /**
  81385. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  81386. * @see http://doc.babylonjs.com/how_to/more_materials
  81387. */
  81388. wAng: number;
  81389. /**
  81390. * Defines the center of rotation (U)
  81391. */
  81392. uRotationCenter: number;
  81393. /**
  81394. * Defines the center of rotation (V)
  81395. */
  81396. vRotationCenter: number;
  81397. /**
  81398. * Defines the center of rotation (W)
  81399. */
  81400. wRotationCenter: number;
  81401. /**
  81402. * Are mip maps generated for this texture or not.
  81403. */
  81404. readonly noMipmap: boolean;
  81405. /**
  81406. * List of inspectable custom properties (used by the Inspector)
  81407. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  81408. */
  81409. inspectableCustomProperties: Nullable<IInspectable[]>;
  81410. private _noMipmap;
  81411. /** @hidden */
  81412. _invertY: boolean;
  81413. private _rowGenerationMatrix;
  81414. private _cachedTextureMatrix;
  81415. private _projectionModeMatrix;
  81416. private _t0;
  81417. private _t1;
  81418. private _t2;
  81419. private _cachedUOffset;
  81420. private _cachedVOffset;
  81421. private _cachedUScale;
  81422. private _cachedVScale;
  81423. private _cachedUAng;
  81424. private _cachedVAng;
  81425. private _cachedWAng;
  81426. private _cachedProjectionMatrixId;
  81427. private _cachedCoordinatesMode;
  81428. /** @hidden */
  81429. protected _initialSamplingMode: number;
  81430. /** @hidden */
  81431. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>;
  81432. private _deleteBuffer;
  81433. protected _format: Nullable<number>;
  81434. private _delayedOnLoad;
  81435. private _delayedOnError;
  81436. /**
  81437. * Observable triggered once the texture has been loaded.
  81438. */
  81439. onLoadObservable: Observable<Texture>;
  81440. protected _isBlocking: boolean;
  81441. /**
  81442. * Is the texture preventing material to render while loading.
  81443. * If false, a default texture will be used instead of the loading one during the preparation step.
  81444. */
  81445. isBlocking: boolean;
  81446. /**
  81447. * Get the current sampling mode associated with the texture.
  81448. */
  81449. readonly samplingMode: number;
  81450. /**
  81451. * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
  81452. */
  81453. readonly invertY: boolean;
  81454. /**
  81455. * Instantiates a new texture.
  81456. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  81457. * @see http://doc.babylonjs.com/babylon101/materials#texture
  81458. * @param url define the url of the picture to load as a texture
  81459. * @param scene define the scene or engine the texture will belong to
  81460. * @param noMipmap define if the texture will require mip maps or not
  81461. * @param invertY define if the texture needs to be inverted on the y axis during loading
  81462. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  81463. * @param onLoad define a callback triggered when the texture has been loaded
  81464. * @param onError define a callback triggered when an error occurred during the loading session
  81465. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  81466. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  81467. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  81468. */
  81469. constructor(url: Nullable<string>, sceneOrEngine: Nullable<Scene | Engine>, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>, deleteBuffer?: boolean, format?: number);
  81470. /**
  81471. * Update the url (and optional buffer) of this texture if url was null during construction.
  81472. * @param url the url of the texture
  81473. * @param buffer the buffer of the texture (defaults to null)
  81474. * @param onLoad callback called when the texture is loaded (defaults to null)
  81475. */
  81476. updateURL(url: string, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>, onLoad?: () => void): void;
  81477. /**
  81478. * Finish the loading sequence of a texture flagged as delayed load.
  81479. * @hidden
  81480. */
  81481. delayLoad(): void;
  81482. private _prepareRowForTextureGeneration;
  81483. /**
  81484. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  81485. * @returns the transform matrix of the texture.
  81486. */
  81487. getTextureMatrix(): Matrix;
  81488. /**
  81489. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  81490. * @returns The reflection texture transform
  81491. */
  81492. getReflectionTextureMatrix(): Matrix;
  81493. /**
  81494. * Clones the texture.
  81495. * @returns the cloned texture
  81496. */
  81497. clone(): Texture;
  81498. /**
  81499. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  81500. * @returns The JSON representation of the texture
  81501. */
  81502. serialize(): any;
  81503. /**
  81504. * Get the current class name of the texture useful for serialization or dynamic coding.
  81505. * @returns "Texture"
  81506. */
  81507. getClassName(): string;
  81508. /**
  81509. * Dispose the texture and release its associated resources.
  81510. */
  81511. dispose(): void;
  81512. /**
  81513. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  81514. * @param parsedTexture Define the JSON representation of the texture
  81515. * @param scene Define the scene the parsed texture should be instantiated in
  81516. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  81517. * @returns The parsed texture if successful
  81518. */
  81519. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<BaseTexture>;
  81520. /**
  81521. * Creates a texture from its base 64 representation.
  81522. * @param data Define the base64 payload without the data: prefix
  81523. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  81524. * @param scene Define the scene the texture should belong to
  81525. * @param noMipmap Forces the texture to not create mip map information if true
  81526. * @param invertY define if the texture needs to be inverted on the y axis during loading
  81527. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  81528. * @param onLoad define a callback triggered when the texture has been loaded
  81529. * @param onError define a callback triggered when an error occurred during the loading session
  81530. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  81531. * @returns the created texture
  81532. */
  81533. static CreateFromBase64String(data: string, name: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<() => void>, format?: number): Texture;
  81534. /**
  81535. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  81536. * @param data Define the base64 payload without the data: prefix
  81537. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  81538. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  81539. * @param scene Define the scene the texture should belong to
  81540. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  81541. * @param noMipmap Forces the texture to not create mip map information if true
  81542. * @param invertY define if the texture needs to be inverted on the y axis during loading
  81543. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  81544. * @param onLoad define a callback triggered when the texture has been loaded
  81545. * @param onError define a callback triggered when an error occurred during the loading session
  81546. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  81547. * @returns the created texture
  81548. */
  81549. static LoadFromDataString(name: string, buffer: any, scene: Scene, deleteBuffer?: boolean, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number): Texture;
  81550. }
  81551. }
  81552. declare module BABYLON {
  81553. /**
  81554. * PostProcessManager is used to manage one or more post processes or post process pipelines
  81555. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  81556. */
  81557. export class PostProcessManager {
  81558. private _scene;
  81559. private _indexBuffer;
  81560. private _vertexBuffers;
  81561. /**
  81562. * Creates a new instance PostProcess
  81563. * @param scene The scene that the post process is associated with.
  81564. */
  81565. constructor(scene: Scene);
  81566. private _prepareBuffers;
  81567. private _buildIndexBuffer;
  81568. /**
  81569. * Rebuilds the vertex buffers of the manager.
  81570. * @hidden
  81571. */
  81572. _rebuild(): void;
  81573. /**
  81574. * Prepares a frame to be run through a post process.
  81575. * @param sourceTexture The input texture to the post procesess. (default: null)
  81576. * @param postProcesses An array of post processes to be run. (default: null)
  81577. * @returns True if the post processes were able to be run.
  81578. * @hidden
  81579. */
  81580. _prepareFrame(sourceTexture?: Nullable<InternalTexture>, postProcesses?: Nullable<PostProcess[]>): boolean;
  81581. /**
  81582. * Manually render a set of post processes to a texture.
  81583. * @param postProcesses An array of post processes to be run.
  81584. * @param targetTexture The target texture to render to.
  81585. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  81586. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  81587. * @param lodLevel defines which lod of the texture to render to
  81588. */
  81589. directRender(postProcesses: PostProcess[], targetTexture?: Nullable<InternalTexture>, forceFullscreenViewport?: boolean, faceIndex?: number, lodLevel?: number): void;
  81590. /**
  81591. * Finalize the result of the output of the postprocesses.
  81592. * @param doNotPresent If true the result will not be displayed to the screen.
  81593. * @param targetTexture The target texture to render to.
  81594. * @param faceIndex The index of the face to bind the target texture to.
  81595. * @param postProcesses The array of post processes to render.
  81596. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  81597. * @hidden
  81598. */
  81599. _finalizeFrame(doNotPresent?: boolean, targetTexture?: InternalTexture, faceIndex?: number, postProcesses?: Array<PostProcess>, forceFullscreenViewport?: boolean): void;
  81600. /**
  81601. * Disposes of the post process manager.
  81602. */
  81603. dispose(): void;
  81604. }
  81605. }
  81606. declare module BABYLON {
  81607. /** Interface used by value gradients (color, factor, ...) */
  81608. export interface IValueGradient {
  81609. /**
  81610. * Gets or sets the gradient value (between 0 and 1)
  81611. */
  81612. gradient: number;
  81613. }
  81614. /** Class used to store color4 gradient */
  81615. export class ColorGradient implements IValueGradient {
  81616. /**
  81617. * Gets or sets the gradient value (between 0 and 1)
  81618. */
  81619. gradient: number;
  81620. /**
  81621. * Gets or sets first associated color
  81622. */
  81623. color1: Color4;
  81624. /**
  81625. * Gets or sets second associated color
  81626. */
  81627. color2?: Color4;
  81628. /**
  81629. * Will get a color picked randomly between color1 and color2.
  81630. * If color2 is undefined then color1 will be used
  81631. * @param result defines the target Color4 to store the result in
  81632. */
  81633. getColorToRef(result: Color4): void;
  81634. }
  81635. /** Class used to store color 3 gradient */
  81636. export class Color3Gradient implements IValueGradient {
  81637. /**
  81638. * Gets or sets the gradient value (between 0 and 1)
  81639. */
  81640. gradient: number;
  81641. /**
  81642. * Gets or sets the associated color
  81643. */
  81644. color: Color3;
  81645. }
  81646. /** Class used to store factor gradient */
  81647. export class FactorGradient implements IValueGradient {
  81648. /**
  81649. * Gets or sets the gradient value (between 0 and 1)
  81650. */
  81651. gradient: number;
  81652. /**
  81653. * Gets or sets first associated factor
  81654. */
  81655. factor1: number;
  81656. /**
  81657. * Gets or sets second associated factor
  81658. */
  81659. factor2?: number;
  81660. /**
  81661. * Will get a number picked randomly between factor1 and factor2.
  81662. * If factor2 is undefined then factor1 will be used
  81663. * @returns the picked number
  81664. */
  81665. getFactor(): number;
  81666. }
  81667. /**
  81668. * Helper used to simplify some generic gradient tasks
  81669. */
  81670. export class GradientHelper {
  81671. /**
  81672. * Gets the current gradient from an array of IValueGradient
  81673. * @param ratio defines the current ratio to get
  81674. * @param gradients defines the array of IValueGradient
  81675. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  81676. */
  81677. static GetCurrentGradient(ratio: number, gradients: IValueGradient[], updateFunc: (current: IValueGradient, next: IValueGradient, scale: number) => void): void;
  81678. }
  81679. }
  81680. declare module BABYLON {
  81681. interface AbstractScene {
  81682. /**
  81683. * The list of procedural textures added to the scene
  81684. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  81685. */
  81686. proceduralTextures: Array<ProceduralTexture>;
  81687. }
  81688. /**
  81689. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  81690. * in a given scene.
  81691. */
  81692. export class ProceduralTextureSceneComponent implements ISceneComponent {
  81693. /**
  81694. * The component name helpfull to identify the component in the list of scene components.
  81695. */
  81696. readonly name: string;
  81697. /**
  81698. * The scene the component belongs to.
  81699. */
  81700. scene: Scene;
  81701. /**
  81702. * Creates a new instance of the component for the given scene
  81703. * @param scene Defines the scene to register the component in
  81704. */
  81705. constructor(scene: Scene);
  81706. /**
  81707. * Registers the component in a given scene
  81708. */
  81709. register(): void;
  81710. /**
  81711. * Rebuilds the elements related to this component in case of
  81712. * context lost for instance.
  81713. */
  81714. rebuild(): void;
  81715. /**
  81716. * Disposes the component and the associated ressources.
  81717. */
  81718. dispose(): void;
  81719. private _beforeClear;
  81720. }
  81721. }
  81722. declare module BABYLON {
  81723. interface Engine {
  81724. /**
  81725. * Creates a new render target cube texture
  81726. * @param size defines the size of the texture
  81727. * @param options defines the options used to create the texture
  81728. * @returns a new render target cube texture stored in an InternalTexture
  81729. */
  81730. createRenderTargetCubeTexture(size: number, options?: Partial<RenderTargetCreationOptions>): InternalTexture;
  81731. }
  81732. }
  81733. declare module BABYLON {
  81734. /** @hidden */
  81735. export var proceduralVertexShader: {
  81736. name: string;
  81737. shader: string;
  81738. };
  81739. }
  81740. declare module BABYLON {
  81741. /**
  81742. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes calmpler' images.
  81743. * This is the base class of any Procedural texture and contains most of the shareable code.
  81744. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  81745. */
  81746. export class ProceduralTexture extends Texture {
  81747. isCube: boolean;
  81748. /**
  81749. * Define if the texture is enabled or not (disabled texture will not render)
  81750. */
  81751. isEnabled: boolean;
  81752. /**
  81753. * Define if the texture must be cleared before rendering (default is true)
  81754. */
  81755. autoClear: boolean;
  81756. /**
  81757. * Callback called when the texture is generated
  81758. */
  81759. onGenerated: () => void;
  81760. /**
  81761. * Event raised when the texture is generated
  81762. */
  81763. onGeneratedObservable: Observable<ProceduralTexture>;
  81764. /** @hidden */
  81765. _generateMipMaps: boolean;
  81766. /** @hidden **/
  81767. _effect: Effect;
  81768. /** @hidden */
  81769. _textures: {
  81770. [key: string]: Texture;
  81771. };
  81772. private _size;
  81773. private _currentRefreshId;
  81774. private _refreshRate;
  81775. private _vertexBuffers;
  81776. private _indexBuffer;
  81777. private _uniforms;
  81778. private _samplers;
  81779. private _fragment;
  81780. private _floats;
  81781. private _ints;
  81782. private _floatsArrays;
  81783. private _colors3;
  81784. private _colors4;
  81785. private _vectors2;
  81786. private _vectors3;
  81787. private _matrices;
  81788. private _fallbackTexture;
  81789. private _fallbackTextureUsed;
  81790. private _engine;
  81791. private _cachedDefines;
  81792. private _contentUpdateId;
  81793. private _contentData;
  81794. /**
  81795. * Instantiates a new procedural texture.
  81796. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.
  81797. * This is the base class of any Procedural texture and contains most of the shareable code.
  81798. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  81799. * @param name Define the name of the texture
  81800. * @param size Define the size of the texture to create
  81801. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  81802. * @param scene Define the scene the texture belongs to
  81803. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  81804. * @param generateMipMaps Define if the texture should creates mip maps or not
  81805. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  81806. */
  81807. constructor(name: string, size: any, fragment: any, scene: Nullable<Scene>, fallbackTexture?: Nullable<Texture>, generateMipMaps?: boolean, isCube?: boolean);
  81808. /**
  81809. * The effect that is created when initializing the post process.
  81810. * @returns The created effect corresponding the the postprocess.
  81811. */
  81812. getEffect(): Effect;
  81813. /**
  81814. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  81815. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  81816. */
  81817. getContent(): Nullable<ArrayBufferView>;
  81818. private _createIndexBuffer;
  81819. /** @hidden */
  81820. _rebuild(): void;
  81821. /**
  81822. * Resets the texture in order to recreate its associated resources.
  81823. * This can be called in case of context loss
  81824. */
  81825. reset(): void;
  81826. protected _getDefines(): string;
  81827. /**
  81828. * Is the texture ready to be used ? (rendered at least once)
  81829. * @returns true if ready, otherwise, false.
  81830. */
  81831. isReady(): boolean;
  81832. /**
  81833. * Resets the refresh counter of the texture and start bak from scratch.
  81834. * Could be useful to regenerate the texture if it is setup to render only once.
  81835. */
  81836. resetRefreshCounter(): void;
  81837. /**
  81838. * Set the fragment shader to use in order to render the texture.
  81839. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  81840. */
  81841. setFragment(fragment: any): void;
  81842. /**
  81843. * Define the refresh rate of the texture or the rendering frequency.
  81844. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  81845. */
  81846. refreshRate: number;
  81847. /** @hidden */
  81848. _shouldRender(): boolean;
  81849. /**
  81850. * Get the size the texture is rendering at.
  81851. * @returns the size (texture is always squared)
  81852. */
  81853. getRenderSize(): number;
  81854. /**
  81855. * Resize the texture to new value.
  81856. * @param size Define the new size the texture should have
  81857. * @param generateMipMaps Define whether the new texture should create mip maps
  81858. */
  81859. resize(size: number, generateMipMaps: boolean): void;
  81860. private _checkUniform;
  81861. /**
  81862. * Set a texture in the shader program used to render.
  81863. * @param name Define the name of the uniform samplers as defined in the shader
  81864. * @param texture Define the texture to bind to this sampler
  81865. * @return the texture itself allowing "fluent" like uniform updates
  81866. */
  81867. setTexture(name: string, texture: Texture): ProceduralTexture;
  81868. /**
  81869. * Set a float in the shader.
  81870. * @param name Define the name of the uniform as defined in the shader
  81871. * @param value Define the value to give to the uniform
  81872. * @return the texture itself allowing "fluent" like uniform updates
  81873. */
  81874. setFloat(name: string, value: number): ProceduralTexture;
  81875. /**
  81876. * Set a int in the shader.
  81877. * @param name Define the name of the uniform as defined in the shader
  81878. * @param value Define the value to give to the uniform
  81879. * @return the texture itself allowing "fluent" like uniform updates
  81880. */
  81881. setInt(name: string, value: number): ProceduralTexture;
  81882. /**
  81883. * Set an array of floats in the shader.
  81884. * @param name Define the name of the uniform as defined in the shader
  81885. * @param value Define the value to give to the uniform
  81886. * @return the texture itself allowing "fluent" like uniform updates
  81887. */
  81888. setFloats(name: string, value: number[]): ProceduralTexture;
  81889. /**
  81890. * Set a vec3 in the shader from a Color3.
  81891. * @param name Define the name of the uniform as defined in the shader
  81892. * @param value Define the value to give to the uniform
  81893. * @return the texture itself allowing "fluent" like uniform updates
  81894. */
  81895. setColor3(name: string, value: Color3): ProceduralTexture;
  81896. /**
  81897. * Set a vec4 in the shader from a Color4.
  81898. * @param name Define the name of the uniform as defined in the shader
  81899. * @param value Define the value to give to the uniform
  81900. * @return the texture itself allowing "fluent" like uniform updates
  81901. */
  81902. setColor4(name: string, value: Color4): ProceduralTexture;
  81903. /**
  81904. * Set a vec2 in the shader from a Vector2.
  81905. * @param name Define the name of the uniform as defined in the shader
  81906. * @param value Define the value to give to the uniform
  81907. * @return the texture itself allowing "fluent" like uniform updates
  81908. */
  81909. setVector2(name: string, value: Vector2): ProceduralTexture;
  81910. /**
  81911. * Set a vec3 in the shader from a Vector3.
  81912. * @param name Define the name of the uniform as defined in the shader
  81913. * @param value Define the value to give to the uniform
  81914. * @return the texture itself allowing "fluent" like uniform updates
  81915. */
  81916. setVector3(name: string, value: Vector3): ProceduralTexture;
  81917. /**
  81918. * Set a mat4 in the shader from a MAtrix.
  81919. * @param name Define the name of the uniform as defined in the shader
  81920. * @param value Define the value to give to the uniform
  81921. * @return the texture itself allowing "fluent" like uniform updates
  81922. */
  81923. setMatrix(name: string, value: Matrix): ProceduralTexture;
  81924. /**
  81925. * Render the texture to its associated render target.
  81926. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  81927. */
  81928. render(useCameraPostProcess?: boolean): void;
  81929. /**
  81930. * Clone the texture.
  81931. * @returns the cloned texture
  81932. */
  81933. clone(): ProceduralTexture;
  81934. /**
  81935. * Dispose the texture and release its asoociated resources.
  81936. */
  81937. dispose(): void;
  81938. }
  81939. }
  81940. declare module BABYLON {
  81941. /**
  81942. * This represents the base class for particle system in Babylon.
  81943. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  81944. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  81945. * @example https://doc.babylonjs.com/babylon101/particles
  81946. */
  81947. export class BaseParticleSystem {
  81948. /**
  81949. * Source color is added to the destination color without alpha affecting the result
  81950. */
  81951. static BLENDMODE_ONEONE: number;
  81952. /**
  81953. * Blend current color and particle color using particle’s alpha
  81954. */
  81955. static BLENDMODE_STANDARD: number;
  81956. /**
  81957. * Add current color and particle color multiplied by particle’s alpha
  81958. */
  81959. static BLENDMODE_ADD: number;
  81960. /**
  81961. * Multiply current color with particle color
  81962. */
  81963. static BLENDMODE_MULTIPLY: number;
  81964. /**
  81965. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  81966. */
  81967. static BLENDMODE_MULTIPLYADD: number;
  81968. /**
  81969. * List of animations used by the particle system.
  81970. */
  81971. animations: Animation[];
  81972. /**
  81973. * The id of the Particle system.
  81974. */
  81975. id: string;
  81976. /**
  81977. * The friendly name of the Particle system.
  81978. */
  81979. name: string;
  81980. /**
  81981. * The rendering group used by the Particle system to chose when to render.
  81982. */
  81983. renderingGroupId: number;
  81984. /**
  81985. * The emitter represents the Mesh or position we are attaching the particle system to.
  81986. */
  81987. emitter: Nullable<AbstractMesh | Vector3>;
  81988. /**
  81989. * The maximum number of particles to emit per frame
  81990. */
  81991. emitRate: number;
  81992. /**
  81993. * If you want to launch only a few particles at once, that can be done, as well.
  81994. */
  81995. manualEmitCount: number;
  81996. /**
  81997. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  81998. */
  81999. updateSpeed: number;
  82000. /**
  82001. * The amount of time the particle system is running (depends of the overall update speed).
  82002. */
  82003. targetStopDuration: number;
  82004. /**
  82005. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  82006. */
  82007. disposeOnStop: boolean;
  82008. /**
  82009. * Minimum power of emitting particles.
  82010. */
  82011. minEmitPower: number;
  82012. /**
  82013. * Maximum power of emitting particles.
  82014. */
  82015. maxEmitPower: number;
  82016. /**
  82017. * Minimum life time of emitting particles.
  82018. */
  82019. minLifeTime: number;
  82020. /**
  82021. * Maximum life time of emitting particles.
  82022. */
  82023. maxLifeTime: number;
  82024. /**
  82025. * Minimum Size of emitting particles.
  82026. */
  82027. minSize: number;
  82028. /**
  82029. * Maximum Size of emitting particles.
  82030. */
  82031. maxSize: number;
  82032. /**
  82033. * Minimum scale of emitting particles on X axis.
  82034. */
  82035. minScaleX: number;
  82036. /**
  82037. * Maximum scale of emitting particles on X axis.
  82038. */
  82039. maxScaleX: number;
  82040. /**
  82041. * Minimum scale of emitting particles on Y axis.
  82042. */
  82043. minScaleY: number;
  82044. /**
  82045. * Maximum scale of emitting particles on Y axis.
  82046. */
  82047. maxScaleY: number;
  82048. /**
  82049. * Gets or sets the minimal initial rotation in radians.
  82050. */
  82051. minInitialRotation: number;
  82052. /**
  82053. * Gets or sets the maximal initial rotation in radians.
  82054. */
  82055. maxInitialRotation: number;
  82056. /**
  82057. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  82058. */
  82059. minAngularSpeed: number;
  82060. /**
  82061. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  82062. */
  82063. maxAngularSpeed: number;
  82064. /**
  82065. * The texture used to render each particle. (this can be a spritesheet)
  82066. */
  82067. particleTexture: Nullable<Texture>;
  82068. /**
  82069. * The layer mask we are rendering the particles through.
  82070. */
  82071. layerMask: number;
  82072. /**
  82073. * This can help using your own shader to render the particle system.
  82074. * The according effect will be created
  82075. */
  82076. customShader: any;
  82077. /**
  82078. * By default particle system starts as soon as they are created. This prevents the
  82079. * automatic start to happen and let you decide when to start emitting particles.
  82080. */
  82081. preventAutoStart: boolean;
  82082. private _noiseTexture;
  82083. /**
  82084. * Gets or sets a texture used to add random noise to particle positions
  82085. */
  82086. noiseTexture: Nullable<ProceduralTexture>;
  82087. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  82088. noiseStrength: Vector3;
  82089. /**
  82090. * Callback triggered when the particle animation is ending.
  82091. */
  82092. onAnimationEnd: Nullable<() => void>;
  82093. /**
  82094. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  82095. */
  82096. blendMode: number;
  82097. /**
  82098. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  82099. * to override the particles.
  82100. */
  82101. forceDepthWrite: boolean;
  82102. /** Gets or sets a value indicating how many cycles (or frames) must be executed before first rendering (this value has to be set before starting the system). Default is 0 */
  82103. preWarmCycles: number;
  82104. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  82105. preWarmStepOffset: number;
  82106. /**
  82107. * If using a spritesheet (isAnimationSheetEnabled) defines the speed of the sprite loop (default is 1 meaning the animation will play once during the entire particle lifetime)
  82108. */
  82109. spriteCellChangeSpeed: number;
  82110. /**
  82111. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  82112. */
  82113. startSpriteCellID: number;
  82114. /**
  82115. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  82116. */
  82117. endSpriteCellID: number;
  82118. /**
  82119. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  82120. */
  82121. spriteCellWidth: number;
  82122. /**
  82123. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  82124. */
  82125. spriteCellHeight: number;
  82126. /**
  82127. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  82128. */
  82129. spriteRandomStartCell: boolean;
  82130. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  82131. translationPivot: Vector2;
  82132. /** @hidden */
  82133. protected _isAnimationSheetEnabled: boolean;
  82134. /**
  82135. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  82136. */
  82137. beginAnimationOnStart: boolean;
  82138. /**
  82139. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  82140. */
  82141. beginAnimationFrom: number;
  82142. /**
  82143. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  82144. */
  82145. beginAnimationTo: number;
  82146. /**
  82147. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  82148. */
  82149. beginAnimationLoop: boolean;
  82150. /**
  82151. * Gets or sets a world offset applied to all particles
  82152. */
  82153. worldOffset: Vector3;
  82154. /**
  82155. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  82156. */
  82157. isAnimationSheetEnabled: boolean;
  82158. /**
  82159. * Get hosting scene
  82160. * @returns the scene
  82161. */
  82162. getScene(): Scene;
  82163. /**
  82164. * You can use gravity if you want to give an orientation to your particles.
  82165. */
  82166. gravity: Vector3;
  82167. protected _colorGradients: Nullable<Array<ColorGradient>>;
  82168. protected _sizeGradients: Nullable<Array<FactorGradient>>;
  82169. protected _lifeTimeGradients: Nullable<Array<FactorGradient>>;
  82170. protected _angularSpeedGradients: Nullable<Array<FactorGradient>>;
  82171. protected _velocityGradients: Nullable<Array<FactorGradient>>;
  82172. protected _limitVelocityGradients: Nullable<Array<FactorGradient>>;
  82173. protected _dragGradients: Nullable<Array<FactorGradient>>;
  82174. protected _emitRateGradients: Nullable<Array<FactorGradient>>;
  82175. protected _startSizeGradients: Nullable<Array<FactorGradient>>;
  82176. protected _rampGradients: Nullable<Array<Color3Gradient>>;
  82177. protected _colorRemapGradients: Nullable<Array<FactorGradient>>;
  82178. protected _alphaRemapGradients: Nullable<Array<FactorGradient>>;
  82179. protected _hasTargetStopDurationDependantGradient(): boolean | null;
  82180. /**
  82181. * Defines the delay in milliseconds before starting the system (0 by default)
  82182. */
  82183. startDelay: number;
  82184. /**
  82185. * Gets the current list of drag gradients.
  82186. * You must use addDragGradient and removeDragGradient to udpate this list
  82187. * @returns the list of drag gradients
  82188. */
  82189. getDragGradients(): Nullable<Array<FactorGradient>>;
  82190. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  82191. limitVelocityDamping: number;
  82192. /**
  82193. * Gets the current list of limit velocity gradients.
  82194. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  82195. * @returns the list of limit velocity gradients
  82196. */
  82197. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  82198. /**
  82199. * Gets the current list of color gradients.
  82200. * You must use addColorGradient and removeColorGradient to udpate this list
  82201. * @returns the list of color gradients
  82202. */
  82203. getColorGradients(): Nullable<Array<ColorGradient>>;
  82204. /**
  82205. * Gets the current list of size gradients.
  82206. * You must use addSizeGradient and removeSizeGradient to udpate this list
  82207. * @returns the list of size gradients
  82208. */
  82209. getSizeGradients(): Nullable<Array<FactorGradient>>;
  82210. /**
  82211. * Gets the current list of color remap gradients.
  82212. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  82213. * @returns the list of color remap gradients
  82214. */
  82215. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  82216. /**
  82217. * Gets the current list of alpha remap gradients.
  82218. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  82219. * @returns the list of alpha remap gradients
  82220. */
  82221. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  82222. /**
  82223. * Gets the current list of life time gradients.
  82224. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  82225. * @returns the list of life time gradients
  82226. */
  82227. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  82228. /**
  82229. * Gets the current list of angular speed gradients.
  82230. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  82231. * @returns the list of angular speed gradients
  82232. */
  82233. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  82234. /**
  82235. * Gets the current list of velocity gradients.
  82236. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  82237. * @returns the list of velocity gradients
  82238. */
  82239. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  82240. /**
  82241. * Gets the current list of start size gradients.
  82242. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  82243. * @returns the list of start size gradients
  82244. */
  82245. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  82246. /**
  82247. * Gets the current list of emit rate gradients.
  82248. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  82249. * @returns the list of emit rate gradients
  82250. */
  82251. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  82252. /**
  82253. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  82254. * This only works when particleEmitterTyps is a BoxParticleEmitter
  82255. */
  82256. direction1: Vector3;
  82257. /**
  82258. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  82259. * This only works when particleEmitterTyps is a BoxParticleEmitter
  82260. */
  82261. direction2: Vector3;
  82262. /**
  82263. * Minimum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  82264. * This only works when particleEmitterTyps is a BoxParticleEmitter
  82265. */
  82266. minEmitBox: Vector3;
  82267. /**
  82268. * Maximum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  82269. * This only works when particleEmitterTyps is a BoxParticleEmitter
  82270. */
  82271. maxEmitBox: Vector3;
  82272. /**
  82273. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  82274. */
  82275. color1: Color4;
  82276. /**
  82277. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  82278. */
  82279. color2: Color4;
  82280. /**
  82281. * Color the particle will have at the end of its lifetime
  82282. */
  82283. colorDead: Color4;
  82284. /**
  82285. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  82286. */
  82287. textureMask: Color4;
  82288. /**
  82289. * The particle emitter type defines the emitter used by the particle system.
  82290. * It can be for example box, sphere, or cone...
  82291. */
  82292. particleEmitterType: IParticleEmitterType;
  82293. /** @hidden */
  82294. _isSubEmitter: boolean;
  82295. /**
  82296. * Gets or sets the billboard mode to use when isBillboardBased = true.
  82297. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  82298. */
  82299. billboardMode: number;
  82300. protected _isBillboardBased: boolean;
  82301. /**
  82302. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  82303. */
  82304. isBillboardBased: boolean;
  82305. /**
  82306. * The scene the particle system belongs to.
  82307. */
  82308. protected _scene: Scene;
  82309. /**
  82310. * Local cache of defines for image processing.
  82311. */
  82312. protected _imageProcessingConfigurationDefines: ImageProcessingConfigurationDefines;
  82313. /**
  82314. * Default configuration related to image processing available in the standard Material.
  82315. */
  82316. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  82317. /**
  82318. * Gets the image processing configuration used either in this material.
  82319. */
  82320. /**
  82321. * Sets the Default image processing configuration used either in the this material.
  82322. *
  82323. * If sets to null, the scene one is in use.
  82324. */
  82325. imageProcessingConfiguration: ImageProcessingConfiguration;
  82326. /**
  82327. * Attaches a new image processing configuration to the Standard Material.
  82328. * @param configuration
  82329. */
  82330. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  82331. /** @hidden */
  82332. protected _reset(): void;
  82333. /** @hidden */
  82334. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: Nullable<RawTexture>): BaseParticleSystem;
  82335. /**
  82336. * Instantiates a particle system.
  82337. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  82338. * @param name The name of the particle system
  82339. */
  82340. constructor(name: string);
  82341. /**
  82342. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  82343. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  82344. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  82345. * @returns the emitter
  82346. */
  82347. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  82348. /**
  82349. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  82350. * @param radius The radius of the hemisphere to emit from
  82351. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  82352. * @returns the emitter
  82353. */
  82354. createHemisphericEmitter(radius?: number, radiusRange?: number): HemisphericParticleEmitter;
  82355. /**
  82356. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  82357. * @param radius The radius of the sphere to emit from
  82358. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  82359. * @returns the emitter
  82360. */
  82361. createSphereEmitter(radius?: number, radiusRange?: number): SphereParticleEmitter;
  82362. /**
  82363. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  82364. * @param radius The radius of the sphere to emit from
  82365. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  82366. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  82367. * @returns the emitter
  82368. */
  82369. createDirectedSphereEmitter(radius?: number, direction1?: Vector3, direction2?: Vector3): SphereDirectedParticleEmitter;
  82370. /**
  82371. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  82372. * @param radius The radius of the emission cylinder
  82373. * @param height The height of the emission cylinder
  82374. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  82375. * @param directionRandomizer How much to randomize the particle direction [0-1]
  82376. * @returns the emitter
  82377. */
  82378. createCylinderEmitter(radius?: number, height?: number, radiusRange?: number, directionRandomizer?: number): CylinderParticleEmitter;
  82379. /**
  82380. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  82381. * @param radius The radius of the cylinder to emit from
  82382. * @param height The height of the emission cylinder
  82383. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  82384. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  82385. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  82386. * @returns the emitter
  82387. */
  82388. createDirectedCylinderEmitter(radius?: number, height?: number, radiusRange?: number, direction1?: Vector3, direction2?: Vector3): CylinderDirectedParticleEmitter;
  82389. /**
  82390. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  82391. * @param radius The radius of the cone to emit from
  82392. * @param angle The base angle of the cone
  82393. * @returns the emitter
  82394. */
  82395. createConeEmitter(radius?: number, angle?: number): ConeParticleEmitter;
  82396. /**
  82397. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  82398. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  82399. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  82400. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  82401. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  82402. * @returns the emitter
  82403. */
  82404. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  82405. }
  82406. }
  82407. declare module BABYLON {
  82408. /**
  82409. * Type of sub emitter
  82410. */
  82411. export enum SubEmitterType {
  82412. /**
  82413. * Attached to the particle over it's lifetime
  82414. */
  82415. ATTACHED = 0,
  82416. /**
  82417. * Created when the particle dies
  82418. */
  82419. END = 1
  82420. }
  82421. /**
  82422. * Sub emitter class used to emit particles from an existing particle
  82423. */
  82424. export class SubEmitter {
  82425. /**
  82426. * the particle system to be used by the sub emitter
  82427. */
  82428. particleSystem: ParticleSystem;
  82429. /**
  82430. * Type of the submitter (Default: END)
  82431. */
  82432. type: SubEmitterType;
  82433. /**
  82434. * If the particle should inherit the direction from the particle it's attached to. (+Y will face the direction the particle is moving) (Default: false)
  82435. * Note: This only is supported when using an emitter of type Mesh
  82436. */
  82437. inheritDirection: boolean;
  82438. /**
  82439. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  82440. */
  82441. inheritedVelocityAmount: number;
  82442. /**
  82443. * Creates a sub emitter
  82444. * @param particleSystem the particle system to be used by the sub emitter
  82445. */
  82446. constructor(
  82447. /**
  82448. * the particle system to be used by the sub emitter
  82449. */
  82450. particleSystem: ParticleSystem);
  82451. /**
  82452. * Clones the sub emitter
  82453. * @returns the cloned sub emitter
  82454. */
  82455. clone(): SubEmitter;
  82456. /**
  82457. * Serialize current object to a JSON object
  82458. * @returns the serialized object
  82459. */
  82460. serialize(): any;
  82461. /** @hidden */
  82462. static _ParseParticleSystem(system: any, scene: Scene, rootUrl: string): ParticleSystem;
  82463. /**
  82464. * Creates a new SubEmitter from a serialized JSON version
  82465. * @param serializationObject defines the JSON object to read from
  82466. * @param scene defines the hosting scene
  82467. * @param rootUrl defines the rootUrl for data loading
  82468. * @returns a new SubEmitter
  82469. */
  82470. static Parse(serializationObject: any, scene: Scene, rootUrl: string): SubEmitter;
  82471. /** Release associated resources */
  82472. dispose(): void;
  82473. }
  82474. }
  82475. declare module BABYLON {
  82476. /** @hidden */
  82477. export var clipPlaneFragmentDeclaration: {
  82478. name: string;
  82479. shader: string;
  82480. };
  82481. }
  82482. declare module BABYLON {
  82483. /** @hidden */
  82484. export var imageProcessingDeclaration: {
  82485. name: string;
  82486. shader: string;
  82487. };
  82488. }
  82489. declare module BABYLON {
  82490. /** @hidden */
  82491. export var imageProcessingFunctions: {
  82492. name: string;
  82493. shader: string;
  82494. };
  82495. }
  82496. declare module BABYLON {
  82497. /** @hidden */
  82498. export var clipPlaneFragment: {
  82499. name: string;
  82500. shader: string;
  82501. };
  82502. }
  82503. declare module BABYLON {
  82504. /** @hidden */
  82505. export var particlesPixelShader: {
  82506. name: string;
  82507. shader: string;
  82508. };
  82509. }
  82510. declare module BABYLON {
  82511. /** @hidden */
  82512. export var clipPlaneVertexDeclaration: {
  82513. name: string;
  82514. shader: string;
  82515. };
  82516. }
  82517. declare module BABYLON {
  82518. /** @hidden */
  82519. export var clipPlaneVertex: {
  82520. name: string;
  82521. shader: string;
  82522. };
  82523. }
  82524. declare module BABYLON {
  82525. /** @hidden */
  82526. export var particlesVertexShader: {
  82527. name: string;
  82528. shader: string;
  82529. };
  82530. }
  82531. declare module BABYLON {
  82532. /**
  82533. * This represents a particle system in Babylon.
  82534. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  82535. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  82536. * @example https://doc.babylonjs.com/babylon101/particles
  82537. */
  82538. export class ParticleSystem extends BaseParticleSystem implements IDisposable, IAnimatable, IParticleSystem {
  82539. /**
  82540. * Billboard mode will only apply to Y axis
  82541. */
  82542. static readonly BILLBOARDMODE_Y: number;
  82543. /**
  82544. * Billboard mode will apply to all axes
  82545. */
  82546. static readonly BILLBOARDMODE_ALL: number;
  82547. /**
  82548. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  82549. */
  82550. static readonly BILLBOARDMODE_STRETCHED: number;
  82551. /**
  82552. * This function can be defined to provide custom update for active particles.
  82553. * This function will be called instead of regular update (age, position, color, etc.).
  82554. * Do not forget that this function will be called on every frame so try to keep it simple and fast :)
  82555. */
  82556. updateFunction: (particles: Particle[]) => void;
  82557. private _emitterWorldMatrix;
  82558. /**
  82559. * This function can be defined to specify initial direction for every new particle.
  82560. * It by default use the emitterType defined function
  82561. */
  82562. startDirectionFunction: (worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle) => void;
  82563. /**
  82564. * This function can be defined to specify initial position for every new particle.
  82565. * It by default use the emitterType defined function
  82566. */
  82567. startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle) => void;
  82568. /**
  82569. * @hidden
  82570. */
  82571. _inheritedVelocityOffset: Vector3;
  82572. /**
  82573. * An event triggered when the system is disposed
  82574. */
  82575. onDisposeObservable: Observable<ParticleSystem>;
  82576. private _onDisposeObserver;
  82577. /**
  82578. * Sets a callback that will be triggered when the system is disposed
  82579. */
  82580. onDispose: () => void;
  82581. private _particles;
  82582. private _epsilon;
  82583. private _capacity;
  82584. private _stockParticles;
  82585. private _newPartsExcess;
  82586. private _vertexData;
  82587. private _vertexBuffer;
  82588. private _vertexBuffers;
  82589. private _spriteBuffer;
  82590. private _indexBuffer;
  82591. private _effect;
  82592. private _customEffect;
  82593. private _cachedDefines;
  82594. private _scaledColorStep;
  82595. private _colorDiff;
  82596. private _scaledDirection;
  82597. private _scaledGravity;
  82598. private _currentRenderId;
  82599. private _alive;
  82600. private _useInstancing;
  82601. private _started;
  82602. private _stopped;
  82603. private _actualFrame;
  82604. private _scaledUpdateSpeed;
  82605. private _vertexBufferSize;
  82606. /** @hidden */
  82607. _currentEmitRateGradient: Nullable<FactorGradient>;
  82608. /** @hidden */
  82609. _currentEmitRate1: number;
  82610. /** @hidden */
  82611. _currentEmitRate2: number;
  82612. /** @hidden */
  82613. _currentStartSizeGradient: Nullable<FactorGradient>;
  82614. /** @hidden */
  82615. _currentStartSize1: number;
  82616. /** @hidden */
  82617. _currentStartSize2: number;
  82618. private readonly _rawTextureWidth;
  82619. private _rampGradientsTexture;
  82620. private _useRampGradients;
  82621. /** Gets or sets a boolean indicating that ramp gradients must be used
  82622. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  82623. */
  82624. useRampGradients: boolean;
  82625. /**
  82626. * The Sub-emitters templates that will be used to generate the sub particle system to be associated with the system, this property is used by the root particle system only.
  82627. * When a particle is spawned, an array will be chosen at random and all the emitters in that array will be attached to the particle. (Default: [])
  82628. */
  82629. subEmitters: Array<ParticleSystem | SubEmitter | Array<SubEmitter>>;
  82630. private _subEmitters;
  82631. /**
  82632. * @hidden
  82633. * If the particle systems emitter should be disposed when the particle system is disposed
  82634. */
  82635. _disposeEmitterOnDispose: boolean;
  82636. /**
  82637. * The current active Sub-systems, this property is used by the root particle system only.
  82638. */
  82639. activeSubSystems: Array<ParticleSystem>;
  82640. private _rootParticleSystem;
  82641. /**
  82642. * Gets the current list of active particles
  82643. */
  82644. readonly particles: Particle[];
  82645. /**
  82646. * Returns the string "ParticleSystem"
  82647. * @returns a string containing the class name
  82648. */
  82649. getClassName(): string;
  82650. /**
  82651. * Instantiates a particle system.
  82652. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  82653. * @param name The name of the particle system
  82654. * @param capacity The max number of particles alive at the same time
  82655. * @param scene The scene the particle system belongs to
  82656. * @param customEffect a custom effect used to change the way particles are rendered by default
  82657. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  82658. * @param epsilon Offset used to render the particles
  82659. */
  82660. constructor(name: string, capacity: number, scene: Scene, customEffect?: Nullable<Effect>, isAnimationSheetEnabled?: boolean, epsilon?: number);
  82661. private _addFactorGradient;
  82662. private _removeFactorGradient;
  82663. /**
  82664. * Adds a new life time gradient
  82665. * @param gradient defines the gradient to use (between 0 and 1)
  82666. * @param factor defines the life time factor to affect to the specified gradient
  82667. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82668. * @returns the current particle system
  82669. */
  82670. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82671. /**
  82672. * Remove a specific life time gradient
  82673. * @param gradient defines the gradient to remove
  82674. * @returns the current particle system
  82675. */
  82676. removeLifeTimeGradient(gradient: number): IParticleSystem;
  82677. /**
  82678. * Adds a new size gradient
  82679. * @param gradient defines the gradient to use (between 0 and 1)
  82680. * @param factor defines the size factor to affect to the specified gradient
  82681. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82682. * @returns the current particle system
  82683. */
  82684. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82685. /**
  82686. * Remove a specific size gradient
  82687. * @param gradient defines the gradient to remove
  82688. * @returns the current particle system
  82689. */
  82690. removeSizeGradient(gradient: number): IParticleSystem;
  82691. /**
  82692. * Adds a new color remap gradient
  82693. * @param gradient defines the gradient to use (between 0 and 1)
  82694. * @param min defines the color remap minimal range
  82695. * @param max defines the color remap maximal range
  82696. * @returns the current particle system
  82697. */
  82698. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  82699. /**
  82700. * Remove a specific color remap gradient
  82701. * @param gradient defines the gradient to remove
  82702. * @returns the current particle system
  82703. */
  82704. removeColorRemapGradient(gradient: number): IParticleSystem;
  82705. /**
  82706. * Adds a new alpha remap gradient
  82707. * @param gradient defines the gradient to use (between 0 and 1)
  82708. * @param min defines the alpha remap minimal range
  82709. * @param max defines the alpha remap maximal range
  82710. * @returns the current particle system
  82711. */
  82712. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  82713. /**
  82714. * Remove a specific alpha remap gradient
  82715. * @param gradient defines the gradient to remove
  82716. * @returns the current particle system
  82717. */
  82718. removeAlphaRemapGradient(gradient: number): IParticleSystem;
  82719. /**
  82720. * Adds a new angular speed gradient
  82721. * @param gradient defines the gradient to use (between 0 and 1)
  82722. * @param factor defines the angular speed to affect to the specified gradient
  82723. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82724. * @returns the current particle system
  82725. */
  82726. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82727. /**
  82728. * Remove a specific angular speed gradient
  82729. * @param gradient defines the gradient to remove
  82730. * @returns the current particle system
  82731. */
  82732. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  82733. /**
  82734. * Adds a new velocity gradient
  82735. * @param gradient defines the gradient to use (between 0 and 1)
  82736. * @param factor defines the velocity to affect to the specified gradient
  82737. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82738. * @returns the current particle system
  82739. */
  82740. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82741. /**
  82742. * Remove a specific velocity gradient
  82743. * @param gradient defines the gradient to remove
  82744. * @returns the current particle system
  82745. */
  82746. removeVelocityGradient(gradient: number): IParticleSystem;
  82747. /**
  82748. * Adds a new limit velocity gradient
  82749. * @param gradient defines the gradient to use (between 0 and 1)
  82750. * @param factor defines the limit velocity value to affect to the specified gradient
  82751. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82752. * @returns the current particle system
  82753. */
  82754. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82755. /**
  82756. * Remove a specific limit velocity gradient
  82757. * @param gradient defines the gradient to remove
  82758. * @returns the current particle system
  82759. */
  82760. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  82761. /**
  82762. * Adds a new drag gradient
  82763. * @param gradient defines the gradient to use (between 0 and 1)
  82764. * @param factor defines the drag value to affect to the specified gradient
  82765. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82766. * @returns the current particle system
  82767. */
  82768. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82769. /**
  82770. * Remove a specific drag gradient
  82771. * @param gradient defines the gradient to remove
  82772. * @returns the current particle system
  82773. */
  82774. removeDragGradient(gradient: number): IParticleSystem;
  82775. /**
  82776. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  82777. * @param gradient defines the gradient to use (between 0 and 1)
  82778. * @param factor defines the emit rate value to affect to the specified gradient
  82779. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82780. * @returns the current particle system
  82781. */
  82782. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82783. /**
  82784. * Remove a specific emit rate gradient
  82785. * @param gradient defines the gradient to remove
  82786. * @returns the current particle system
  82787. */
  82788. removeEmitRateGradient(gradient: number): IParticleSystem;
  82789. /**
  82790. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  82791. * @param gradient defines the gradient to use (between 0 and 1)
  82792. * @param factor defines the start size value to affect to the specified gradient
  82793. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82794. * @returns the current particle system
  82795. */
  82796. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82797. /**
  82798. * Remove a specific start size gradient
  82799. * @param gradient defines the gradient to remove
  82800. * @returns the current particle system
  82801. */
  82802. removeStartSizeGradient(gradient: number): IParticleSystem;
  82803. private _createRampGradientTexture;
  82804. /**
  82805. * Gets the current list of ramp gradients.
  82806. * You must use addRampGradient and removeRampGradient to udpate this list
  82807. * @returns the list of ramp gradients
  82808. */
  82809. getRampGradients(): Nullable<Array<Color3Gradient>>;
  82810. /**
  82811. * Adds a new ramp gradient used to remap particle colors
  82812. * @param gradient defines the gradient to use (between 0 and 1)
  82813. * @param color defines the color to affect to the specified gradient
  82814. * @returns the current particle system
  82815. */
  82816. addRampGradient(gradient: number, color: Color3): ParticleSystem;
  82817. /**
  82818. * Remove a specific ramp gradient
  82819. * @param gradient defines the gradient to remove
  82820. * @returns the current particle system
  82821. */
  82822. removeRampGradient(gradient: number): ParticleSystem;
  82823. /**
  82824. * Adds a new color gradient
  82825. * @param gradient defines the gradient to use (between 0 and 1)
  82826. * @param color1 defines the color to affect to the specified gradient
  82827. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  82828. * @returns this particle system
  82829. */
  82830. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  82831. /**
  82832. * Remove a specific color gradient
  82833. * @param gradient defines the gradient to remove
  82834. * @returns this particle system
  82835. */
  82836. removeColorGradient(gradient: number): IParticleSystem;
  82837. private _fetchR;
  82838. protected _reset(): void;
  82839. private _resetEffect;
  82840. private _createVertexBuffers;
  82841. private _createIndexBuffer;
  82842. /**
  82843. * Gets the maximum number of particles active at the same time.
  82844. * @returns The max number of active particles.
  82845. */
  82846. getCapacity(): number;
  82847. /**
  82848. * Gets whether there are still active particles in the system.
  82849. * @returns True if it is alive, otherwise false.
  82850. */
  82851. isAlive(): boolean;
  82852. /**
  82853. * Gets if the system has been started. (Note: this will still be true after stop is called)
  82854. * @returns True if it has been started, otherwise false.
  82855. */
  82856. isStarted(): boolean;
  82857. private _prepareSubEmitterInternalArray;
  82858. /**
  82859. * Starts the particle system and begins to emit
  82860. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  82861. */
  82862. start(delay?: number): void;
  82863. /**
  82864. * Stops the particle system.
  82865. * @param stopSubEmitters if true it will stop the current system and all created sub-Systems if false it will stop the current root system only, this param is used by the root particle system only. the default value is true.
  82866. */
  82867. stop(stopSubEmitters?: boolean): void;
  82868. /**
  82869. * Remove all active particles
  82870. */
  82871. reset(): void;
  82872. /**
  82873. * @hidden (for internal use only)
  82874. */
  82875. _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
  82876. /**
  82877. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  82878. * Its lifetime will start back at 0.
  82879. */
  82880. recycleParticle: (particle: Particle) => void;
  82881. private _stopSubEmitters;
  82882. private _createParticle;
  82883. private _removeFromRoot;
  82884. private _emitFromParticle;
  82885. private _update;
  82886. /** @hidden */
  82887. static _GetAttributeNamesOrOptions(isAnimationSheetEnabled?: boolean, isBillboardBased?: boolean, useRampGradients?: boolean): string[];
  82888. /** @hidden */
  82889. static _GetEffectCreationOptions(isAnimationSheetEnabled?: boolean): string[];
  82890. /** @hidden */
  82891. private _getEffect;
  82892. /**
  82893. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  82894. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  82895. */
  82896. animate(preWarmOnly?: boolean): void;
  82897. private _appendParticleVertices;
  82898. /**
  82899. * Rebuilds the particle system.
  82900. */
  82901. rebuild(): void;
  82902. /**
  82903. * Is this system ready to be used/rendered
  82904. * @return true if the system is ready
  82905. */
  82906. isReady(): boolean;
  82907. private _render;
  82908. /**
  82909. * Renders the particle system in its current state.
  82910. * @returns the current number of particles
  82911. */
  82912. render(): number;
  82913. /**
  82914. * Disposes the particle system and free the associated resources
  82915. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  82916. */
  82917. dispose(disposeTexture?: boolean): void;
  82918. /**
  82919. * Clones the particle system.
  82920. * @param name The name of the cloned object
  82921. * @param newEmitter The new emitter to use
  82922. * @returns the cloned particle system
  82923. */
  82924. clone(name: string, newEmitter: any): ParticleSystem;
  82925. /**
  82926. * Serializes the particle system to a JSON object.
  82927. * @returns the JSON object
  82928. */
  82929. serialize(): any;
  82930. /** @hidden */
  82931. static _Serialize(serializationObject: any, particleSystem: IParticleSystem): void;
  82932. /** @hidden */
  82933. static _Parse(parsedParticleSystem: any, particleSystem: IParticleSystem, scene: Scene, rootUrl: string): void;
  82934. /**
  82935. * Parses a JSON object to create a particle system.
  82936. * @param parsedParticleSystem The JSON object to parse
  82937. * @param scene The scene to create the particle system in
  82938. * @param rootUrl The root url to use to load external dependencies like texture
  82939. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  82940. * @returns the Parsed particle system
  82941. */
  82942. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): ParticleSystem;
  82943. }
  82944. }
  82945. declare module BABYLON {
  82946. /**
  82947. * A particle represents one of the element emitted by a particle system.
  82948. * This is mainly define by its coordinates, direction, velocity and age.
  82949. */
  82950. export class Particle {
  82951. /**
  82952. * The particle system the particle belongs to.
  82953. */
  82954. particleSystem: ParticleSystem;
  82955. private static _Count;
  82956. /**
  82957. * Unique ID of the particle
  82958. */
  82959. id: number;
  82960. /**
  82961. * The world position of the particle in the scene.
  82962. */
  82963. position: Vector3;
  82964. /**
  82965. * The world direction of the particle in the scene.
  82966. */
  82967. direction: Vector3;
  82968. /**
  82969. * The color of the particle.
  82970. */
  82971. color: Color4;
  82972. /**
  82973. * The color change of the particle per step.
  82974. */
  82975. colorStep: Color4;
  82976. /**
  82977. * Defines how long will the life of the particle be.
  82978. */
  82979. lifeTime: number;
  82980. /**
  82981. * The current age of the particle.
  82982. */
  82983. age: number;
  82984. /**
  82985. * The current size of the particle.
  82986. */
  82987. size: number;
  82988. /**
  82989. * The current scale of the particle.
  82990. */
  82991. scale: Vector2;
  82992. /**
  82993. * The current angle of the particle.
  82994. */
  82995. angle: number;
  82996. /**
  82997. * Defines how fast is the angle changing.
  82998. */
  82999. angularSpeed: number;
  83000. /**
  83001. * Defines the cell index used by the particle to be rendered from a sprite.
  83002. */
  83003. cellIndex: number;
  83004. /**
  83005. * The information required to support color remapping
  83006. */
  83007. remapData: Vector4;
  83008. /** @hidden */
  83009. _randomCellOffset?: number;
  83010. /** @hidden */
  83011. _initialDirection: Nullable<Vector3>;
  83012. /** @hidden */
  83013. _attachedSubEmitters: Nullable<Array<SubEmitter>>;
  83014. /** @hidden */
  83015. _initialStartSpriteCellID: number;
  83016. /** @hidden */
  83017. _initialEndSpriteCellID: number;
  83018. /** @hidden */
  83019. _currentColorGradient: Nullable<ColorGradient>;
  83020. /** @hidden */
  83021. _currentColor1: Color4;
  83022. /** @hidden */
  83023. _currentColor2: Color4;
  83024. /** @hidden */
  83025. _currentSizeGradient: Nullable<FactorGradient>;
  83026. /** @hidden */
  83027. _currentSize1: number;
  83028. /** @hidden */
  83029. _currentSize2: number;
  83030. /** @hidden */
  83031. _currentAngularSpeedGradient: Nullable<FactorGradient>;
  83032. /** @hidden */
  83033. _currentAngularSpeed1: number;
  83034. /** @hidden */
  83035. _currentAngularSpeed2: number;
  83036. /** @hidden */
  83037. _currentVelocityGradient: Nullable<FactorGradient>;
  83038. /** @hidden */
  83039. _currentVelocity1: number;
  83040. /** @hidden */
  83041. _currentVelocity2: number;
  83042. /** @hidden */
  83043. _currentLimitVelocityGradient: Nullable<FactorGradient>;
  83044. /** @hidden */
  83045. _currentLimitVelocity1: number;
  83046. /** @hidden */
  83047. _currentLimitVelocity2: number;
  83048. /** @hidden */
  83049. _currentDragGradient: Nullable<FactorGradient>;
  83050. /** @hidden */
  83051. _currentDrag1: number;
  83052. /** @hidden */
  83053. _currentDrag2: number;
  83054. /** @hidden */
  83055. _randomNoiseCoordinates1: Vector3;
  83056. /** @hidden */
  83057. _randomNoiseCoordinates2: Vector3;
  83058. /**
  83059. * Creates a new instance Particle
  83060. * @param particleSystem the particle system the particle belongs to
  83061. */
  83062. constructor(
  83063. /**
  83064. * The particle system the particle belongs to.
  83065. */
  83066. particleSystem: ParticleSystem);
  83067. private updateCellInfoFromSystem;
  83068. /**
  83069. * Defines how the sprite cell index is updated for the particle
  83070. */
  83071. updateCellIndex(): void;
  83072. /** @hidden */
  83073. _inheritParticleInfoToSubEmitter(subEmitter: SubEmitter): void;
  83074. /** @hidden */
  83075. _inheritParticleInfoToSubEmitters(): void;
  83076. /** @hidden */
  83077. _reset(): void;
  83078. /**
  83079. * Copy the properties of particle to another one.
  83080. * @param other the particle to copy the information to.
  83081. */
  83082. copyTo(other: Particle): void;
  83083. }
  83084. }
  83085. declare module BABYLON {
  83086. /**
  83087. * Particle emitter represents a volume emitting particles.
  83088. * This is the responsibility of the implementation to define the volume shape like cone/sphere/box.
  83089. */
  83090. export interface IParticleEmitterType {
  83091. /**
  83092. * Called by the particle System when the direction is computed for the created particle.
  83093. * @param worldMatrix is the world matrix of the particle system
  83094. * @param directionToUpdate is the direction vector to update with the result
  83095. * @param particle is the particle we are computed the direction for
  83096. */
  83097. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  83098. /**
  83099. * Called by the particle System when the position is computed for the created particle.
  83100. * @param worldMatrix is the world matrix of the particle system
  83101. * @param positionToUpdate is the position vector to update with the result
  83102. * @param particle is the particle we are computed the position for
  83103. */
  83104. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  83105. /**
  83106. * Clones the current emitter and returns a copy of it
  83107. * @returns the new emitter
  83108. */
  83109. clone(): IParticleEmitterType;
  83110. /**
  83111. * Called by the GPUParticleSystem to setup the update shader
  83112. * @param effect defines the update shader
  83113. */
  83114. applyToShader(effect: Effect): void;
  83115. /**
  83116. * Returns a string to use to update the GPU particles update shader
  83117. * @returns the effect defines string
  83118. */
  83119. getEffectDefines(): string;
  83120. /**
  83121. * Returns a string representing the class name
  83122. * @returns a string containing the class name
  83123. */
  83124. getClassName(): string;
  83125. /**
  83126. * Serializes the particle system to a JSON object.
  83127. * @returns the JSON object
  83128. */
  83129. serialize(): any;
  83130. /**
  83131. * Parse properties from a JSON object
  83132. * @param serializationObject defines the JSON object
  83133. */
  83134. parse(serializationObject: any): void;
  83135. }
  83136. }
  83137. declare module BABYLON {
  83138. /**
  83139. * Particle emitter emitting particles from the inside of a box.
  83140. * It emits the particles randomly between 2 given directions.
  83141. */
  83142. export class BoxParticleEmitter implements IParticleEmitterType {
  83143. /**
  83144. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  83145. */
  83146. direction1: Vector3;
  83147. /**
  83148. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  83149. */
  83150. direction2: Vector3;
  83151. /**
  83152. * Minimum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  83153. */
  83154. minEmitBox: Vector3;
  83155. /**
  83156. * Maximum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  83157. */
  83158. maxEmitBox: Vector3;
  83159. /**
  83160. * Creates a new instance BoxParticleEmitter
  83161. */
  83162. constructor();
  83163. /**
  83164. * Called by the particle System when the direction is computed for the created particle.
  83165. * @param worldMatrix is the world matrix of the particle system
  83166. * @param directionToUpdate is the direction vector to update with the result
  83167. * @param particle is the particle we are computed the direction for
  83168. */
  83169. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  83170. /**
  83171. * Called by the particle System when the position is computed for the created particle.
  83172. * @param worldMatrix is the world matrix of the particle system
  83173. * @param positionToUpdate is the position vector to update with the result
  83174. * @param particle is the particle we are computed the position for
  83175. */
  83176. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  83177. /**
  83178. * Clones the current emitter and returns a copy of it
  83179. * @returns the new emitter
  83180. */
  83181. clone(): BoxParticleEmitter;
  83182. /**
  83183. * Called by the GPUParticleSystem to setup the update shader
  83184. * @param effect defines the update shader
  83185. */
  83186. applyToShader(effect: Effect): void;
  83187. /**
  83188. * Returns a string to use to update the GPU particles update shader
  83189. * @returns a string containng the defines string
  83190. */
  83191. getEffectDefines(): string;
  83192. /**
  83193. * Returns the string "BoxParticleEmitter"
  83194. * @returns a string containing the class name
  83195. */
  83196. getClassName(): string;
  83197. /**
  83198. * Serializes the particle system to a JSON object.
  83199. * @returns the JSON object
  83200. */
  83201. serialize(): any;
  83202. /**
  83203. * Parse properties from a JSON object
  83204. * @param serializationObject defines the JSON object
  83205. */
  83206. parse(serializationObject: any): void;
  83207. }
  83208. }
  83209. declare module BABYLON {
  83210. /**
  83211. * Particle emitter emitting particles from the inside of a cone.
  83212. * It emits the particles alongside the cone volume from the base to the particle.
  83213. * The emission direction might be randomized.
  83214. */
  83215. export class ConeParticleEmitter implements IParticleEmitterType {
  83216. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  83217. directionRandomizer: number;
  83218. private _radius;
  83219. private _angle;
  83220. private _height;
  83221. /**
  83222. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  83223. */
  83224. radiusRange: number;
  83225. /**
  83226. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  83227. */
  83228. heightRange: number;
  83229. /**
  83230. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  83231. */
  83232. emitFromSpawnPointOnly: boolean;
  83233. /**
  83234. * Gets or sets the radius of the emission cone
  83235. */
  83236. radius: number;
  83237. /**
  83238. * Gets or sets the angle of the emission cone
  83239. */
  83240. angle: number;
  83241. private _buildHeight;
  83242. /**
  83243. * Creates a new instance ConeParticleEmitter
  83244. * @param radius the radius of the emission cone (1 by default)
  83245. * @param angle the cone base angle (PI by default)
  83246. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  83247. */
  83248. constructor(radius?: number, angle?: number,
  83249. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  83250. directionRandomizer?: number);
  83251. /**
  83252. * Called by the particle System when the direction is computed for the created particle.
  83253. * @param worldMatrix is the world matrix of the particle system
  83254. * @param directionToUpdate is the direction vector to update with the result
  83255. * @param particle is the particle we are computed the direction for
  83256. */
  83257. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  83258. /**
  83259. * Called by the particle System when the position is computed for the created particle.
  83260. * @param worldMatrix is the world matrix of the particle system
  83261. * @param positionToUpdate is the position vector to update with the result
  83262. * @param particle is the particle we are computed the position for
  83263. */
  83264. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  83265. /**
  83266. * Clones the current emitter and returns a copy of it
  83267. * @returns the new emitter
  83268. */
  83269. clone(): ConeParticleEmitter;
  83270. /**
  83271. * Called by the GPUParticleSystem to setup the update shader
  83272. * @param effect defines the update shader
  83273. */
  83274. applyToShader(effect: Effect): void;
  83275. /**
  83276. * Returns a string to use to update the GPU particles update shader
  83277. * @returns a string containng the defines string
  83278. */
  83279. getEffectDefines(): string;
  83280. /**
  83281. * Returns the string "ConeParticleEmitter"
  83282. * @returns a string containing the class name
  83283. */
  83284. getClassName(): string;
  83285. /**
  83286. * Serializes the particle system to a JSON object.
  83287. * @returns the JSON object
  83288. */
  83289. serialize(): any;
  83290. /**
  83291. * Parse properties from a JSON object
  83292. * @param serializationObject defines the JSON object
  83293. */
  83294. parse(serializationObject: any): void;
  83295. }
  83296. }
  83297. declare module BABYLON {
  83298. /**
  83299. * Particle emitter emitting particles from the inside of a cylinder.
  83300. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  83301. */
  83302. export class CylinderParticleEmitter implements IParticleEmitterType {
  83303. /**
  83304. * The radius of the emission cylinder.
  83305. */
  83306. radius: number;
  83307. /**
  83308. * The height of the emission cylinder.
  83309. */
  83310. height: number;
  83311. /**
  83312. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  83313. */
  83314. radiusRange: number;
  83315. /**
  83316. * How much to randomize the particle direction [0-1].
  83317. */
  83318. directionRandomizer: number;
  83319. /**
  83320. * Creates a new instance CylinderParticleEmitter
  83321. * @param radius the radius of the emission cylinder (1 by default)
  83322. * @param height the height of the emission cylinder (1 by default)
  83323. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  83324. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  83325. */
  83326. constructor(
  83327. /**
  83328. * The radius of the emission cylinder.
  83329. */
  83330. radius?: number,
  83331. /**
  83332. * The height of the emission cylinder.
  83333. */
  83334. height?: number,
  83335. /**
  83336. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  83337. */
  83338. radiusRange?: number,
  83339. /**
  83340. * How much to randomize the particle direction [0-1].
  83341. */
  83342. directionRandomizer?: number);
  83343. /**
  83344. * Called by the particle System when the direction is computed for the created particle.
  83345. * @param worldMatrix is the world matrix of the particle system
  83346. * @param directionToUpdate is the direction vector to update with the result
  83347. * @param particle is the particle we are computed the direction for
  83348. */
  83349. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  83350. /**
  83351. * Called by the particle System when the position is computed for the created particle.
  83352. * @param worldMatrix is the world matrix of the particle system
  83353. * @param positionToUpdate is the position vector to update with the result
  83354. * @param particle is the particle we are computed the position for
  83355. */
  83356. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  83357. /**
  83358. * Clones the current emitter and returns a copy of it
  83359. * @returns the new emitter
  83360. */
  83361. clone(): CylinderParticleEmitter;
  83362. /**
  83363. * Called by the GPUParticleSystem to setup the update shader
  83364. * @param effect defines the update shader
  83365. */
  83366. applyToShader(effect: Effect): void;
  83367. /**
  83368. * Returns a string to use to update the GPU particles update shader
  83369. * @returns a string containng the defines string
  83370. */
  83371. getEffectDefines(): string;
  83372. /**
  83373. * Returns the string "CylinderParticleEmitter"
  83374. * @returns a string containing the class name
  83375. */
  83376. getClassName(): string;
  83377. /**
  83378. * Serializes the particle system to a JSON object.
  83379. * @returns the JSON object
  83380. */
  83381. serialize(): any;
  83382. /**
  83383. * Parse properties from a JSON object
  83384. * @param serializationObject defines the JSON object
  83385. */
  83386. parse(serializationObject: any): void;
  83387. }
  83388. /**
  83389. * Particle emitter emitting particles from the inside of a cylinder.
  83390. * It emits the particles randomly between two vectors.
  83391. */
  83392. export class CylinderDirectedParticleEmitter extends CylinderParticleEmitter {
  83393. /**
  83394. * The min limit of the emission direction.
  83395. */
  83396. direction1: Vector3;
  83397. /**
  83398. * The max limit of the emission direction.
  83399. */
  83400. direction2: Vector3;
  83401. /**
  83402. * Creates a new instance CylinderDirectedParticleEmitter
  83403. * @param radius the radius of the emission cylinder (1 by default)
  83404. * @param height the height of the emission cylinder (1 by default)
  83405. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  83406. * @param direction1 the min limit of the emission direction (up vector by default)
  83407. * @param direction2 the max limit of the emission direction (up vector by default)
  83408. */
  83409. constructor(radius?: number, height?: number, radiusRange?: number,
  83410. /**
  83411. * The min limit of the emission direction.
  83412. */
  83413. direction1?: Vector3,
  83414. /**
  83415. * The max limit of the emission direction.
  83416. */
  83417. direction2?: Vector3);
  83418. /**
  83419. * Called by the particle System when the direction is computed for the created particle.
  83420. * @param worldMatrix is the world matrix of the particle system
  83421. * @param directionToUpdate is the direction vector to update with the result
  83422. * @param particle is the particle we are computed the direction for
  83423. */
  83424. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  83425. /**
  83426. * Clones the current emitter and returns a copy of it
  83427. * @returns the new emitter
  83428. */
  83429. clone(): CylinderDirectedParticleEmitter;
  83430. /**
  83431. * Called by the GPUParticleSystem to setup the update shader
  83432. * @param effect defines the update shader
  83433. */
  83434. applyToShader(effect: Effect): void;
  83435. /**
  83436. * Returns a string to use to update the GPU particles update shader
  83437. * @returns a string containng the defines string
  83438. */
  83439. getEffectDefines(): string;
  83440. /**
  83441. * Returns the string "CylinderDirectedParticleEmitter"
  83442. * @returns a string containing the class name
  83443. */
  83444. getClassName(): string;
  83445. /**
  83446. * Serializes the particle system to a JSON object.
  83447. * @returns the JSON object
  83448. */
  83449. serialize(): any;
  83450. /**
  83451. * Parse properties from a JSON object
  83452. * @param serializationObject defines the JSON object
  83453. */
  83454. parse(serializationObject: any): void;
  83455. }
  83456. }
  83457. declare module BABYLON {
  83458. /**
  83459. * Particle emitter emitting particles from the inside of a hemisphere.
  83460. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  83461. */
  83462. export class HemisphericParticleEmitter implements IParticleEmitterType {
  83463. /**
  83464. * The radius of the emission hemisphere.
  83465. */
  83466. radius: number;
  83467. /**
  83468. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  83469. */
  83470. radiusRange: number;
  83471. /**
  83472. * How much to randomize the particle direction [0-1].
  83473. */
  83474. directionRandomizer: number;
  83475. /**
  83476. * Creates a new instance HemisphericParticleEmitter
  83477. * @param radius the radius of the emission hemisphere (1 by default)
  83478. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  83479. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  83480. */
  83481. constructor(
  83482. /**
  83483. * The radius of the emission hemisphere.
  83484. */
  83485. radius?: number,
  83486. /**
  83487. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  83488. */
  83489. radiusRange?: number,
  83490. /**
  83491. * How much to randomize the particle direction [0-1].
  83492. */
  83493. directionRandomizer?: number);
  83494. /**
  83495. * Called by the particle System when the direction is computed for the created particle.
  83496. * @param worldMatrix is the world matrix of the particle system
  83497. * @param directionToUpdate is the direction vector to update with the result
  83498. * @param particle is the particle we are computed the direction for
  83499. */
  83500. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  83501. /**
  83502. * Called by the particle System when the position is computed for the created particle.
  83503. * @param worldMatrix is the world matrix of the particle system
  83504. * @param positionToUpdate is the position vector to update with the result
  83505. * @param particle is the particle we are computed the position for
  83506. */
  83507. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  83508. /**
  83509. * Clones the current emitter and returns a copy of it
  83510. * @returns the new emitter
  83511. */
  83512. clone(): HemisphericParticleEmitter;
  83513. /**
  83514. * Called by the GPUParticleSystem to setup the update shader
  83515. * @param effect defines the update shader
  83516. */
  83517. applyToShader(effect: Effect): void;
  83518. /**
  83519. * Returns a string to use to update the GPU particles update shader
  83520. * @returns a string containng the defines string
  83521. */
  83522. getEffectDefines(): string;
  83523. /**
  83524. * Returns the string "HemisphericParticleEmitter"
  83525. * @returns a string containing the class name
  83526. */
  83527. getClassName(): string;
  83528. /**
  83529. * Serializes the particle system to a JSON object.
  83530. * @returns the JSON object
  83531. */
  83532. serialize(): any;
  83533. /**
  83534. * Parse properties from a JSON object
  83535. * @param serializationObject defines the JSON object
  83536. */
  83537. parse(serializationObject: any): void;
  83538. }
  83539. }
  83540. declare module BABYLON {
  83541. /**
  83542. * Particle emitter emitting particles from a point.
  83543. * It emits the particles randomly between 2 given directions.
  83544. */
  83545. export class PointParticleEmitter implements IParticleEmitterType {
  83546. /**
  83547. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  83548. */
  83549. direction1: Vector3;
  83550. /**
  83551. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  83552. */
  83553. direction2: Vector3;
  83554. /**
  83555. * Creates a new instance PointParticleEmitter
  83556. */
  83557. constructor();
  83558. /**
  83559. * Called by the particle System when the direction is computed for the created particle.
  83560. * @param worldMatrix is the world matrix of the particle system
  83561. * @param directionToUpdate is the direction vector to update with the result
  83562. * @param particle is the particle we are computed the direction for
  83563. */
  83564. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  83565. /**
  83566. * Called by the particle System when the position is computed for the created particle.
  83567. * @param worldMatrix is the world matrix of the particle system
  83568. * @param positionToUpdate is the position vector to update with the result
  83569. * @param particle is the particle we are computed the position for
  83570. */
  83571. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  83572. /**
  83573. * Clones the current emitter and returns a copy of it
  83574. * @returns the new emitter
  83575. */
  83576. clone(): PointParticleEmitter;
  83577. /**
  83578. * Called by the GPUParticleSystem to setup the update shader
  83579. * @param effect defines the update shader
  83580. */
  83581. applyToShader(effect: Effect): void;
  83582. /**
  83583. * Returns a string to use to update the GPU particles update shader
  83584. * @returns a string containng the defines string
  83585. */
  83586. getEffectDefines(): string;
  83587. /**
  83588. * Returns the string "PointParticleEmitter"
  83589. * @returns a string containing the class name
  83590. */
  83591. getClassName(): string;
  83592. /**
  83593. * Serializes the particle system to a JSON object.
  83594. * @returns the JSON object
  83595. */
  83596. serialize(): any;
  83597. /**
  83598. * Parse properties from a JSON object
  83599. * @param serializationObject defines the JSON object
  83600. */
  83601. parse(serializationObject: any): void;
  83602. }
  83603. }
  83604. declare module BABYLON {
  83605. /**
  83606. * Particle emitter emitting particles from the inside of a sphere.
  83607. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  83608. */
  83609. export class SphereParticleEmitter implements IParticleEmitterType {
  83610. /**
  83611. * The radius of the emission sphere.
  83612. */
  83613. radius: number;
  83614. /**
  83615. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  83616. */
  83617. radiusRange: number;
  83618. /**
  83619. * How much to randomize the particle direction [0-1].
  83620. */
  83621. directionRandomizer: number;
  83622. /**
  83623. * Creates a new instance SphereParticleEmitter
  83624. * @param radius the radius of the emission sphere (1 by default)
  83625. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  83626. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  83627. */
  83628. constructor(
  83629. /**
  83630. * The radius of the emission sphere.
  83631. */
  83632. radius?: number,
  83633. /**
  83634. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  83635. */
  83636. radiusRange?: number,
  83637. /**
  83638. * How much to randomize the particle direction [0-1].
  83639. */
  83640. directionRandomizer?: number);
  83641. /**
  83642. * Called by the particle System when the direction is computed for the created particle.
  83643. * @param worldMatrix is the world matrix of the particle system
  83644. * @param directionToUpdate is the direction vector to update with the result
  83645. * @param particle is the particle we are computed the direction for
  83646. */
  83647. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  83648. /**
  83649. * Called by the particle System when the position is computed for the created particle.
  83650. * @param worldMatrix is the world matrix of the particle system
  83651. * @param positionToUpdate is the position vector to update with the result
  83652. * @param particle is the particle we are computed the position for
  83653. */
  83654. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  83655. /**
  83656. * Clones the current emitter and returns a copy of it
  83657. * @returns the new emitter
  83658. */
  83659. clone(): SphereParticleEmitter;
  83660. /**
  83661. * Called by the GPUParticleSystem to setup the update shader
  83662. * @param effect defines the update shader
  83663. */
  83664. applyToShader(effect: Effect): void;
  83665. /**
  83666. * Returns a string to use to update the GPU particles update shader
  83667. * @returns a string containng the defines string
  83668. */
  83669. getEffectDefines(): string;
  83670. /**
  83671. * Returns the string "SphereParticleEmitter"
  83672. * @returns a string containing the class name
  83673. */
  83674. getClassName(): string;
  83675. /**
  83676. * Serializes the particle system to a JSON object.
  83677. * @returns the JSON object
  83678. */
  83679. serialize(): any;
  83680. /**
  83681. * Parse properties from a JSON object
  83682. * @param serializationObject defines the JSON object
  83683. */
  83684. parse(serializationObject: any): void;
  83685. }
  83686. /**
  83687. * Particle emitter emitting particles from the inside of a sphere.
  83688. * It emits the particles randomly between two vectors.
  83689. */
  83690. export class SphereDirectedParticleEmitter extends SphereParticleEmitter {
  83691. /**
  83692. * The min limit of the emission direction.
  83693. */
  83694. direction1: Vector3;
  83695. /**
  83696. * The max limit of the emission direction.
  83697. */
  83698. direction2: Vector3;
  83699. /**
  83700. * Creates a new instance SphereDirectedParticleEmitter
  83701. * @param radius the radius of the emission sphere (1 by default)
  83702. * @param direction1 the min limit of the emission direction (up vector by default)
  83703. * @param direction2 the max limit of the emission direction (up vector by default)
  83704. */
  83705. constructor(radius?: number,
  83706. /**
  83707. * The min limit of the emission direction.
  83708. */
  83709. direction1?: Vector3,
  83710. /**
  83711. * The max limit of the emission direction.
  83712. */
  83713. direction2?: Vector3);
  83714. /**
  83715. * Called by the particle System when the direction is computed for the created particle.
  83716. * @param worldMatrix is the world matrix of the particle system
  83717. * @param directionToUpdate is the direction vector to update with the result
  83718. * @param particle is the particle we are computed the direction for
  83719. */
  83720. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  83721. /**
  83722. * Clones the current emitter and returns a copy of it
  83723. * @returns the new emitter
  83724. */
  83725. clone(): SphereDirectedParticleEmitter;
  83726. /**
  83727. * Called by the GPUParticleSystem to setup the update shader
  83728. * @param effect defines the update shader
  83729. */
  83730. applyToShader(effect: Effect): void;
  83731. /**
  83732. * Returns a string to use to update the GPU particles update shader
  83733. * @returns a string containng the defines string
  83734. */
  83735. getEffectDefines(): string;
  83736. /**
  83737. * Returns the string "SphereDirectedParticleEmitter"
  83738. * @returns a string containing the class name
  83739. */
  83740. getClassName(): string;
  83741. /**
  83742. * Serializes the particle system to a JSON object.
  83743. * @returns the JSON object
  83744. */
  83745. serialize(): any;
  83746. /**
  83747. * Parse properties from a JSON object
  83748. * @param serializationObject defines the JSON object
  83749. */
  83750. parse(serializationObject: any): void;
  83751. }
  83752. }
  83753. declare module BABYLON {
  83754. /**
  83755. * Interface representing a particle system in Babylon.js.
  83756. * This groups the common functionalities that needs to be implemented in order to create a particle system.
  83757. * A particle system represents a way to manage particles from their emission to their animation and rendering.
  83758. */
  83759. export interface IParticleSystem {
  83760. /**
  83761. * List of animations used by the particle system.
  83762. */
  83763. animations: Animation[];
  83764. /**
  83765. * The id of the Particle system.
  83766. */
  83767. id: string;
  83768. /**
  83769. * The name of the Particle system.
  83770. */
  83771. name: string;
  83772. /**
  83773. * The emitter represents the Mesh or position we are attaching the particle system to.
  83774. */
  83775. emitter: Nullable<AbstractMesh | Vector3>;
  83776. /**
  83777. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  83778. */
  83779. isBillboardBased: boolean;
  83780. /**
  83781. * The rendering group used by the Particle system to chose when to render.
  83782. */
  83783. renderingGroupId: number;
  83784. /**
  83785. * The layer mask we are rendering the particles through.
  83786. */
  83787. layerMask: number;
  83788. /**
  83789. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  83790. */
  83791. updateSpeed: number;
  83792. /**
  83793. * The amount of time the particle system is running (depends of the overall update speed).
  83794. */
  83795. targetStopDuration: number;
  83796. /**
  83797. * The texture used to render each particle. (this can be a spritesheet)
  83798. */
  83799. particleTexture: Nullable<Texture>;
  83800. /**
  83801. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE, ParticleSystem.BLENDMODE_STANDARD or ParticleSystem.BLENDMODE_ADD.
  83802. */
  83803. blendMode: number;
  83804. /**
  83805. * Minimum life time of emitting particles.
  83806. */
  83807. minLifeTime: number;
  83808. /**
  83809. * Maximum life time of emitting particles.
  83810. */
  83811. maxLifeTime: number;
  83812. /**
  83813. * Minimum Size of emitting particles.
  83814. */
  83815. minSize: number;
  83816. /**
  83817. * Maximum Size of emitting particles.
  83818. */
  83819. maxSize: number;
  83820. /**
  83821. * Minimum scale of emitting particles on X axis.
  83822. */
  83823. minScaleX: number;
  83824. /**
  83825. * Maximum scale of emitting particles on X axis.
  83826. */
  83827. maxScaleX: number;
  83828. /**
  83829. * Minimum scale of emitting particles on Y axis.
  83830. */
  83831. minScaleY: number;
  83832. /**
  83833. * Maximum scale of emitting particles on Y axis.
  83834. */
  83835. maxScaleY: number;
  83836. /**
  83837. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  83838. */
  83839. color1: Color4;
  83840. /**
  83841. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  83842. */
  83843. color2: Color4;
  83844. /**
  83845. * Color the particle will have at the end of its lifetime.
  83846. */
  83847. colorDead: Color4;
  83848. /**
  83849. * The maximum number of particles to emit per frame until we reach the activeParticleCount value
  83850. */
  83851. emitRate: number;
  83852. /**
  83853. * You can use gravity if you want to give an orientation to your particles.
  83854. */
  83855. gravity: Vector3;
  83856. /**
  83857. * Minimum power of emitting particles.
  83858. */
  83859. minEmitPower: number;
  83860. /**
  83861. * Maximum power of emitting particles.
  83862. */
  83863. maxEmitPower: number;
  83864. /**
  83865. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  83866. */
  83867. minAngularSpeed: number;
  83868. /**
  83869. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  83870. */
  83871. maxAngularSpeed: number;
  83872. /**
  83873. * Gets or sets the minimal initial rotation in radians.
  83874. */
  83875. minInitialRotation: number;
  83876. /**
  83877. * Gets or sets the maximal initial rotation in radians.
  83878. */
  83879. maxInitialRotation: number;
  83880. /**
  83881. * The particle emitter type defines the emitter used by the particle system.
  83882. * It can be for example box, sphere, or cone...
  83883. */
  83884. particleEmitterType: Nullable<IParticleEmitterType>;
  83885. /**
  83886. * Defines the delay in milliseconds before starting the system (0 by default)
  83887. */
  83888. startDelay: number;
  83889. /**
  83890. * Gets or sets a value indicating how many cycles (or frames) must be executed before first rendering (this value has to be set before starting the system). Default is 0
  83891. */
  83892. preWarmCycles: number;
  83893. /**
  83894. * Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1)
  83895. */
  83896. preWarmStepOffset: number;
  83897. /**
  83898. * If using a spritesheet (isAnimationSheetEnabled) defines the speed of the sprite loop (default is 1 meaning the animation will play once during the entire particle lifetime)
  83899. */
  83900. spriteCellChangeSpeed: number;
  83901. /**
  83902. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  83903. */
  83904. startSpriteCellID: number;
  83905. /**
  83906. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  83907. */
  83908. endSpriteCellID: number;
  83909. /**
  83910. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  83911. */
  83912. spriteCellWidth: number;
  83913. /**
  83914. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  83915. */
  83916. spriteCellHeight: number;
  83917. /**
  83918. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  83919. */
  83920. spriteRandomStartCell: boolean;
  83921. /**
  83922. * Gets or sets a boolean indicating if a spritesheet is used to animate the particles texture
  83923. */
  83924. isAnimationSheetEnabled: boolean;
  83925. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  83926. translationPivot: Vector2;
  83927. /**
  83928. * Gets or sets a texture used to add random noise to particle positions
  83929. */
  83930. noiseTexture: Nullable<BaseTexture>;
  83931. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  83932. noiseStrength: Vector3;
  83933. /**
  83934. * Gets or sets the billboard mode to use when isBillboardBased = true.
  83935. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  83936. */
  83937. billboardMode: number;
  83938. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  83939. limitVelocityDamping: number;
  83940. /**
  83941. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  83942. */
  83943. beginAnimationOnStart: boolean;
  83944. /**
  83945. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  83946. */
  83947. beginAnimationFrom: number;
  83948. /**
  83949. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  83950. */
  83951. beginAnimationTo: number;
  83952. /**
  83953. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  83954. */
  83955. beginAnimationLoop: boolean;
  83956. /**
  83957. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  83958. */
  83959. disposeOnStop: boolean;
  83960. /**
  83961. * Gets the maximum number of particles active at the same time.
  83962. * @returns The max number of active particles.
  83963. */
  83964. getCapacity(): number;
  83965. /**
  83966. * Gets if the system has been started. (Note: this will still be true after stop is called)
  83967. * @returns True if it has been started, otherwise false.
  83968. */
  83969. isStarted(): boolean;
  83970. /**
  83971. * Animates the particle system for this frame.
  83972. */
  83973. animate(): void;
  83974. /**
  83975. * Renders the particle system in its current state.
  83976. * @returns the current number of particles
  83977. */
  83978. render(): number;
  83979. /**
  83980. * Dispose the particle system and frees its associated resources.
  83981. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  83982. */
  83983. dispose(disposeTexture?: boolean): void;
  83984. /**
  83985. * Clones the particle system.
  83986. * @param name The name of the cloned object
  83987. * @param newEmitter The new emitter to use
  83988. * @returns the cloned particle system
  83989. */
  83990. clone(name: string, newEmitter: any): Nullable<IParticleSystem>;
  83991. /**
  83992. * Serializes the particle system to a JSON object.
  83993. * @returns the JSON object
  83994. */
  83995. serialize(): any;
  83996. /**
  83997. * Rebuild the particle system
  83998. */
  83999. rebuild(): void;
  84000. /**
  84001. * Starts the particle system and begins to emit
  84002. * @param delay defines the delay in milliseconds before starting the system (0 by default)
  84003. */
  84004. start(delay?: number): void;
  84005. /**
  84006. * Stops the particle system.
  84007. */
  84008. stop(): void;
  84009. /**
  84010. * Remove all active particles
  84011. */
  84012. reset(): void;
  84013. /**
  84014. * Is this system ready to be used/rendered
  84015. * @return true if the system is ready
  84016. */
  84017. isReady(): boolean;
  84018. /**
  84019. * Adds a new color gradient
  84020. * @param gradient defines the gradient to use (between 0 and 1)
  84021. * @param color1 defines the color to affect to the specified gradient
  84022. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  84023. * @returns the current particle system
  84024. */
  84025. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  84026. /**
  84027. * Remove a specific color gradient
  84028. * @param gradient defines the gradient to remove
  84029. * @returns the current particle system
  84030. */
  84031. removeColorGradient(gradient: number): IParticleSystem;
  84032. /**
  84033. * Adds a new size gradient
  84034. * @param gradient defines the gradient to use (between 0 and 1)
  84035. * @param factor defines the size factor to affect to the specified gradient
  84036. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  84037. * @returns the current particle system
  84038. */
  84039. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  84040. /**
  84041. * Remove a specific size gradient
  84042. * @param gradient defines the gradient to remove
  84043. * @returns the current particle system
  84044. */
  84045. removeSizeGradient(gradient: number): IParticleSystem;
  84046. /**
  84047. * Gets the current list of color gradients.
  84048. * You must use addColorGradient and removeColorGradient to udpate this list
  84049. * @returns the list of color gradients
  84050. */
  84051. getColorGradients(): Nullable<Array<ColorGradient>>;
  84052. /**
  84053. * Gets the current list of size gradients.
  84054. * You must use addSizeGradient and removeSizeGradient to udpate this list
  84055. * @returns the list of size gradients
  84056. */
  84057. getSizeGradients(): Nullable<Array<FactorGradient>>;
  84058. /**
  84059. * Gets the current list of angular speed gradients.
  84060. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  84061. * @returns the list of angular speed gradients
  84062. */
  84063. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  84064. /**
  84065. * Adds a new angular speed gradient
  84066. * @param gradient defines the gradient to use (between 0 and 1)
  84067. * @param factor defines the angular speed to affect to the specified gradient
  84068. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  84069. * @returns the current particle system
  84070. */
  84071. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  84072. /**
  84073. * Remove a specific angular speed gradient
  84074. * @param gradient defines the gradient to remove
  84075. * @returns the current particle system
  84076. */
  84077. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  84078. /**
  84079. * Gets the current list of velocity gradients.
  84080. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  84081. * @returns the list of velocity gradients
  84082. */
  84083. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  84084. /**
  84085. * Adds a new velocity gradient
  84086. * @param gradient defines the gradient to use (between 0 and 1)
  84087. * @param factor defines the velocity to affect to the specified gradient
  84088. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  84089. * @returns the current particle system
  84090. */
  84091. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  84092. /**
  84093. * Remove a specific velocity gradient
  84094. * @param gradient defines the gradient to remove
  84095. * @returns the current particle system
  84096. */
  84097. removeVelocityGradient(gradient: number): IParticleSystem;
  84098. /**
  84099. * Gets the current list of limit velocity gradients.
  84100. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  84101. * @returns the list of limit velocity gradients
  84102. */
  84103. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  84104. /**
  84105. * Adds a new limit velocity gradient
  84106. * @param gradient defines the gradient to use (between 0 and 1)
  84107. * @param factor defines the limit velocity to affect to the specified gradient
  84108. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  84109. * @returns the current particle system
  84110. */
  84111. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  84112. /**
  84113. * Remove a specific limit velocity gradient
  84114. * @param gradient defines the gradient to remove
  84115. * @returns the current particle system
  84116. */
  84117. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  84118. /**
  84119. * Adds a new drag gradient
  84120. * @param gradient defines the gradient to use (between 0 and 1)
  84121. * @param factor defines the drag to affect to the specified gradient
  84122. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  84123. * @returns the current particle system
  84124. */
  84125. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  84126. /**
  84127. * Remove a specific drag gradient
  84128. * @param gradient defines the gradient to remove
  84129. * @returns the current particle system
  84130. */
  84131. removeDragGradient(gradient: number): IParticleSystem;
  84132. /**
  84133. * Gets the current list of drag gradients.
  84134. * You must use addDragGradient and removeDragGradient to udpate this list
  84135. * @returns the list of drag gradients
  84136. */
  84137. getDragGradients(): Nullable<Array<FactorGradient>>;
  84138. /**
  84139. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  84140. * @param gradient defines the gradient to use (between 0 and 1)
  84141. * @param factor defines the emit rate to affect to the specified gradient
  84142. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  84143. * @returns the current particle system
  84144. */
  84145. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  84146. /**
  84147. * Remove a specific emit rate gradient
  84148. * @param gradient defines the gradient to remove
  84149. * @returns the current particle system
  84150. */
  84151. removeEmitRateGradient(gradient: number): IParticleSystem;
  84152. /**
  84153. * Gets the current list of emit rate gradients.
  84154. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  84155. * @returns the list of emit rate gradients
  84156. */
  84157. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  84158. /**
  84159. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  84160. * @param gradient defines the gradient to use (between 0 and 1)
  84161. * @param factor defines the start size to affect to the specified gradient
  84162. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  84163. * @returns the current particle system
  84164. */
  84165. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  84166. /**
  84167. * Remove a specific start size gradient
  84168. * @param gradient defines the gradient to remove
  84169. * @returns the current particle system
  84170. */
  84171. removeStartSizeGradient(gradient: number): IParticleSystem;
  84172. /**
  84173. * Gets the current list of start size gradients.
  84174. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  84175. * @returns the list of start size gradients
  84176. */
  84177. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  84178. /**
  84179. * Adds a new life time gradient
  84180. * @param gradient defines the gradient to use (between 0 and 1)
  84181. * @param factor defines the life time factor to affect to the specified gradient
  84182. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  84183. * @returns the current particle system
  84184. */
  84185. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  84186. /**
  84187. * Remove a specific life time gradient
  84188. * @param gradient defines the gradient to remove
  84189. * @returns the current particle system
  84190. */
  84191. removeLifeTimeGradient(gradient: number): IParticleSystem;
  84192. /**
  84193. * Gets the current list of life time gradients.
  84194. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  84195. * @returns the list of life time gradients
  84196. */
  84197. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  84198. /**
  84199. * Gets the current list of color gradients.
  84200. * You must use addColorGradient and removeColorGradient to udpate this list
  84201. * @returns the list of color gradients
  84202. */
  84203. getColorGradients(): Nullable<Array<ColorGradient>>;
  84204. /**
  84205. * Adds a new ramp gradient used to remap particle colors
  84206. * @param gradient defines the gradient to use (between 0 and 1)
  84207. * @param color defines the color to affect to the specified gradient
  84208. * @returns the current particle system
  84209. */
  84210. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  84211. /**
  84212. * Gets the current list of ramp gradients.
  84213. * You must use addRampGradient and removeRampGradient to udpate this list
  84214. * @returns the list of ramp gradients
  84215. */
  84216. getRampGradients(): Nullable<Array<Color3Gradient>>;
  84217. /** Gets or sets a boolean indicating that ramp gradients must be used
  84218. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  84219. */
  84220. useRampGradients: boolean;
  84221. /**
  84222. * Adds a new color remap gradient
  84223. * @param gradient defines the gradient to use (between 0 and 1)
  84224. * @param min defines the color remap minimal range
  84225. * @param max defines the color remap maximal range
  84226. * @returns the current particle system
  84227. */
  84228. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  84229. /**
  84230. * Gets the current list of color remap gradients.
  84231. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  84232. * @returns the list of color remap gradients
  84233. */
  84234. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  84235. /**
  84236. * Adds a new alpha remap gradient
  84237. * @param gradient defines the gradient to use (between 0 and 1)
  84238. * @param min defines the alpha remap minimal range
  84239. * @param max defines the alpha remap maximal range
  84240. * @returns the current particle system
  84241. */
  84242. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  84243. /**
  84244. * Gets the current list of alpha remap gradients.
  84245. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  84246. * @returns the list of alpha remap gradients
  84247. */
  84248. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  84249. /**
  84250. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  84251. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  84252. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  84253. * @returns the emitter
  84254. */
  84255. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  84256. /**
  84257. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  84258. * @param radius The radius of the hemisphere to emit from
  84259. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  84260. * @returns the emitter
  84261. */
  84262. createHemisphericEmitter(radius: number, radiusRange: number): HemisphericParticleEmitter;
  84263. /**
  84264. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  84265. * @param radius The radius of the sphere to emit from
  84266. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  84267. * @returns the emitter
  84268. */
  84269. createSphereEmitter(radius: number, radiusRange: number): SphereParticleEmitter;
  84270. /**
  84271. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  84272. * @param radius The radius of the sphere to emit from
  84273. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  84274. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  84275. * @returns the emitter
  84276. */
  84277. createDirectedSphereEmitter(radius: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  84278. /**
  84279. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  84280. * @param radius The radius of the emission cylinder
  84281. * @param height The height of the emission cylinder
  84282. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  84283. * @param directionRandomizer How much to randomize the particle direction [0-1]
  84284. * @returns the emitter
  84285. */
  84286. createCylinderEmitter(radius: number, height: number, radiusRange: number, directionRandomizer: number): CylinderParticleEmitter;
  84287. /**
  84288. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  84289. * @param radius The radius of the cylinder to emit from
  84290. * @param height The height of the emission cylinder
  84291. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  84292. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  84293. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  84294. * @returns the emitter
  84295. */
  84296. createDirectedCylinderEmitter(radius: number, height: number, radiusRange: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  84297. /**
  84298. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  84299. * @param radius The radius of the cone to emit from
  84300. * @param angle The base angle of the cone
  84301. * @returns the emitter
  84302. */
  84303. createConeEmitter(radius: number, angle: number): ConeParticleEmitter;
  84304. /**
  84305. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  84306. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  84307. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  84308. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  84309. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  84310. * @returns the emitter
  84311. */
  84312. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  84313. /**
  84314. * Get hosting scene
  84315. * @returns the scene
  84316. */
  84317. getScene(): Scene;
  84318. }
  84319. }
  84320. declare module BABYLON {
  84321. /**
  84322. * Creates an instance based on a source mesh.
  84323. */
  84324. export class InstancedMesh extends AbstractMesh {
  84325. private _sourceMesh;
  84326. private _currentLOD;
  84327. /** @hidden */
  84328. _indexInSourceMeshInstanceArray: number;
  84329. constructor(name: string, source: Mesh);
  84330. /**
  84331. * Returns the string "InstancedMesh".
  84332. */
  84333. getClassName(): string;
  84334. /** Gets the list of lights affecting that mesh */
  84335. readonly lightSources: Light[];
  84336. _resyncLightSources(): void;
  84337. _resyncLighSource(light: Light): void;
  84338. _removeLightSource(light: Light, dispose: boolean): void;
  84339. /**
  84340. * If the source mesh receives shadows
  84341. */
  84342. readonly receiveShadows: boolean;
  84343. /**
  84344. * The material of the source mesh
  84345. */
  84346. readonly material: Nullable<Material>;
  84347. /**
  84348. * Visibility of the source mesh
  84349. */
  84350. readonly visibility: number;
  84351. /**
  84352. * Skeleton of the source mesh
  84353. */
  84354. readonly skeleton: Nullable<Skeleton>;
  84355. /**
  84356. * Rendering ground id of the source mesh
  84357. */
  84358. renderingGroupId: number;
  84359. /**
  84360. * Returns the total number of vertices (integer).
  84361. */
  84362. getTotalVertices(): number;
  84363. /**
  84364. * Returns a positive integer : the total number of indices in this mesh geometry.
  84365. * @returns the numner of indices or zero if the mesh has no geometry.
  84366. */
  84367. getTotalIndices(): number;
  84368. /**
  84369. * The source mesh of the instance
  84370. */
  84371. readonly sourceMesh: Mesh;
  84372. /**
  84373. * Is this node ready to be used/rendered
  84374. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  84375. * @return {boolean} is it ready
  84376. */
  84377. isReady(completeCheck?: boolean): boolean;
  84378. /**
  84379. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  84380. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  84381. * @param copyWhenShared If true (default false) and and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.
  84382. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  84383. */
  84384. getVerticesData(kind: string, copyWhenShared?: boolean): Nullable<FloatArray>;
  84385. /**
  84386. * Sets the vertex data of the mesh geometry for the requested `kind`.
  84387. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  84388. * The `data` are either a numeric array either a Float32Array.
  84389. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  84390. * The parameter `stride` is an optional positive integer, it is usually automatically deducted from the `kind` (3 for positions or normals, 2 for UV, etc).
  84391. * Note that a new underlying VertexBuffer object is created each call.
  84392. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  84393. *
  84394. * Possible `kind` values :
  84395. * - VertexBuffer.PositionKind
  84396. * - VertexBuffer.UVKind
  84397. * - VertexBuffer.UV2Kind
  84398. * - VertexBuffer.UV3Kind
  84399. * - VertexBuffer.UV4Kind
  84400. * - VertexBuffer.UV5Kind
  84401. * - VertexBuffer.UV6Kind
  84402. * - VertexBuffer.ColorKind
  84403. * - VertexBuffer.MatricesIndicesKind
  84404. * - VertexBuffer.MatricesIndicesExtraKind
  84405. * - VertexBuffer.MatricesWeightsKind
  84406. * - VertexBuffer.MatricesWeightsExtraKind
  84407. *
  84408. * Returns the Mesh.
  84409. */
  84410. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  84411. /**
  84412. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  84413. * If the mesh has no geometry, it is simply returned as it is.
  84414. * The `data` are either a numeric array either a Float32Array.
  84415. * No new underlying VertexBuffer object is created.
  84416. * If the `kind` is the `PositionKind` and if `updateExtends` is true, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  84417. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  84418. *
  84419. * Possible `kind` values :
  84420. * - VertexBuffer.PositionKind
  84421. * - VertexBuffer.UVKind
  84422. * - VertexBuffer.UV2Kind
  84423. * - VertexBuffer.UV3Kind
  84424. * - VertexBuffer.UV4Kind
  84425. * - VertexBuffer.UV5Kind
  84426. * - VertexBuffer.UV6Kind
  84427. * - VertexBuffer.ColorKind
  84428. * - VertexBuffer.MatricesIndicesKind
  84429. * - VertexBuffer.MatricesIndicesExtraKind
  84430. * - VertexBuffer.MatricesWeightsKind
  84431. * - VertexBuffer.MatricesWeightsExtraKind
  84432. *
  84433. * Returns the Mesh.
  84434. */
  84435. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  84436. /**
  84437. * Sets the mesh indices.
  84438. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  84439. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  84440. * This method creates a new index buffer each call.
  84441. * Returns the Mesh.
  84442. */
  84443. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>): Mesh;
  84444. /**
  84445. * Boolean : True if the mesh owns the requested kind of data.
  84446. */
  84447. isVerticesDataPresent(kind: string): boolean;
  84448. /**
  84449. * Returns an array of indices (IndicesArray).
  84450. */
  84451. getIndices(): Nullable<IndicesArray>;
  84452. readonly _positions: Nullable<Vector3[]>;
  84453. /**
  84454. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  84455. * This means the mesh underlying bounding box and sphere are recomputed.
  84456. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  84457. * @returns the current mesh
  84458. */
  84459. refreshBoundingInfo(applySkeleton?: boolean): InstancedMesh;
  84460. /** @hidden */
  84461. _preActivate(): InstancedMesh;
  84462. /** @hidden */
  84463. _activate(renderId: number, intermediateRendering: boolean): boolean;
  84464. /** @hidden */
  84465. _postActivate(): void;
  84466. getWorldMatrix(): Matrix;
  84467. readonly isAnInstance: boolean;
  84468. /**
  84469. * Returns the current associated LOD AbstractMesh.
  84470. */
  84471. getLOD(camera: Camera): AbstractMesh;
  84472. /** @hidden */
  84473. _syncSubMeshes(): InstancedMesh;
  84474. /** @hidden */
  84475. _generatePointsArray(): boolean;
  84476. /**
  84477. * Creates a new InstancedMesh from the current mesh.
  84478. * - name (string) : the cloned mesh name
  84479. * - newParent (optional Node) : the optional Node to parent the clone to.
  84480. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  84481. *
  84482. * Returns the clone.
  84483. */
  84484. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  84485. /**
  84486. * Disposes the InstancedMesh.
  84487. * Returns nothing.
  84488. */
  84489. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  84490. }
  84491. }
  84492. declare module BABYLON {
  84493. /**
  84494. * Defines the options associated with the creation of a shader material.
  84495. */
  84496. export interface IShaderMaterialOptions {
  84497. /**
  84498. * Does the material work in alpha blend mode
  84499. */
  84500. needAlphaBlending: boolean;
  84501. /**
  84502. * Does the material work in alpha test mode
  84503. */
  84504. needAlphaTesting: boolean;
  84505. /**
  84506. * The list of attribute names used in the shader
  84507. */
  84508. attributes: string[];
  84509. /**
  84510. * The list of unifrom names used in the shader
  84511. */
  84512. uniforms: string[];
  84513. /**
  84514. * The list of UBO names used in the shader
  84515. */
  84516. uniformBuffers: string[];
  84517. /**
  84518. * The list of sampler names used in the shader
  84519. */
  84520. samplers: string[];
  84521. /**
  84522. * The list of defines used in the shader
  84523. */
  84524. defines: string[];
  84525. }
  84526. /**
  84527. * The ShaderMaterial object has the necessary methods to pass data from your scene to the Vertex and Fragment Shaders and returns a material that can be applied to any mesh.
  84528. *
  84529. * This returned material effects how the mesh will look based on the code in the shaders.
  84530. *
  84531. * @see http://doc.babylonjs.com/how_to/shader_material
  84532. */
  84533. export class ShaderMaterial extends Material {
  84534. private _shaderPath;
  84535. private _options;
  84536. private _textures;
  84537. private _textureArrays;
  84538. private _floats;
  84539. private _ints;
  84540. private _floatsArrays;
  84541. private _colors3;
  84542. private _colors3Arrays;
  84543. private _colors4;
  84544. private _colors4Arrays;
  84545. private _vectors2;
  84546. private _vectors3;
  84547. private _vectors4;
  84548. private _matrices;
  84549. private _matrices3x3;
  84550. private _matrices2x2;
  84551. private _vectors2Arrays;
  84552. private _vectors3Arrays;
  84553. private _vectors4Arrays;
  84554. private _cachedWorldViewMatrix;
  84555. private _cachedWorldViewProjectionMatrix;
  84556. private _renderId;
  84557. /**
  84558. * Instantiate a new shader material.
  84559. * The ShaderMaterial object has the necessary methods to pass data from your scene to the Vertex and Fragment Shaders and returns a material that can be applied to any mesh.
  84560. * This returned material effects how the mesh will look based on the code in the shaders.
  84561. * @see http://doc.babylonjs.com/how_to/shader_material
  84562. * @param name Define the name of the material in the scene
  84563. * @param scene Define the scene the material belongs to
  84564. * @param shaderPath Defines the route to the shader code in one of three ways:
  84565. * * object: { vertex: "custom", fragment: "custom" }, used with Effect.ShadersStore["customVertexShader"] and Effect.ShadersStore["customFragmentShader"]
  84566. * * object: { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in script tags
  84567. * * object: { vertexSource: "vertex shader code string", fragmentSource: "fragment shader code string" } using with strings containing the shaders code
  84568. * * string: "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  84569. * @param options Define the options used to create the shader
  84570. */
  84571. constructor(name: string, scene: Scene, shaderPath: any, options?: Partial<IShaderMaterialOptions>);
  84572. /**
  84573. * Gets the options used to compile the shader.
  84574. * They can be modified to trigger a new compilation
  84575. */
  84576. readonly options: IShaderMaterialOptions;
  84577. /**
  84578. * Gets the current class name of the material e.g. "ShaderMaterial"
  84579. * Mainly use in serialization.
  84580. * @returns the class name
  84581. */
  84582. getClassName(): string;
  84583. /**
  84584. * Specifies if the material will require alpha blending
  84585. * @returns a boolean specifying if alpha blending is needed
  84586. */
  84587. needAlphaBlending(): boolean;
  84588. /**
  84589. * Specifies if this material should be rendered in alpha test mode
  84590. * @returns a boolean specifying if an alpha test is needed.
  84591. */
  84592. needAlphaTesting(): boolean;
  84593. private _checkUniform;
  84594. /**
  84595. * Set a texture in the shader.
  84596. * @param name Define the name of the uniform samplers as defined in the shader
  84597. * @param texture Define the texture to bind to this sampler
  84598. * @return the material itself allowing "fluent" like uniform updates
  84599. */
  84600. setTexture(name: string, texture: Texture): ShaderMaterial;
  84601. /**
  84602. * Set a texture array in the shader.
  84603. * @param name Define the name of the uniform sampler array as defined in the shader
  84604. * @param textures Define the list of textures to bind to this sampler
  84605. * @return the material itself allowing "fluent" like uniform updates
  84606. */
  84607. setTextureArray(name: string, textures: Texture[]): ShaderMaterial;
  84608. /**
  84609. * Set a float in the shader.
  84610. * @param name Define the name of the uniform as defined in the shader
  84611. * @param value Define the value to give to the uniform
  84612. * @return the material itself allowing "fluent" like uniform updates
  84613. */
  84614. setFloat(name: string, value: number): ShaderMaterial;
  84615. /**
  84616. * Set a int in the shader.
  84617. * @param name Define the name of the uniform as defined in the shader
  84618. * @param value Define the value to give to the uniform
  84619. * @return the material itself allowing "fluent" like uniform updates
  84620. */
  84621. setInt(name: string, value: number): ShaderMaterial;
  84622. /**
  84623. * Set an array of floats in the shader.
  84624. * @param name Define the name of the uniform as defined in the shader
  84625. * @param value Define the value to give to the uniform
  84626. * @return the material itself allowing "fluent" like uniform updates
  84627. */
  84628. setFloats(name: string, value: number[]): ShaderMaterial;
  84629. /**
  84630. * Set a vec3 in the shader from a Color3.
  84631. * @param name Define the name of the uniform as defined in the shader
  84632. * @param value Define the value to give to the uniform
  84633. * @return the material itself allowing "fluent" like uniform updates
  84634. */
  84635. setColor3(name: string, value: Color3): ShaderMaterial;
  84636. /**
  84637. * Set a vec3 array in the shader from a Color3 array.
  84638. * @param name Define the name of the uniform as defined in the shader
  84639. * @param value Define the value to give to the uniform
  84640. * @return the material itself allowing "fluent" like uniform updates
  84641. */
  84642. setColor3Array(name: string, value: Color3[]): ShaderMaterial;
  84643. /**
  84644. * Set a vec4 in the shader from a Color4.
  84645. * @param name Define the name of the uniform as defined in the shader
  84646. * @param value Define the value to give to the uniform
  84647. * @return the material itself allowing "fluent" like uniform updates
  84648. */
  84649. setColor4(name: string, value: Color4): ShaderMaterial;
  84650. /**
  84651. * Set a vec4 array in the shader from a Color4 array.
  84652. * @param name Define the name of the uniform as defined in the shader
  84653. * @param value Define the value to give to the uniform
  84654. * @return the material itself allowing "fluent" like uniform updates
  84655. */
  84656. setColor4Array(name: string, value: Color4[]): ShaderMaterial;
  84657. /**
  84658. * Set a vec2 in the shader from a Vector2.
  84659. * @param name Define the name of the uniform as defined in the shader
  84660. * @param value Define the value to give to the uniform
  84661. * @return the material itself allowing "fluent" like uniform updates
  84662. */
  84663. setVector2(name: string, value: Vector2): ShaderMaterial;
  84664. /**
  84665. * Set a vec3 in the shader from a Vector3.
  84666. * @param name Define the name of the uniform as defined in the shader
  84667. * @param value Define the value to give to the uniform
  84668. * @return the material itself allowing "fluent" like uniform updates
  84669. */
  84670. setVector3(name: string, value: Vector3): ShaderMaterial;
  84671. /**
  84672. * Set a vec4 in the shader from a Vector4.
  84673. * @param name Define the name of the uniform as defined in the shader
  84674. * @param value Define the value to give to the uniform
  84675. * @return the material itself allowing "fluent" like uniform updates
  84676. */
  84677. setVector4(name: string, value: Vector4): ShaderMaterial;
  84678. /**
  84679. * Set a mat4 in the shader from a Matrix.
  84680. * @param name Define the name of the uniform as defined in the shader
  84681. * @param value Define the value to give to the uniform
  84682. * @return the material itself allowing "fluent" like uniform updates
  84683. */
  84684. setMatrix(name: string, value: Matrix): ShaderMaterial;
  84685. /**
  84686. * Set a mat3 in the shader from a Float32Array.
  84687. * @param name Define the name of the uniform as defined in the shader
  84688. * @param value Define the value to give to the uniform
  84689. * @return the material itself allowing "fluent" like uniform updates
  84690. */
  84691. setMatrix3x3(name: string, value: Float32Array): ShaderMaterial;
  84692. /**
  84693. * Set a mat2 in the shader from a Float32Array.
  84694. * @param name Define the name of the uniform as defined in the shader
  84695. * @param value Define the value to give to the uniform
  84696. * @return the material itself allowing "fluent" like uniform updates
  84697. */
  84698. setMatrix2x2(name: string, value: Float32Array): ShaderMaterial;
  84699. /**
  84700. * Set a vec2 array in the shader from a number array.
  84701. * @param name Define the name of the uniform as defined in the shader
  84702. * @param value Define the value to give to the uniform
  84703. * @return the material itself allowing "fluent" like uniform updates
  84704. */
  84705. setArray2(name: string, value: number[]): ShaderMaterial;
  84706. /**
  84707. * Set a vec3 array in the shader from a number array.
  84708. * @param name Define the name of the uniform as defined in the shader
  84709. * @param value Define the value to give to the uniform
  84710. * @return the material itself allowing "fluent" like uniform updates
  84711. */
  84712. setArray3(name: string, value: number[]): ShaderMaterial;
  84713. /**
  84714. * Set a vec4 array in the shader from a number array.
  84715. * @param name Define the name of the uniform as defined in the shader
  84716. * @param value Define the value to give to the uniform
  84717. * @return the material itself allowing "fluent" like uniform updates
  84718. */
  84719. setArray4(name: string, value: number[]): ShaderMaterial;
  84720. private _checkCache;
  84721. /**
  84722. * Specifies that the submesh is ready to be used
  84723. * @param mesh defines the mesh to check
  84724. * @param subMesh defines which submesh to check
  84725. * @param useInstances specifies that instances should be used
  84726. * @returns a boolean indicating that the submesh is ready or not
  84727. */
  84728. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  84729. /**
  84730. * Checks if the material is ready to render the requested mesh
  84731. * @param mesh Define the mesh to render
  84732. * @param useInstances Define whether or not the material is used with instances
  84733. * @returns true if ready, otherwise false
  84734. */
  84735. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  84736. /**
  84737. * Binds the world matrix to the material
  84738. * @param world defines the world transformation matrix
  84739. */
  84740. bindOnlyWorldMatrix(world: Matrix): void;
  84741. /**
  84742. * Binds the material to the mesh
  84743. * @param world defines the world transformation matrix
  84744. * @param mesh defines the mesh to bind the material to
  84745. */
  84746. bind(world: Matrix, mesh?: Mesh): void;
  84747. /**
  84748. * Gets the active textures from the material
  84749. * @returns an array of textures
  84750. */
  84751. getActiveTextures(): BaseTexture[];
  84752. /**
  84753. * Specifies if the material uses a texture
  84754. * @param texture defines the texture to check against the material
  84755. * @returns a boolean specifying if the material uses the texture
  84756. */
  84757. hasTexture(texture: BaseTexture): boolean;
  84758. /**
  84759. * Makes a duplicate of the material, and gives it a new name
  84760. * @param name defines the new name for the duplicated material
  84761. * @returns the cloned material
  84762. */
  84763. clone(name: string): ShaderMaterial;
  84764. /**
  84765. * Disposes the material
  84766. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  84767. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  84768. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  84769. */
  84770. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  84771. /**
  84772. * Serializes this material in a JSON representation
  84773. * @returns the serialized material object
  84774. */
  84775. serialize(): any;
  84776. /**
  84777. * Creates a shader material from parsed shader material data
  84778. * @param source defines the JSON represnetation of the material
  84779. * @param scene defines the hosting scene
  84780. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  84781. * @returns a new material
  84782. */
  84783. static Parse(source: any, scene: Scene, rootUrl: string): ShaderMaterial;
  84784. }
  84785. }
  84786. declare module BABYLON {
  84787. /** @hidden */
  84788. export var colorPixelShader: {
  84789. name: string;
  84790. shader: string;
  84791. };
  84792. }
  84793. declare module BABYLON {
  84794. /** @hidden */
  84795. export var colorVertexShader: {
  84796. name: string;
  84797. shader: string;
  84798. };
  84799. }
  84800. declare module BABYLON {
  84801. /**
  84802. * Line mesh
  84803. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  84804. */
  84805. export class LinesMesh extends Mesh {
  84806. /**
  84807. * If vertex color should be applied to the mesh
  84808. */
  84809. readonly useVertexColor?: boolean | undefined;
  84810. /**
  84811. * If vertex alpha should be applied to the mesh
  84812. */
  84813. readonly useVertexAlpha?: boolean | undefined;
  84814. /**
  84815. * Color of the line (Default: White)
  84816. */
  84817. color: Color3;
  84818. /**
  84819. * Alpha of the line (Default: 1)
  84820. */
  84821. alpha: number;
  84822. /**
  84823. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  84824. * This margin is expressed in world space coordinates, so its value may vary.
  84825. * Default value is 0.1
  84826. */
  84827. intersectionThreshold: number;
  84828. private _colorShader;
  84829. private color4;
  84830. /**
  84831. * Creates a new LinesMesh
  84832. * @param name defines the name
  84833. * @param scene defines the hosting scene
  84834. * @param parent defines the parent mesh if any
  84835. * @param source defines the optional source LinesMesh used to clone data from
  84836. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  84837. * When false, achieved by calling a clone(), also passing False.
  84838. * This will make creation of children, recursive.
  84839. * @param useVertexColor defines if this LinesMesh supports vertex color
  84840. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  84841. */
  84842. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<LinesMesh>, doNotCloneChildren?: boolean,
  84843. /**
  84844. * If vertex color should be applied to the mesh
  84845. */
  84846. useVertexColor?: boolean | undefined,
  84847. /**
  84848. * If vertex alpha should be applied to the mesh
  84849. */
  84850. useVertexAlpha?: boolean | undefined);
  84851. private _addClipPlaneDefine;
  84852. private _removeClipPlaneDefine;
  84853. isReady(): boolean;
  84854. /**
  84855. * Returns the string "LineMesh"
  84856. */
  84857. getClassName(): string;
  84858. /**
  84859. * @hidden
  84860. */
  84861. /**
  84862. * @hidden
  84863. */
  84864. material: Material;
  84865. /**
  84866. * @hidden
  84867. */
  84868. readonly checkCollisions: boolean;
  84869. /** @hidden */
  84870. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  84871. /** @hidden */
  84872. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  84873. /**
  84874. * Disposes of the line mesh
  84875. * @param doNotRecurse If children should be disposed
  84876. */
  84877. dispose(doNotRecurse?: boolean): void;
  84878. /**
  84879. * Returns a new LineMesh object cloned from the current one.
  84880. */
  84881. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  84882. /**
  84883. * Creates a new InstancedLinesMesh object from the mesh model.
  84884. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  84885. * @param name defines the name of the new instance
  84886. * @returns a new InstancedLinesMesh
  84887. */
  84888. createInstance(name: string): InstancedLinesMesh;
  84889. }
  84890. /**
  84891. * Creates an instance based on a source LinesMesh
  84892. */
  84893. export class InstancedLinesMesh extends InstancedMesh {
  84894. /**
  84895. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  84896. * This margin is expressed in world space coordinates, so its value may vary.
  84897. * Initilized with the intersectionThreshold value of the source LinesMesh
  84898. */
  84899. intersectionThreshold: number;
  84900. constructor(name: string, source: LinesMesh);
  84901. /**
  84902. * Returns the string "InstancedLinesMesh".
  84903. */
  84904. getClassName(): string;
  84905. }
  84906. }
  84907. declare module BABYLON {
  84908. /** @hidden */
  84909. export var linePixelShader: {
  84910. name: string;
  84911. shader: string;
  84912. };
  84913. }
  84914. declare module BABYLON {
  84915. /** @hidden */
  84916. export var lineVertexShader: {
  84917. name: string;
  84918. shader: string;
  84919. };
  84920. }
  84921. declare module BABYLON {
  84922. interface AbstractMesh {
  84923. /**
  84924. * Gets the edgesRenderer associated with the mesh
  84925. */
  84926. edgesRenderer: Nullable<EdgesRenderer>;
  84927. }
  84928. interface LinesMesh {
  84929. /**
  84930. * Enables the edge rendering mode on the mesh.
  84931. * This mode makes the mesh edges visible
  84932. * @param epsilon defines the maximal distance between two angles to detect a face
  84933. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  84934. * @returns the currentAbstractMesh
  84935. * @see https://www.babylonjs-playground.com/#19O9TU#0
  84936. */
  84937. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  84938. }
  84939. interface InstancedLinesMesh {
  84940. /**
  84941. * Enables the edge rendering mode on the mesh.
  84942. * This mode makes the mesh edges visible
  84943. * @param epsilon defines the maximal distance between two angles to detect a face
  84944. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  84945. * @returns the current InstancedLinesMesh
  84946. * @see https://www.babylonjs-playground.com/#19O9TU#0
  84947. */
  84948. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): InstancedLinesMesh;
  84949. }
  84950. /**
  84951. * Defines the minimum contract an Edges renderer should follow.
  84952. */
  84953. export interface IEdgesRenderer extends IDisposable {
  84954. /**
  84955. * Gets or sets a boolean indicating if the edgesRenderer is active
  84956. */
  84957. isEnabled: boolean;
  84958. /**
  84959. * Renders the edges of the attached mesh,
  84960. */
  84961. render(): void;
  84962. /**
  84963. * Checks wether or not the edges renderer is ready to render.
  84964. * @return true if ready, otherwise false.
  84965. */
  84966. isReady(): boolean;
  84967. }
  84968. /**
  84969. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  84970. */
  84971. export class EdgesRenderer implements IEdgesRenderer {
  84972. /**
  84973. * Define the size of the edges with an orthographic camera
  84974. */
  84975. edgesWidthScalerForOrthographic: number;
  84976. /**
  84977. * Define the size of the edges with a perspective camera
  84978. */
  84979. edgesWidthScalerForPerspective: number;
  84980. protected _source: AbstractMesh;
  84981. protected _linesPositions: number[];
  84982. protected _linesNormals: number[];
  84983. protected _linesIndices: number[];
  84984. protected _epsilon: number;
  84985. protected _indicesCount: number;
  84986. protected _lineShader: ShaderMaterial;
  84987. protected _ib: DataBuffer;
  84988. protected _buffers: {
  84989. [key: string]: Nullable<VertexBuffer>;
  84990. };
  84991. protected _checkVerticesInsteadOfIndices: boolean;
  84992. private _meshRebuildObserver;
  84993. private _meshDisposeObserver;
  84994. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  84995. isEnabled: boolean;
  84996. /**
  84997. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  84998. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  84999. * @param source Mesh used to create edges
  85000. * @param epsilon sum of angles in adjacency to check for edge
  85001. * @param checkVerticesInsteadOfIndices bases the edges detection on vertices vs indices
  85002. * @param generateEdgesLines - should generate Lines or only prepare resources.
  85003. */
  85004. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean, generateEdgesLines?: boolean);
  85005. protected _prepareRessources(): void;
  85006. /** @hidden */
  85007. _rebuild(): void;
  85008. /**
  85009. * Releases the required resources for the edges renderer
  85010. */
  85011. dispose(): void;
  85012. protected _processEdgeForAdjacencies(pa: number, pb: number, p0: number, p1: number, p2: number): number;
  85013. protected _processEdgeForAdjacenciesWithVertices(pa: Vector3, pb: Vector3, p0: Vector3, p1: Vector3, p2: Vector3): number;
  85014. /**
  85015. * Checks if the pair of p0 and p1 is en edge
  85016. * @param faceIndex
  85017. * @param edge
  85018. * @param faceNormals
  85019. * @param p0
  85020. * @param p1
  85021. * @private
  85022. */
  85023. protected _checkEdge(faceIndex: number, edge: number, faceNormals: Array<Vector3>, p0: Vector3, p1: Vector3): void;
  85024. /**
  85025. * push line into the position, normal and index buffer
  85026. * @protected
  85027. */
  85028. protected createLine(p0: Vector3, p1: Vector3, offset: number): void;
  85029. /**
  85030. * Generates lines edges from adjacencjes
  85031. * @private
  85032. */
  85033. _generateEdgesLines(): void;
  85034. /**
  85035. * Checks wether or not the edges renderer is ready to render.
  85036. * @return true if ready, otherwise false.
  85037. */
  85038. isReady(): boolean;
  85039. /**
  85040. * Renders the edges of the attached mesh,
  85041. */
  85042. render(): void;
  85043. }
  85044. /**
  85045. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  85046. */
  85047. export class LineEdgesRenderer extends EdgesRenderer {
  85048. /**
  85049. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  85050. * @param source LineMesh used to generate edges
  85051. * @param epsilon not important (specified angle for edge detection)
  85052. * @param checkVerticesInsteadOfIndices not important for LineMesh
  85053. */
  85054. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean);
  85055. /**
  85056. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  85057. */
  85058. _generateEdgesLines(): void;
  85059. }
  85060. }
  85061. declare module BABYLON {
  85062. /**
  85063. * This represents the object necessary to create a rendering group.
  85064. * This is exclusively used and created by the rendering manager.
  85065. * To modify the behavior, you use the available helpers in your scene or meshes.
  85066. * @hidden
  85067. */
  85068. export class RenderingGroup {
  85069. index: number;
  85070. private static _zeroVector;
  85071. private _scene;
  85072. private _opaqueSubMeshes;
  85073. private _transparentSubMeshes;
  85074. private _alphaTestSubMeshes;
  85075. private _depthOnlySubMeshes;
  85076. private _particleSystems;
  85077. private _spriteManagers;
  85078. private _opaqueSortCompareFn;
  85079. private _alphaTestSortCompareFn;
  85080. private _transparentSortCompareFn;
  85081. private _renderOpaque;
  85082. private _renderAlphaTest;
  85083. private _renderTransparent;
  85084. /** @hidden */
  85085. _edgesRenderers: SmartArray<IEdgesRenderer>;
  85086. onBeforeTransparentRendering: () => void;
  85087. /**
  85088. * Set the opaque sort comparison function.
  85089. * If null the sub meshes will be render in the order they were created
  85090. */
  85091. opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  85092. /**
  85093. * Set the alpha test sort comparison function.
  85094. * If null the sub meshes will be render in the order they were created
  85095. */
  85096. alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  85097. /**
  85098. * Set the transparent sort comparison function.
  85099. * If null the sub meshes will be render in the order they were created
  85100. */
  85101. transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  85102. /**
  85103. * Creates a new rendering group.
  85104. * @param index The rendering group index
  85105. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  85106. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  85107. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  85108. */
  85109. constructor(index: number, scene: Scene, opaqueSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, alphaTestSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, transparentSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>);
  85110. /**
  85111. * Render all the sub meshes contained in the group.
  85112. * @param customRenderFunction Used to override the default render behaviour of the group.
  85113. * @returns true if rendered some submeshes.
  85114. */
  85115. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, renderSprites: boolean, renderParticles: boolean, activeMeshes: Nullable<AbstractMesh[]>): void;
  85116. /**
  85117. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  85118. * @param subMeshes The submeshes to render
  85119. */
  85120. private renderOpaqueSorted;
  85121. /**
  85122. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  85123. * @param subMeshes The submeshes to render
  85124. */
  85125. private renderAlphaTestSorted;
  85126. /**
  85127. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  85128. * @param subMeshes The submeshes to render
  85129. */
  85130. private renderTransparentSorted;
  85131. /**
  85132. * Renders the submeshes in a specified order.
  85133. * @param subMeshes The submeshes to sort before render
  85134. * @param sortCompareFn The comparison function use to sort
  85135. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  85136. * @param transparent Specifies to activate blending if true
  85137. */
  85138. private static renderSorted;
  85139. /**
  85140. * Renders the submeshes in the order they were dispatched (no sort applied).
  85141. * @param subMeshes The submeshes to render
  85142. */
  85143. private static renderUnsorted;
  85144. /**
  85145. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  85146. * are rendered back to front if in the same alpha index.
  85147. *
  85148. * @param a The first submesh
  85149. * @param b The second submesh
  85150. * @returns The result of the comparison
  85151. */
  85152. static defaultTransparentSortCompare(a: SubMesh, b: SubMesh): number;
  85153. /**
  85154. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  85155. * are rendered back to front.
  85156. *
  85157. * @param a The first submesh
  85158. * @param b The second submesh
  85159. * @returns The result of the comparison
  85160. */
  85161. static backToFrontSortCompare(a: SubMesh, b: SubMesh): number;
  85162. /**
  85163. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  85164. * are rendered front to back (prevent overdraw).
  85165. *
  85166. * @param a The first submesh
  85167. * @param b The second submesh
  85168. * @returns The result of the comparison
  85169. */
  85170. static frontToBackSortCompare(a: SubMesh, b: SubMesh): number;
  85171. /**
  85172. * Resets the different lists of submeshes to prepare a new frame.
  85173. */
  85174. prepare(): void;
  85175. dispose(): void;
  85176. /**
  85177. * Inserts the submesh in its correct queue depending on its material.
  85178. * @param subMesh The submesh to dispatch
  85179. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  85180. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  85181. */
  85182. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  85183. dispatchSprites(spriteManager: ISpriteManager): void;
  85184. dispatchParticles(particleSystem: IParticleSystem): void;
  85185. private _renderParticles;
  85186. private _renderSprites;
  85187. }
  85188. }
  85189. declare module BABYLON {
  85190. /**
  85191. * Interface describing the different options available in the rendering manager
  85192. * regarding Auto Clear between groups.
  85193. */
  85194. export interface IRenderingManagerAutoClearSetup {
  85195. /**
  85196. * Defines whether or not autoclear is enable.
  85197. */
  85198. autoClear: boolean;
  85199. /**
  85200. * Defines whether or not to autoclear the depth buffer.
  85201. */
  85202. depth: boolean;
  85203. /**
  85204. * Defines whether or not to autoclear the stencil buffer.
  85205. */
  85206. stencil: boolean;
  85207. }
  85208. /**
  85209. * This class is used by the onRenderingGroupObservable
  85210. */
  85211. export class RenderingGroupInfo {
  85212. /**
  85213. * The Scene that being rendered
  85214. */
  85215. scene: Scene;
  85216. /**
  85217. * The camera currently used for the rendering pass
  85218. */
  85219. camera: Nullable<Camera>;
  85220. /**
  85221. * The ID of the renderingGroup being processed
  85222. */
  85223. renderingGroupId: number;
  85224. }
  85225. /**
  85226. * This is the manager responsible of all the rendering for meshes sprites and particles.
  85227. * It is enable to manage the different groups as well as the different necessary sort functions.
  85228. * This should not be used directly aside of the few static configurations
  85229. */
  85230. export class RenderingManager {
  85231. /**
  85232. * The max id used for rendering groups (not included)
  85233. */
  85234. static MAX_RENDERINGGROUPS: number;
  85235. /**
  85236. * The min id used for rendering groups (included)
  85237. */
  85238. static MIN_RENDERINGGROUPS: number;
  85239. /**
  85240. * Used to globally prevent autoclearing scenes.
  85241. */
  85242. static AUTOCLEAR: boolean;
  85243. /**
  85244. * @hidden
  85245. */
  85246. _useSceneAutoClearSetup: boolean;
  85247. private _scene;
  85248. private _renderingGroups;
  85249. private _depthStencilBufferAlreadyCleaned;
  85250. private _autoClearDepthStencil;
  85251. private _customOpaqueSortCompareFn;
  85252. private _customAlphaTestSortCompareFn;
  85253. private _customTransparentSortCompareFn;
  85254. private _renderingGroupInfo;
  85255. /**
  85256. * Instantiates a new rendering group for a particular scene
  85257. * @param scene Defines the scene the groups belongs to
  85258. */
  85259. constructor(scene: Scene);
  85260. private _clearDepthStencilBuffer;
  85261. /**
  85262. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  85263. * @hidden
  85264. */
  85265. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, activeMeshes: Nullable<AbstractMesh[]>, renderParticles: boolean, renderSprites: boolean): void;
  85266. /**
  85267. * Resets the different information of the group to prepare a new frame
  85268. * @hidden
  85269. */
  85270. reset(): void;
  85271. /**
  85272. * Dispose and release the group and its associated resources.
  85273. * @hidden
  85274. */
  85275. dispose(): void;
  85276. /**
  85277. * Clear the info related to rendering groups preventing retention points during dispose.
  85278. */
  85279. freeRenderingGroups(): void;
  85280. private _prepareRenderingGroup;
  85281. /**
  85282. * Add a sprite manager to the rendering manager in order to render it this frame.
  85283. * @param spriteManager Define the sprite manager to render
  85284. */
  85285. dispatchSprites(spriteManager: ISpriteManager): void;
  85286. /**
  85287. * Add a particle system to the rendering manager in order to render it this frame.
  85288. * @param particleSystem Define the particle system to render
  85289. */
  85290. dispatchParticles(particleSystem: IParticleSystem): void;
  85291. /**
  85292. * Add a submesh to the manager in order to render it this frame
  85293. * @param subMesh The submesh to dispatch
  85294. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  85295. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  85296. */
  85297. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  85298. /**
  85299. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  85300. * This allowed control for front to back rendering or reversly depending of the special needs.
  85301. *
  85302. * @param renderingGroupId The rendering group id corresponding to its index
  85303. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  85304. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  85305. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  85306. */
  85307. setRenderingOrder(renderingGroupId: number, opaqueSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, alphaTestSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, transparentSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>): void;
  85308. /**
  85309. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  85310. *
  85311. * @param renderingGroupId The rendering group id corresponding to its index
  85312. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  85313. * @param depth Automatically clears depth between groups if true and autoClear is true.
  85314. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  85315. */
  85316. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  85317. /**
  85318. * Gets the current auto clear configuration for one rendering group of the rendering
  85319. * manager.
  85320. * @param index the rendering group index to get the information for
  85321. * @returns The auto clear setup for the requested rendering group
  85322. */
  85323. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  85324. }
  85325. }
  85326. declare module BABYLON {
  85327. /**
  85328. * This Helps creating a texture that will be created from a camera in your scene.
  85329. * It is basically a dynamic texture that could be used to create special effects for instance.
  85330. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  85331. */
  85332. export class RenderTargetTexture extends Texture {
  85333. isCube: boolean;
  85334. /**
  85335. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  85336. */
  85337. static readonly REFRESHRATE_RENDER_ONCE: number;
  85338. /**
  85339. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  85340. */
  85341. static readonly REFRESHRATE_RENDER_ONEVERYFRAME: number;
  85342. /**
  85343. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  85344. * the central point of your effect and can save a lot of performances.
  85345. */
  85346. static readonly REFRESHRATE_RENDER_ONEVERYTWOFRAMES: number;
  85347. /**
  85348. * Use this predicate to dynamically define the list of mesh you want to render.
  85349. * If set, the renderList property will be overwritten.
  85350. */
  85351. renderListPredicate: (AbstractMesh: AbstractMesh) => boolean;
  85352. private _renderList;
  85353. /**
  85354. * Use this list to define the list of mesh you want to render.
  85355. */
  85356. renderList: Nullable<Array<AbstractMesh>>;
  85357. private _hookArray;
  85358. /**
  85359. * Define if particles should be rendered in your texture.
  85360. */
  85361. renderParticles: boolean;
  85362. /**
  85363. * Define if sprites should be rendered in your texture.
  85364. */
  85365. renderSprites: boolean;
  85366. /**
  85367. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  85368. */
  85369. coordinatesMode: number;
  85370. /**
  85371. * Define the camera used to render the texture.
  85372. */
  85373. activeCamera: Nullable<Camera>;
  85374. /**
  85375. * Override the render function of the texture with your own one.
  85376. */
  85377. customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  85378. /**
  85379. * Define if camera post processes should be use while rendering the texture.
  85380. */
  85381. useCameraPostProcesses: boolean;
  85382. /**
  85383. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  85384. */
  85385. ignoreCameraViewport: boolean;
  85386. private _postProcessManager;
  85387. private _postProcesses;
  85388. private _resizeObserver;
  85389. /**
  85390. * An event triggered when the texture is unbind.
  85391. */
  85392. onBeforeBindObservable: Observable<RenderTargetTexture>;
  85393. /**
  85394. * An event triggered when the texture is unbind.
  85395. */
  85396. onAfterUnbindObservable: Observable<RenderTargetTexture>;
  85397. private _onAfterUnbindObserver;
  85398. /**
  85399. * Set a after unbind callback in the texture.
  85400. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  85401. */
  85402. onAfterUnbind: () => void;
  85403. /**
  85404. * An event triggered before rendering the texture
  85405. */
  85406. onBeforeRenderObservable: Observable<number>;
  85407. private _onBeforeRenderObserver;
  85408. /**
  85409. * Set a before render callback in the texture.
  85410. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  85411. */
  85412. onBeforeRender: (faceIndex: number) => void;
  85413. /**
  85414. * An event triggered after rendering the texture
  85415. */
  85416. onAfterRenderObservable: Observable<number>;
  85417. private _onAfterRenderObserver;
  85418. /**
  85419. * Set a after render callback in the texture.
  85420. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  85421. */
  85422. onAfterRender: (faceIndex: number) => void;
  85423. /**
  85424. * An event triggered after the texture clear
  85425. */
  85426. onClearObservable: Observable<Engine>;
  85427. private _onClearObserver;
  85428. /**
  85429. * Set a clear callback in the texture.
  85430. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  85431. */
  85432. onClear: (Engine: Engine) => void;
  85433. /**
  85434. * An event triggered when the texture is resized.
  85435. */
  85436. onResizeObservable: Observable<RenderTargetTexture>;
  85437. /**
  85438. * Define the clear color of the Render Target if it should be different from the scene.
  85439. */
  85440. clearColor: Color4;
  85441. protected _size: number | {
  85442. width: number;
  85443. height: number;
  85444. };
  85445. protected _initialSizeParameter: number | {
  85446. width: number;
  85447. height: number;
  85448. } | {
  85449. ratio: number;
  85450. };
  85451. protected _sizeRatio: Nullable<number>;
  85452. /** @hidden */
  85453. _generateMipMaps: boolean;
  85454. protected _renderingManager: RenderingManager;
  85455. /** @hidden */
  85456. _waitingRenderList: string[];
  85457. protected _doNotChangeAspectRatio: boolean;
  85458. protected _currentRefreshId: number;
  85459. protected _refreshRate: number;
  85460. protected _textureMatrix: Matrix;
  85461. protected _samples: number;
  85462. protected _renderTargetOptions: RenderTargetCreationOptions;
  85463. /**
  85464. * Gets render target creation options that were used.
  85465. */
  85466. readonly renderTargetOptions: RenderTargetCreationOptions;
  85467. protected _engine: Engine;
  85468. protected _onRatioRescale(): void;
  85469. /**
  85470. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  85471. * It must define where the camera used to render the texture is set
  85472. */
  85473. boundingBoxPosition: Vector3;
  85474. private _boundingBoxSize;
  85475. /**
  85476. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  85477. * When defined, the cubemap will switch to local mode
  85478. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  85479. * @example https://www.babylonjs-playground.com/#RNASML
  85480. */
  85481. boundingBoxSize: Vector3;
  85482. /**
  85483. * In case the RTT has been created with a depth texture, get the associated
  85484. * depth texture.
  85485. * Otherwise, return null.
  85486. */
  85487. depthStencilTexture: Nullable<InternalTexture>;
  85488. /**
  85489. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  85490. * or used a shadow, depth texture...
  85491. * @param name The friendly name of the texture
  85492. * @param size The size of the RTT (number if square, or {width: number, height:number} or {ratio:} to define a ratio from the main scene)
  85493. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  85494. * @param generateMipMaps True if mip maps need to be generated after render.
  85495. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  85496. * @param type The type of the buffer in the RTT (int, half float, float...)
  85497. * @param isCube True if a cube texture needs to be created
  85498. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  85499. * @param generateDepthBuffer True to generate a depth buffer
  85500. * @param generateStencilBuffer True to generate a stencil buffer
  85501. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  85502. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  85503. * @param delayAllocation if the texture allocation should be delayed (default: false)
  85504. */
  85505. constructor(name: string, size: number | {
  85506. width: number;
  85507. height: number;
  85508. } | {
  85509. ratio: number;
  85510. }, scene: Nullable<Scene>, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean, type?: number, isCube?: boolean, samplingMode?: number, generateDepthBuffer?: boolean, generateStencilBuffer?: boolean, isMulti?: boolean, format?: number, delayAllocation?: boolean);
  85511. /**
  85512. * Creates a depth stencil texture.
  85513. * This is only available in WebGL 2 or with the depth texture extension available.
  85514. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  85515. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  85516. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  85517. */
  85518. createDepthStencilTexture(comparisonFunction?: number, bilinearFiltering?: boolean, generateStencil?: boolean): void;
  85519. private _processSizeParameter;
  85520. /**
  85521. * Define the number of samples to use in case of MSAA.
  85522. * It defaults to one meaning no MSAA has been enabled.
  85523. */
  85524. samples: number;
  85525. /**
  85526. * Resets the refresh counter of the texture and start bak from scratch.
  85527. * Could be useful to regenerate the texture if it is setup to render only once.
  85528. */
  85529. resetRefreshCounter(): void;
  85530. /**
  85531. * Define the refresh rate of the texture or the rendering frequency.
  85532. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  85533. */
  85534. refreshRate: number;
  85535. /**
  85536. * Adds a post process to the render target rendering passes.
  85537. * @param postProcess define the post process to add
  85538. */
  85539. addPostProcess(postProcess: PostProcess): void;
  85540. /**
  85541. * Clear all the post processes attached to the render target
  85542. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  85543. */
  85544. clearPostProcesses(dispose?: boolean): void;
  85545. /**
  85546. * Remove one of the post process from the list of attached post processes to the texture
  85547. * @param postProcess define the post process to remove from the list
  85548. */
  85549. removePostProcess(postProcess: PostProcess): void;
  85550. /** @hidden */
  85551. _shouldRender(): boolean;
  85552. /**
  85553. * Gets the actual render size of the texture.
  85554. * @returns the width of the render size
  85555. */
  85556. getRenderSize(): number;
  85557. /**
  85558. * Gets the actual render width of the texture.
  85559. * @returns the width of the render size
  85560. */
  85561. getRenderWidth(): number;
  85562. /**
  85563. * Gets the actual render height of the texture.
  85564. * @returns the height of the render size
  85565. */
  85566. getRenderHeight(): number;
  85567. /**
  85568. * Get if the texture can be rescaled or not.
  85569. */
  85570. readonly canRescale: boolean;
  85571. /**
  85572. * Resize the texture using a ratio.
  85573. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  85574. */
  85575. scale(ratio: number): void;
  85576. /**
  85577. * Get the texture reflection matrix used to rotate/transform the reflection.
  85578. * @returns the reflection matrix
  85579. */
  85580. getReflectionTextureMatrix(): Matrix;
  85581. /**
  85582. * Resize the texture to a new desired size.
  85583. * Be carrefull as it will recreate all the data in the new texture.
  85584. * @param size Define the new size. It can be:
  85585. * - a number for squared texture,
  85586. * - an object containing { width: number, height: number }
  85587. * - or an object containing a ratio { ratio: number }
  85588. */
  85589. resize(size: number | {
  85590. width: number;
  85591. height: number;
  85592. } | {
  85593. ratio: number;
  85594. }): void;
  85595. /**
  85596. * Renders all the objects from the render list into the texture.
  85597. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  85598. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  85599. */
  85600. render(useCameraPostProcess?: boolean, dumpForDebug?: boolean): void;
  85601. private _bestReflectionRenderTargetDimension;
  85602. /**
  85603. * @hidden
  85604. * @param faceIndex face index to bind to if this is a cubetexture
  85605. */
  85606. _bindFrameBuffer(faceIndex?: number): void;
  85607. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  85608. private renderToTarget;
  85609. /**
  85610. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  85611. * This allowed control for front to back rendering or reversly depending of the special needs.
  85612. *
  85613. * @param renderingGroupId The rendering group id corresponding to its index
  85614. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  85615. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  85616. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  85617. */
  85618. setRenderingOrder(renderingGroupId: number, opaqueSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, alphaTestSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, transparentSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>): void;
  85619. /**
  85620. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  85621. *
  85622. * @param renderingGroupId The rendering group id corresponding to its index
  85623. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  85624. */
  85625. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  85626. /**
  85627. * Clones the texture.
  85628. * @returns the cloned texture
  85629. */
  85630. clone(): RenderTargetTexture;
  85631. /**
  85632. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  85633. * @returns The JSON representation of the texture
  85634. */
  85635. serialize(): any;
  85636. /**
  85637. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  85638. */
  85639. disposeFramebufferObjects(): void;
  85640. /**
  85641. * Dispose the texture and release its associated resources.
  85642. */
  85643. dispose(): void;
  85644. /** @hidden */
  85645. _rebuild(): void;
  85646. /**
  85647. * Clear the info related to rendering groups preventing retention point in material dispose.
  85648. */
  85649. freeRenderingGroups(): void;
  85650. /**
  85651. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  85652. * @returns the view count
  85653. */
  85654. getViewCount(): number;
  85655. }
  85656. }
  85657. declare module BABYLON {
  85658. /**
  85659. * Base class for the main features of a material in Babylon.js
  85660. */
  85661. export class Material implements IAnimatable {
  85662. /**
  85663. * Returns the triangle fill mode
  85664. */
  85665. static readonly TriangleFillMode: number;
  85666. /**
  85667. * Returns the wireframe mode
  85668. */
  85669. static readonly WireFrameFillMode: number;
  85670. /**
  85671. * Returns the point fill mode
  85672. */
  85673. static readonly PointFillMode: number;
  85674. /**
  85675. * Returns the point list draw mode
  85676. */
  85677. static readonly PointListDrawMode: number;
  85678. /**
  85679. * Returns the line list draw mode
  85680. */
  85681. static readonly LineListDrawMode: number;
  85682. /**
  85683. * Returns the line loop draw mode
  85684. */
  85685. static readonly LineLoopDrawMode: number;
  85686. /**
  85687. * Returns the line strip draw mode
  85688. */
  85689. static readonly LineStripDrawMode: number;
  85690. /**
  85691. * Returns the triangle strip draw mode
  85692. */
  85693. static readonly TriangleStripDrawMode: number;
  85694. /**
  85695. * Returns the triangle fan draw mode
  85696. */
  85697. static readonly TriangleFanDrawMode: number;
  85698. /**
  85699. * Stores the clock-wise side orientation
  85700. */
  85701. static readonly ClockWiseSideOrientation: number;
  85702. /**
  85703. * Stores the counter clock-wise side orientation
  85704. */
  85705. static readonly CounterClockWiseSideOrientation: number;
  85706. /**
  85707. * The dirty texture flag value
  85708. */
  85709. static readonly TextureDirtyFlag: number;
  85710. /**
  85711. * The dirty light flag value
  85712. */
  85713. static readonly LightDirtyFlag: number;
  85714. /**
  85715. * The dirty fresnel flag value
  85716. */
  85717. static readonly FresnelDirtyFlag: number;
  85718. /**
  85719. * The dirty attribute flag value
  85720. */
  85721. static readonly AttributesDirtyFlag: number;
  85722. /**
  85723. * The dirty misc flag value
  85724. */
  85725. static readonly MiscDirtyFlag: number;
  85726. /**
  85727. * The all dirty flag value
  85728. */
  85729. static readonly AllDirtyFlag: number;
  85730. /**
  85731. * The ID of the material
  85732. */
  85733. id: string;
  85734. /**
  85735. * Gets or sets the unique id of the material
  85736. */
  85737. uniqueId: number;
  85738. /**
  85739. * The name of the material
  85740. */
  85741. name: string;
  85742. /**
  85743. * Gets or sets user defined metadata
  85744. */
  85745. metadata: any;
  85746. /**
  85747. * For internal use only. Please do not use.
  85748. */
  85749. reservedDataStore: any;
  85750. /**
  85751. * Specifies if the ready state should be checked on each call
  85752. */
  85753. checkReadyOnEveryCall: boolean;
  85754. /**
  85755. * Specifies if the ready state should be checked once
  85756. */
  85757. checkReadyOnlyOnce: boolean;
  85758. /**
  85759. * The state of the material
  85760. */
  85761. state: string;
  85762. /**
  85763. * The alpha value of the material
  85764. */
  85765. protected _alpha: number;
  85766. /**
  85767. * List of inspectable custom properties (used by the Inspector)
  85768. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  85769. */
  85770. inspectableCustomProperties: IInspectable[];
  85771. /**
  85772. * Sets the alpha value of the material
  85773. */
  85774. /**
  85775. * Gets the alpha value of the material
  85776. */
  85777. alpha: number;
  85778. /**
  85779. * Specifies if back face culling is enabled
  85780. */
  85781. protected _backFaceCulling: boolean;
  85782. /**
  85783. * Sets the back-face culling state
  85784. */
  85785. /**
  85786. * Gets the back-face culling state
  85787. */
  85788. backFaceCulling: boolean;
  85789. /**
  85790. * Stores the value for side orientation
  85791. */
  85792. sideOrientation: number;
  85793. /**
  85794. * Callback triggered when the material is compiled
  85795. */
  85796. onCompiled: Nullable<(effect: Effect) => void>;
  85797. /**
  85798. * Callback triggered when an error occurs
  85799. */
  85800. onError: Nullable<(effect: Effect, errors: string) => void>;
  85801. /**
  85802. * Callback triggered to get the render target textures
  85803. */
  85804. getRenderTargetTextures: Nullable<() => SmartArray<RenderTargetTexture>>;
  85805. /**
  85806. * Gets a boolean indicating that current material needs to register RTT
  85807. */
  85808. readonly hasRenderTargetTextures: boolean;
  85809. /**
  85810. * Specifies if the material should be serialized
  85811. */
  85812. doNotSerialize: boolean;
  85813. /**
  85814. * @hidden
  85815. */
  85816. _storeEffectOnSubMeshes: boolean;
  85817. /**
  85818. * Stores the animations for the material
  85819. */
  85820. animations: Nullable<Array<Animation>>;
  85821. /**
  85822. * An event triggered when the material is disposed
  85823. */
  85824. onDisposeObservable: Observable<Material>;
  85825. /**
  85826. * An observer which watches for dispose events
  85827. */
  85828. private _onDisposeObserver;
  85829. private _onUnBindObservable;
  85830. /**
  85831. * Called during a dispose event
  85832. */
  85833. onDispose: () => void;
  85834. private _onBindObservable;
  85835. /**
  85836. * An event triggered when the material is bound
  85837. */
  85838. readonly onBindObservable: Observable<AbstractMesh>;
  85839. /**
  85840. * An observer which watches for bind events
  85841. */
  85842. private _onBindObserver;
  85843. /**
  85844. * Called during a bind event
  85845. */
  85846. onBind: (Mesh: AbstractMesh) => void;
  85847. /**
  85848. * An event triggered when the material is unbound
  85849. */
  85850. readonly onUnBindObservable: Observable<Material>;
  85851. /**
  85852. * Stores the value of the alpha mode
  85853. */
  85854. private _alphaMode;
  85855. /**
  85856. * Sets the value of the alpha mode.
  85857. *
  85858. * | Value | Type | Description |
  85859. * | --- | --- | --- |
  85860. * | 0 | ALPHA_DISABLE | |
  85861. * | 1 | ALPHA_ADD | |
  85862. * | 2 | ALPHA_COMBINE | |
  85863. * | 3 | ALPHA_SUBTRACT | |
  85864. * | 4 | ALPHA_MULTIPLY | |
  85865. * | 5 | ALPHA_MAXIMIZED | |
  85866. * | 6 | ALPHA_ONEONE | |
  85867. * | 7 | ALPHA_PREMULTIPLIED | |
  85868. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  85869. * | 9 | ALPHA_INTERPOLATE | |
  85870. * | 10 | ALPHA_SCREENMODE | |
  85871. *
  85872. */
  85873. /**
  85874. * Gets the value of the alpha mode
  85875. */
  85876. alphaMode: number;
  85877. /**
  85878. * Stores the state of the need depth pre-pass value
  85879. */
  85880. private _needDepthPrePass;
  85881. /**
  85882. * Sets the need depth pre-pass value
  85883. */
  85884. /**
  85885. * Gets the depth pre-pass value
  85886. */
  85887. needDepthPrePass: boolean;
  85888. /**
  85889. * Specifies if depth writing should be disabled
  85890. */
  85891. disableDepthWrite: boolean;
  85892. /**
  85893. * Specifies if depth writing should be forced
  85894. */
  85895. forceDepthWrite: boolean;
  85896. /**
  85897. * Specifies if there should be a separate pass for culling
  85898. */
  85899. separateCullingPass: boolean;
  85900. /**
  85901. * Stores the state specifing if fog should be enabled
  85902. */
  85903. private _fogEnabled;
  85904. /**
  85905. * Sets the state for enabling fog
  85906. */
  85907. /**
  85908. * Gets the value of the fog enabled state
  85909. */
  85910. fogEnabled: boolean;
  85911. /**
  85912. * Stores the size of points
  85913. */
  85914. pointSize: number;
  85915. /**
  85916. * Stores the z offset value
  85917. */
  85918. zOffset: number;
  85919. /**
  85920. * Gets a value specifying if wireframe mode is enabled
  85921. */
  85922. /**
  85923. * Sets the state of wireframe mode
  85924. */
  85925. wireframe: boolean;
  85926. /**
  85927. * Gets the value specifying if point clouds are enabled
  85928. */
  85929. /**
  85930. * Sets the state of point cloud mode
  85931. */
  85932. pointsCloud: boolean;
  85933. /**
  85934. * Gets the material fill mode
  85935. */
  85936. /**
  85937. * Sets the material fill mode
  85938. */
  85939. fillMode: number;
  85940. /**
  85941. * @hidden
  85942. * Stores the effects for the material
  85943. */
  85944. _effect: Nullable<Effect>;
  85945. /**
  85946. * @hidden
  85947. * Specifies if the material was previously ready
  85948. */
  85949. _wasPreviouslyReady: boolean;
  85950. /**
  85951. * Specifies if uniform buffers should be used
  85952. */
  85953. private _useUBO;
  85954. /**
  85955. * Stores a reference to the scene
  85956. */
  85957. private _scene;
  85958. /**
  85959. * Stores the fill mode state
  85960. */
  85961. private _fillMode;
  85962. /**
  85963. * Specifies if the depth write state should be cached
  85964. */
  85965. private _cachedDepthWriteState;
  85966. /**
  85967. * Stores the uniform buffer
  85968. */
  85969. protected _uniformBuffer: UniformBuffer;
  85970. /** @hidden */
  85971. _indexInSceneMaterialArray: number;
  85972. /** @hidden */
  85973. meshMap: Nullable<{
  85974. [id: string]: AbstractMesh | undefined;
  85975. }>;
  85976. /**
  85977. * Creates a material instance
  85978. * @param name defines the name of the material
  85979. * @param scene defines the scene to reference
  85980. * @param doNotAdd specifies if the material should be added to the scene
  85981. */
  85982. constructor(name: string, scene: Scene, doNotAdd?: boolean);
  85983. /**
  85984. * Returns a string representation of the current material
  85985. * @param fullDetails defines a boolean indicating which levels of logging is desired
  85986. * @returns a string with material information
  85987. */
  85988. toString(fullDetails?: boolean): string;
  85989. /**
  85990. * Gets the class name of the material
  85991. * @returns a string with the class name of the material
  85992. */
  85993. getClassName(): string;
  85994. /**
  85995. * Specifies if updates for the material been locked
  85996. */
  85997. readonly isFrozen: boolean;
  85998. /**
  85999. * Locks updates for the material
  86000. */
  86001. freeze(): void;
  86002. /**
  86003. * Unlocks updates for the material
  86004. */
  86005. unfreeze(): void;
  86006. /**
  86007. * Specifies if the material is ready to be used
  86008. * @param mesh defines the mesh to check
  86009. * @param useInstances specifies if instances should be used
  86010. * @returns a boolean indicating if the material is ready to be used
  86011. */
  86012. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  86013. /**
  86014. * Specifies that the submesh is ready to be used
  86015. * @param mesh defines the mesh to check
  86016. * @param subMesh defines which submesh to check
  86017. * @param useInstances specifies that instances should be used
  86018. * @returns a boolean indicating that the submesh is ready or not
  86019. */
  86020. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  86021. /**
  86022. * Returns the material effect
  86023. * @returns the effect associated with the material
  86024. */
  86025. getEffect(): Nullable<Effect>;
  86026. /**
  86027. * Returns the current scene
  86028. * @returns a Scene
  86029. */
  86030. getScene(): Scene;
  86031. /**
  86032. * Specifies if the material will require alpha blending
  86033. * @returns a boolean specifying if alpha blending is needed
  86034. */
  86035. needAlphaBlending(): boolean;
  86036. /**
  86037. * Specifies if the mesh will require alpha blending
  86038. * @param mesh defines the mesh to check
  86039. * @returns a boolean specifying if alpha blending is needed for the mesh
  86040. */
  86041. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  86042. /**
  86043. * Specifies if this material should be rendered in alpha test mode
  86044. * @returns a boolean specifying if an alpha test is needed.
  86045. */
  86046. needAlphaTesting(): boolean;
  86047. /**
  86048. * Gets the texture used for the alpha test
  86049. * @returns the texture to use for alpha testing
  86050. */
  86051. getAlphaTestTexture(): Nullable<BaseTexture>;
  86052. /**
  86053. * Marks the material to indicate that it needs to be re-calculated
  86054. */
  86055. markDirty(): void;
  86056. /** @hidden */
  86057. _preBind(effect?: Effect, overrideOrientation?: Nullable<number>): boolean;
  86058. /**
  86059. * Binds the material to the mesh
  86060. * @param world defines the world transformation matrix
  86061. * @param mesh defines the mesh to bind the material to
  86062. */
  86063. bind(world: Matrix, mesh?: Mesh): void;
  86064. /**
  86065. * Binds the submesh to the material
  86066. * @param world defines the world transformation matrix
  86067. * @param mesh defines the mesh containing the submesh
  86068. * @param subMesh defines the submesh to bind the material to
  86069. */
  86070. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  86071. /**
  86072. * Binds the world matrix to the material
  86073. * @param world defines the world transformation matrix
  86074. */
  86075. bindOnlyWorldMatrix(world: Matrix): void;
  86076. /**
  86077. * Binds the scene's uniform buffer to the effect.
  86078. * @param effect defines the effect to bind to the scene uniform buffer
  86079. * @param sceneUbo defines the uniform buffer storing scene data
  86080. */
  86081. bindSceneUniformBuffer(effect: Effect, sceneUbo: UniformBuffer): void;
  86082. /**
  86083. * Binds the view matrix to the effect
  86084. * @param effect defines the effect to bind the view matrix to
  86085. */
  86086. bindView(effect: Effect): void;
  86087. /**
  86088. * Binds the view projection matrix to the effect
  86089. * @param effect defines the effect to bind the view projection matrix to
  86090. */
  86091. bindViewProjection(effect: Effect): void;
  86092. /**
  86093. * Specifies if material alpha testing should be turned on for the mesh
  86094. * @param mesh defines the mesh to check
  86095. */
  86096. protected _shouldTurnAlphaTestOn(mesh: AbstractMesh): boolean;
  86097. /**
  86098. * Processes to execute after binding the material to a mesh
  86099. * @param mesh defines the rendered mesh
  86100. */
  86101. protected _afterBind(mesh?: Mesh): void;
  86102. /**
  86103. * Unbinds the material from the mesh
  86104. */
  86105. unbind(): void;
  86106. /**
  86107. * Gets the active textures from the material
  86108. * @returns an array of textures
  86109. */
  86110. getActiveTextures(): BaseTexture[];
  86111. /**
  86112. * Specifies if the material uses a texture
  86113. * @param texture defines the texture to check against the material
  86114. * @returns a boolean specifying if the material uses the texture
  86115. */
  86116. hasTexture(texture: BaseTexture): boolean;
  86117. /**
  86118. * Makes a duplicate of the material, and gives it a new name
  86119. * @param name defines the new name for the duplicated material
  86120. * @returns the cloned material
  86121. */
  86122. clone(name: string): Nullable<Material>;
  86123. /**
  86124. * Gets the meshes bound to the material
  86125. * @returns an array of meshes bound to the material
  86126. */
  86127. getBindedMeshes(): AbstractMesh[];
  86128. /**
  86129. * Force shader compilation
  86130. * @param mesh defines the mesh associated with this material
  86131. * @param onCompiled defines a function to execute once the material is compiled
  86132. * @param options defines the options to configure the compilation
  86133. */
  86134. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
  86135. clipPlane: boolean;
  86136. }>): void;
  86137. /**
  86138. * Force shader compilation
  86139. * @param mesh defines the mesh that will use this material
  86140. * @param options defines additional options for compiling the shaders
  86141. * @returns a promise that resolves when the compilation completes
  86142. */
  86143. forceCompilationAsync(mesh: AbstractMesh, options?: Partial<{
  86144. clipPlane: boolean;
  86145. }>): Promise<void>;
  86146. private static readonly _AllDirtyCallBack;
  86147. private static readonly _ImageProcessingDirtyCallBack;
  86148. private static readonly _TextureDirtyCallBack;
  86149. private static readonly _FresnelDirtyCallBack;
  86150. private static readonly _MiscDirtyCallBack;
  86151. private static readonly _LightsDirtyCallBack;
  86152. private static readonly _AttributeDirtyCallBack;
  86153. private static _FresnelAndMiscDirtyCallBack;
  86154. private static _TextureAndMiscDirtyCallBack;
  86155. private static readonly _DirtyCallbackArray;
  86156. private static readonly _RunDirtyCallBacks;
  86157. /**
  86158. * Marks a define in the material to indicate that it needs to be re-computed
  86159. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  86160. */
  86161. markAsDirty(flag: number): void;
  86162. /**
  86163. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  86164. * @param func defines a function which checks material defines against the submeshes
  86165. */
  86166. protected _markAllSubMeshesAsDirty(func: (defines: MaterialDefines) => void): void;
  86167. /**
  86168. * Indicates that we need to re-calculated for all submeshes
  86169. */
  86170. protected _markAllSubMeshesAsAllDirty(): void;
  86171. /**
  86172. * Indicates that image processing needs to be re-calculated for all submeshes
  86173. */
  86174. protected _markAllSubMeshesAsImageProcessingDirty(): void;
  86175. /**
  86176. * Indicates that textures need to be re-calculated for all submeshes
  86177. */
  86178. protected _markAllSubMeshesAsTexturesDirty(): void;
  86179. /**
  86180. * Indicates that fresnel needs to be re-calculated for all submeshes
  86181. */
  86182. protected _markAllSubMeshesAsFresnelDirty(): void;
  86183. /**
  86184. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  86185. */
  86186. protected _markAllSubMeshesAsFresnelAndMiscDirty(): void;
  86187. /**
  86188. * Indicates that lights need to be re-calculated for all submeshes
  86189. */
  86190. protected _markAllSubMeshesAsLightsDirty(): void;
  86191. /**
  86192. * Indicates that attributes need to be re-calculated for all submeshes
  86193. */
  86194. protected _markAllSubMeshesAsAttributesDirty(): void;
  86195. /**
  86196. * Indicates that misc needs to be re-calculated for all submeshes
  86197. */
  86198. protected _markAllSubMeshesAsMiscDirty(): void;
  86199. /**
  86200. * Indicates that textures and misc need to be re-calculated for all submeshes
  86201. */
  86202. protected _markAllSubMeshesAsTexturesAndMiscDirty(): void;
  86203. /**
  86204. * Disposes the material
  86205. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  86206. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  86207. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  86208. */
  86209. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  86210. /** @hidden */
  86211. private releaseVertexArrayObject;
  86212. /**
  86213. * Serializes this material
  86214. * @returns the serialized material object
  86215. */
  86216. serialize(): any;
  86217. /**
  86218. * Creates a material from parsed material data
  86219. * @param parsedMaterial defines parsed material data
  86220. * @param scene defines the hosting scene
  86221. * @param rootUrl defines the root URL to use to load textures
  86222. * @returns a new material
  86223. */
  86224. static Parse(parsedMaterial: any, scene: Scene, rootUrl: string): Nullable<Material>;
  86225. }
  86226. }
  86227. declare module BABYLON {
  86228. /**
  86229. * A multi-material is used to apply different materials to different parts of the same object without the need of
  86230. * separate meshes. This can be use to improve performances.
  86231. * @see http://doc.babylonjs.com/how_to/multi_materials
  86232. */
  86233. export class MultiMaterial extends Material {
  86234. private _subMaterials;
  86235. /**
  86236. * Gets or Sets the list of Materials used within the multi material.
  86237. * They need to be ordered according to the submeshes order in the associated mesh
  86238. */
  86239. subMaterials: Nullable<Material>[];
  86240. /**
  86241. * Function used to align with Node.getChildren()
  86242. * @returns the list of Materials used within the multi material
  86243. */
  86244. getChildren(): Nullable<Material>[];
  86245. /**
  86246. * Instantiates a new Multi Material
  86247. * A multi-material is used to apply different materials to different parts of the same object without the need of
  86248. * separate meshes. This can be use to improve performances.
  86249. * @see http://doc.babylonjs.com/how_to/multi_materials
  86250. * @param name Define the name in the scene
  86251. * @param scene Define the scene the material belongs to
  86252. */
  86253. constructor(name: string, scene: Scene);
  86254. private _hookArray;
  86255. /**
  86256. * Get one of the submaterial by its index in the submaterials array
  86257. * @param index The index to look the sub material at
  86258. * @returns The Material if the index has been defined
  86259. */
  86260. getSubMaterial(index: number): Nullable<Material>;
  86261. /**
  86262. * Get the list of active textures for the whole sub materials list.
  86263. * @returns All the textures that will be used during the rendering
  86264. */
  86265. getActiveTextures(): BaseTexture[];
  86266. /**
  86267. * Gets the current class name of the material e.g. "MultiMaterial"
  86268. * Mainly use in serialization.
  86269. * @returns the class name
  86270. */
  86271. getClassName(): string;
  86272. /**
  86273. * Checks if the material is ready to render the requested sub mesh
  86274. * @param mesh Define the mesh the submesh belongs to
  86275. * @param subMesh Define the sub mesh to look readyness for
  86276. * @param useInstances Define whether or not the material is used with instances
  86277. * @returns true if ready, otherwise false
  86278. */
  86279. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  86280. /**
  86281. * Clones the current material and its related sub materials
  86282. * @param name Define the name of the newly cloned material
  86283. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  86284. * @returns the cloned material
  86285. */
  86286. clone(name: string, cloneChildren?: boolean): MultiMaterial;
  86287. /**
  86288. * Serializes the materials into a JSON representation.
  86289. * @returns the JSON representation
  86290. */
  86291. serialize(): any;
  86292. /**
  86293. * Dispose the material and release its associated resources
  86294. * @param forceDisposeEffect Define if we want to force disposing the associated effect (if false the shader is not released and could be reuse later on)
  86295. * @param forceDisposeTextures Define if we want to force disposing the associated textures (if false, they will not be disposed and can still be use elsewhere in the app)
  86296. * @param forceDisposeChildren Define if we want to force disposing the associated submaterials (if false, they will not be disposed and can still be use elsewhere in the app)
  86297. */
  86298. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, forceDisposeChildren?: boolean): void;
  86299. /**
  86300. * Creates a MultiMaterial from parsed MultiMaterial data.
  86301. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  86302. * @param scene defines the hosting scene
  86303. * @returns a new MultiMaterial
  86304. */
  86305. static ParseMultiMaterial(parsedMultiMaterial: any, scene: Scene): MultiMaterial;
  86306. }
  86307. }
  86308. declare module BABYLON {
  86309. /**
  86310. * Base class for submeshes
  86311. */
  86312. export class BaseSubMesh {
  86313. /** @hidden */
  86314. _materialDefines: Nullable<MaterialDefines>;
  86315. /** @hidden */
  86316. _materialEffect: Nullable<Effect>;
  86317. /**
  86318. * Gets associated effect
  86319. */
  86320. readonly effect: Nullable<Effect>;
  86321. /**
  86322. * Sets associated effect (effect used to render this submesh)
  86323. * @param effect defines the effect to associate with
  86324. * @param defines defines the set of defines used to compile this effect
  86325. */
  86326. setEffect(effect: Nullable<Effect>, defines?: Nullable<MaterialDefines>): void;
  86327. }
  86328. /**
  86329. * Defines a subdivision inside a mesh
  86330. */
  86331. export class SubMesh extends BaseSubMesh implements ICullable {
  86332. /** the material index to use */
  86333. materialIndex: number;
  86334. /** vertex index start */
  86335. verticesStart: number;
  86336. /** vertices count */
  86337. verticesCount: number;
  86338. /** index start */
  86339. indexStart: number;
  86340. /** indices count */
  86341. indexCount: number;
  86342. /** @hidden */
  86343. _linesIndexCount: number;
  86344. private _mesh;
  86345. private _renderingMesh;
  86346. private _boundingInfo;
  86347. private _linesIndexBuffer;
  86348. /** @hidden */
  86349. _lastColliderWorldVertices: Nullable<Vector3[]>;
  86350. /** @hidden */
  86351. _trianglePlanes: Plane[];
  86352. /** @hidden */
  86353. _lastColliderTransformMatrix: Nullable<Matrix>;
  86354. /** @hidden */
  86355. _renderId: number;
  86356. /** @hidden */
  86357. _alphaIndex: number;
  86358. /** @hidden */
  86359. _distanceToCamera: number;
  86360. /** @hidden */
  86361. _id: number;
  86362. private _currentMaterial;
  86363. /**
  86364. * Add a new submesh to a mesh
  86365. * @param materialIndex defines the material index to use
  86366. * @param verticesStart defines vertex index start
  86367. * @param verticesCount defines vertices count
  86368. * @param indexStart defines index start
  86369. * @param indexCount defines indices count
  86370. * @param mesh defines the parent mesh
  86371. * @param renderingMesh defines an optional rendering mesh
  86372. * @param createBoundingBox defines if bounding box should be created for this submesh
  86373. * @returns the new submesh
  86374. */
  86375. static AddToMesh(materialIndex: number, verticesStart: number, verticesCount: number, indexStart: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean): SubMesh;
  86376. /**
  86377. * Creates a new submesh
  86378. * @param materialIndex defines the material index to use
  86379. * @param verticesStart defines vertex index start
  86380. * @param verticesCount defines vertices count
  86381. * @param indexStart defines index start
  86382. * @param indexCount defines indices count
  86383. * @param mesh defines the parent mesh
  86384. * @param renderingMesh defines an optional rendering mesh
  86385. * @param createBoundingBox defines if bounding box should be created for this submesh
  86386. */
  86387. constructor(
  86388. /** the material index to use */
  86389. materialIndex: number,
  86390. /** vertex index start */
  86391. verticesStart: number,
  86392. /** vertices count */
  86393. verticesCount: number,
  86394. /** index start */
  86395. indexStart: number,
  86396. /** indices count */
  86397. indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean);
  86398. /**
  86399. * Returns true if this submesh covers the entire parent mesh
  86400. * @ignorenaming
  86401. */
  86402. readonly IsGlobal: boolean;
  86403. /**
  86404. * Returns the submesh BoudingInfo object
  86405. * @returns current bounding info (or mesh's one if the submesh is global)
  86406. */
  86407. getBoundingInfo(): BoundingInfo;
  86408. /**
  86409. * Sets the submesh BoundingInfo
  86410. * @param boundingInfo defines the new bounding info to use
  86411. * @returns the SubMesh
  86412. */
  86413. setBoundingInfo(boundingInfo: BoundingInfo): SubMesh;
  86414. /**
  86415. * Returns the mesh of the current submesh
  86416. * @return the parent mesh
  86417. */
  86418. getMesh(): AbstractMesh;
  86419. /**
  86420. * Returns the rendering mesh of the submesh
  86421. * @returns the rendering mesh (could be different from parent mesh)
  86422. */
  86423. getRenderingMesh(): Mesh;
  86424. /**
  86425. * Returns the submesh material
  86426. * @returns null or the current material
  86427. */
  86428. getMaterial(): Nullable<Material>;
  86429. /**
  86430. * Sets a new updated BoundingInfo object to the submesh
  86431. * @param data defines an optional position array to use to determine the bounding info
  86432. * @returns the SubMesh
  86433. */
  86434. refreshBoundingInfo(data?: Nullable<FloatArray>): SubMesh;
  86435. /** @hidden */
  86436. _checkCollision(collider: Collider): boolean;
  86437. /**
  86438. * Updates the submesh BoundingInfo
  86439. * @param world defines the world matrix to use to update the bounding info
  86440. * @returns the submesh
  86441. */
  86442. updateBoundingInfo(world: DeepImmutable<Matrix>): SubMesh;
  86443. /**
  86444. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  86445. * @param frustumPlanes defines the frustum planes
  86446. * @returns true if the submesh is intersecting with the frustum
  86447. */
  86448. isInFrustum(frustumPlanes: Plane[]): boolean;
  86449. /**
  86450. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  86451. * @param frustumPlanes defines the frustum planes
  86452. * @returns true if the submesh is inside the frustum
  86453. */
  86454. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  86455. /**
  86456. * Renders the submesh
  86457. * @param enableAlphaMode defines if alpha needs to be used
  86458. * @returns the submesh
  86459. */
  86460. render(enableAlphaMode: boolean): SubMesh;
  86461. /**
  86462. * @hidden
  86463. */
  86464. _getLinesIndexBuffer(indices: IndicesArray, engine: Engine): DataBuffer;
  86465. /**
  86466. * Checks if the submesh intersects with a ray
  86467. * @param ray defines the ray to test
  86468. * @returns true is the passed ray intersects the submesh bounding box
  86469. */
  86470. canIntersects(ray: Ray): boolean;
  86471. /**
  86472. * Intersects current submesh with a ray
  86473. * @param ray defines the ray to test
  86474. * @param positions defines mesh's positions array
  86475. * @param indices defines mesh's indices array
  86476. * @param fastCheck defines if only bounding info should be used
  86477. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  86478. * @returns intersection info or null if no intersection
  86479. */
  86480. intersects(ray: Ray, positions: Vector3[], indices: IndicesArray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<IntersectionInfo>;
  86481. /** @hidden */
  86482. private _intersectLines;
  86483. /** @hidden */
  86484. private _intersectUnIndexedLines;
  86485. /** @hidden */
  86486. private _intersectTriangles;
  86487. /** @hidden */
  86488. private _intersectUnIndexedTriangles;
  86489. /** @hidden */
  86490. _rebuild(): void;
  86491. /**
  86492. * Creates a new submesh from the passed mesh
  86493. * @param newMesh defines the new hosting mesh
  86494. * @param newRenderingMesh defines an optional rendering mesh
  86495. * @returns the new submesh
  86496. */
  86497. clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh;
  86498. /**
  86499. * Release associated resources
  86500. */
  86501. dispose(): void;
  86502. /**
  86503. * Gets the class name
  86504. * @returns the string "SubMesh".
  86505. */
  86506. getClassName(): string;
  86507. /**
  86508. * Creates a new submesh from indices data
  86509. * @param materialIndex the index of the main mesh material
  86510. * @param startIndex the index where to start the copy in the mesh indices array
  86511. * @param indexCount the number of indices to copy then from the startIndex
  86512. * @param mesh the main mesh to create the submesh from
  86513. * @param renderingMesh the optional rendering mesh
  86514. * @returns a new submesh
  86515. */
  86516. static CreateFromIndices(materialIndex: number, startIndex: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh): SubMesh;
  86517. }
  86518. }
  86519. declare module BABYLON {
  86520. /**
  86521. * Class used to represent data loading progression
  86522. */
  86523. export class SceneLoaderFlags {
  86524. private static _ForceFullSceneLoadingForIncremental;
  86525. private static _ShowLoadingScreen;
  86526. private static _CleanBoneMatrixWeights;
  86527. private static _loggingLevel;
  86528. /**
  86529. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  86530. */
  86531. static ForceFullSceneLoadingForIncremental: boolean;
  86532. /**
  86533. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  86534. */
  86535. static ShowLoadingScreen: boolean;
  86536. /**
  86537. * Defines the current logging level (while loading the scene)
  86538. * @ignorenaming
  86539. */
  86540. static loggingLevel: number;
  86541. /**
  86542. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  86543. */
  86544. static CleanBoneMatrixWeights: boolean;
  86545. }
  86546. }
  86547. declare module BABYLON {
  86548. /**
  86549. * Class used to store geometry data (vertex buffers + index buffer)
  86550. */
  86551. export class Geometry implements IGetSetVerticesData {
  86552. /**
  86553. * Gets or sets the ID of the geometry
  86554. */
  86555. id: string;
  86556. /**
  86557. * Gets or sets the unique ID of the geometry
  86558. */
  86559. uniqueId: number;
  86560. /**
  86561. * Gets the delay loading state of the geometry (none by default which means not delayed)
  86562. */
  86563. delayLoadState: number;
  86564. /**
  86565. * Gets the file containing the data to load when running in delay load state
  86566. */
  86567. delayLoadingFile: Nullable<string>;
  86568. /**
  86569. * Callback called when the geometry is updated
  86570. */
  86571. onGeometryUpdated: (geometry: Geometry, kind?: string) => void;
  86572. private _scene;
  86573. private _engine;
  86574. private _meshes;
  86575. private _totalVertices;
  86576. /** @hidden */
  86577. _indices: IndicesArray;
  86578. /** @hidden */
  86579. _vertexBuffers: {
  86580. [key: string]: VertexBuffer;
  86581. };
  86582. private _isDisposed;
  86583. private _extend;
  86584. private _boundingBias;
  86585. /** @hidden */
  86586. _delayInfo: Array<string>;
  86587. private _indexBuffer;
  86588. private _indexBufferIsUpdatable;
  86589. /** @hidden */
  86590. _boundingInfo: Nullable<BoundingInfo>;
  86591. /** @hidden */
  86592. _delayLoadingFunction: Nullable<(any: any, geometry: Geometry) => void>;
  86593. /** @hidden */
  86594. _softwareSkinningFrameId: number;
  86595. private _vertexArrayObjects;
  86596. private _updatable;
  86597. /** @hidden */
  86598. _positions: Nullable<Vector3[]>;
  86599. /**
  86600. * Gets or sets the Bias Vector to apply on the bounding elements (box/sphere), the max extend is computed as v += v * bias.x + bias.y, the min is computed as v -= v * bias.x + bias.y
  86601. */
  86602. /**
  86603. * Gets or sets the Bias Vector to apply on the bounding elements (box/sphere), the max extend is computed as v += v * bias.x + bias.y, the min is computed as v -= v * bias.x + bias.y
  86604. */
  86605. boundingBias: Vector2;
  86606. /**
  86607. * Static function used to attach a new empty geometry to a mesh
  86608. * @param mesh defines the mesh to attach the geometry to
  86609. * @returns the new Geometry
  86610. */
  86611. static CreateGeometryForMesh(mesh: Mesh): Geometry;
  86612. /**
  86613. * Creates a new geometry
  86614. * @param id defines the unique ID
  86615. * @param scene defines the hosting scene
  86616. * @param vertexData defines the VertexData used to get geometry data
  86617. * @param updatable defines if geometry must be updatable (false by default)
  86618. * @param mesh defines the mesh that will be associated with the geometry
  86619. */
  86620. constructor(id: string, scene: Scene, vertexData?: VertexData, updatable?: boolean, mesh?: Nullable<Mesh>);
  86621. /**
  86622. * Gets the current extend of the geometry
  86623. */
  86624. readonly extend: {
  86625. minimum: Vector3;
  86626. maximum: Vector3;
  86627. };
  86628. /**
  86629. * Gets the hosting scene
  86630. * @returns the hosting Scene
  86631. */
  86632. getScene(): Scene;
  86633. /**
  86634. * Gets the hosting engine
  86635. * @returns the hosting Engine
  86636. */
  86637. getEngine(): Engine;
  86638. /**
  86639. * Defines if the geometry is ready to use
  86640. * @returns true if the geometry is ready to be used
  86641. */
  86642. isReady(): boolean;
  86643. /**
  86644. * Gets a value indicating that the geometry should not be serialized
  86645. */
  86646. readonly doNotSerialize: boolean;
  86647. /** @hidden */
  86648. _rebuild(): void;
  86649. /**
  86650. * Affects all geometry data in one call
  86651. * @param vertexData defines the geometry data
  86652. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  86653. */
  86654. setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  86655. /**
  86656. * Set specific vertex data
  86657. * @param kind defines the data kind (Position, normal, etc...)
  86658. * @param data defines the vertex data to use
  86659. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  86660. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  86661. */
  86662. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): void;
  86663. /**
  86664. * Removes a specific vertex data
  86665. * @param kind defines the data kind (Position, normal, etc...)
  86666. */
  86667. removeVerticesData(kind: string): void;
  86668. /**
  86669. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  86670. * @param buffer defines the vertex buffer to use
  86671. * @param totalVertices defines the total number of vertices for position kind (could be null)
  86672. */
  86673. setVerticesBuffer(buffer: VertexBuffer, totalVertices?: Nullable<number>): void;
  86674. /**
  86675. * Update a specific vertex buffer
  86676. * This function will directly update the underlying DataBuffer according to the passed numeric array or Float32Array
  86677. * It will do nothing if the buffer is not updatable
  86678. * @param kind defines the data kind (Position, normal, etc...)
  86679. * @param data defines the data to use
  86680. * @param offset defines the offset in the target buffer where to store the data
  86681. * @param useBytes set to true if the offset is in bytes
  86682. */
  86683. updateVerticesDataDirectly(kind: string, data: DataArray, offset: number, useBytes?: boolean): void;
  86684. /**
  86685. * Update a specific vertex buffer
  86686. * This function will create a new buffer if the current one is not updatable
  86687. * @param kind defines the data kind (Position, normal, etc...)
  86688. * @param data defines the data to use
  86689. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  86690. */
  86691. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean): void;
  86692. private _updateBoundingInfo;
  86693. /** @hidden */
  86694. _bind(effect: Nullable<Effect>, indexToBind?: Nullable<DataBuffer>): void;
  86695. /**
  86696. * Gets total number of vertices
  86697. * @returns the total number of vertices
  86698. */
  86699. getTotalVertices(): number;
  86700. /**
  86701. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  86702. * @param kind defines the data kind (Position, normal, etc...)
  86703. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  86704. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  86705. * @returns a float array containing vertex data
  86706. */
  86707. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  86708. /**
  86709. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  86710. * @param kind defines the data kind (Position, normal, etc...)
  86711. * @returns true if the vertex buffer with the specified kind is updatable
  86712. */
  86713. isVertexBufferUpdatable(kind: string): boolean;
  86714. /**
  86715. * Gets a specific vertex buffer
  86716. * @param kind defines the data kind (Position, normal, etc...)
  86717. * @returns a VertexBuffer
  86718. */
  86719. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  86720. /**
  86721. * Returns all vertex buffers
  86722. * @return an object holding all vertex buffers indexed by kind
  86723. */
  86724. getVertexBuffers(): Nullable<{
  86725. [key: string]: VertexBuffer;
  86726. }>;
  86727. /**
  86728. * Gets a boolean indicating if specific vertex buffer is present
  86729. * @param kind defines the data kind (Position, normal, etc...)
  86730. * @returns true if data is present
  86731. */
  86732. isVerticesDataPresent(kind: string): boolean;
  86733. /**
  86734. * Gets a list of all attached data kinds (Position, normal, etc...)
  86735. * @returns a list of string containing all kinds
  86736. */
  86737. getVerticesDataKinds(): string[];
  86738. /**
  86739. * Update index buffer
  86740. * @param indices defines the indices to store in the index buffer
  86741. * @param offset defines the offset in the target buffer where to store the data
  86742. * @param gpuMemoryOnly defines a boolean indicating that only the GPU memory must be updated leaving the CPU version of the indices unchanged (false by default)
  86743. */
  86744. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): void;
  86745. /**
  86746. * Creates a new index buffer
  86747. * @param indices defines the indices to store in the index buffer
  86748. * @param totalVertices defines the total number of vertices (could be null)
  86749. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  86750. */
  86751. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): void;
  86752. /**
  86753. * Return the total number of indices
  86754. * @returns the total number of indices
  86755. */
  86756. getTotalIndices(): number;
  86757. /**
  86758. * Gets the index buffer array
  86759. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  86760. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  86761. * @returns the index buffer array
  86762. */
  86763. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  86764. /**
  86765. * Gets the index buffer
  86766. * @return the index buffer
  86767. */
  86768. getIndexBuffer(): Nullable<DataBuffer>;
  86769. /** @hidden */
  86770. _releaseVertexArrayObject(effect?: Nullable<Effect>): void;
  86771. /**
  86772. * Release the associated resources for a specific mesh
  86773. * @param mesh defines the source mesh
  86774. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  86775. */
  86776. releaseForMesh(mesh: Mesh, shouldDispose?: boolean): void;
  86777. /**
  86778. * Apply current geometry to a given mesh
  86779. * @param mesh defines the mesh to apply geometry to
  86780. */
  86781. applyToMesh(mesh: Mesh): void;
  86782. private _updateExtend;
  86783. private _applyToMesh;
  86784. private notifyUpdate;
  86785. /**
  86786. * Load the geometry if it was flagged as delay loaded
  86787. * @param scene defines the hosting scene
  86788. * @param onLoaded defines a callback called when the geometry is loaded
  86789. */
  86790. load(scene: Scene, onLoaded?: () => void): void;
  86791. private _queueLoad;
  86792. /**
  86793. * Invert the geometry to move from a right handed system to a left handed one.
  86794. */
  86795. toLeftHanded(): void;
  86796. /** @hidden */
  86797. _resetPointsArrayCache(): void;
  86798. /** @hidden */
  86799. _generatePointsArray(): boolean;
  86800. /**
  86801. * Gets a value indicating if the geometry is disposed
  86802. * @returns true if the geometry was disposed
  86803. */
  86804. isDisposed(): boolean;
  86805. private _disposeVertexArrayObjects;
  86806. /**
  86807. * Free all associated resources
  86808. */
  86809. dispose(): void;
  86810. /**
  86811. * Clone the current geometry into a new geometry
  86812. * @param id defines the unique ID of the new geometry
  86813. * @returns a new geometry object
  86814. */
  86815. copy(id: string): Geometry;
  86816. /**
  86817. * Serialize the current geometry info (and not the vertices data) into a JSON object
  86818. * @return a JSON representation of the current geometry data (without the vertices data)
  86819. */
  86820. serialize(): any;
  86821. private toNumberArray;
  86822. /**
  86823. * Serialize all vertices data into a JSON oject
  86824. * @returns a JSON representation of the current geometry data
  86825. */
  86826. serializeVerticeData(): any;
  86827. /**
  86828. * Extracts a clone of a mesh geometry
  86829. * @param mesh defines the source mesh
  86830. * @param id defines the unique ID of the new geometry object
  86831. * @returns the new geometry object
  86832. */
  86833. static ExtractFromMesh(mesh: Mesh, id: string): Nullable<Geometry>;
  86834. /**
  86835. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  86836. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  86837. * Be aware Math.random() could cause collisions, but:
  86838. * "All but 6 of the 128 bits of the ID are randomly generated, which means that for any two ids, there's a 1 in 2^^122 (or 5.3x10^^36) chance they'll collide"
  86839. * @returns a string containing a new GUID
  86840. */
  86841. static RandomId(): string;
  86842. /** @hidden */
  86843. static _ImportGeometry(parsedGeometry: any, mesh: Mesh): void;
  86844. private static _CleanMatricesWeights;
  86845. /**
  86846. * Create a new geometry from persisted data (Using .babylon file format)
  86847. * @param parsedVertexData defines the persisted data
  86848. * @param scene defines the hosting scene
  86849. * @param rootUrl defines the root url to use to load assets (like delayed data)
  86850. * @returns the new geometry object
  86851. */
  86852. static Parse(parsedVertexData: any, scene: Scene, rootUrl: string): Nullable<Geometry>;
  86853. }
  86854. }
  86855. declare module BABYLON {
  86856. /**
  86857. * Define an interface for all classes that will get and set the data on vertices
  86858. */
  86859. export interface IGetSetVerticesData {
  86860. /**
  86861. * Gets a boolean indicating if specific vertex data is present
  86862. * @param kind defines the vertex data kind to use
  86863. * @returns true is data kind is present
  86864. */
  86865. isVerticesDataPresent(kind: string): boolean;
  86866. /**
  86867. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  86868. * @param kind defines the data kind (Position, normal, etc...)
  86869. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  86870. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  86871. * @returns a float array containing vertex data
  86872. */
  86873. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  86874. /**
  86875. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  86876. * @param copyWhenShared If true (default false) and and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.
  86877. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  86878. * @returns the indices array or an empty array if the mesh has no geometry
  86879. */
  86880. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  86881. /**
  86882. * Set specific vertex data
  86883. * @param kind defines the data kind (Position, normal, etc...)
  86884. * @param data defines the vertex data to use
  86885. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  86886. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  86887. */
  86888. setVerticesData(kind: string, data: FloatArray, updatable: boolean): void;
  86889. /**
  86890. * Update a specific associated vertex buffer
  86891. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  86892. * - VertexBuffer.PositionKind
  86893. * - VertexBuffer.UVKind
  86894. * - VertexBuffer.UV2Kind
  86895. * - VertexBuffer.UV3Kind
  86896. * - VertexBuffer.UV4Kind
  86897. * - VertexBuffer.UV5Kind
  86898. * - VertexBuffer.UV6Kind
  86899. * - VertexBuffer.ColorKind
  86900. * - VertexBuffer.MatricesIndicesKind
  86901. * - VertexBuffer.MatricesIndicesExtraKind
  86902. * - VertexBuffer.MatricesWeightsKind
  86903. * - VertexBuffer.MatricesWeightsExtraKind
  86904. * @param data defines the data source
  86905. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  86906. * @param makeItUnique defines if the geometry associated with the mesh must be cloned to make the change only for this mesh (and not all meshes associated with the same geometry)
  86907. */
  86908. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): void;
  86909. /**
  86910. * Creates a new index buffer
  86911. * @param indices defines the indices to store in the index buffer
  86912. * @param totalVertices defines the total number of vertices (could be null)
  86913. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  86914. */
  86915. setIndices(indices: IndicesArray, totalVertices: Nullable<number>, updatable?: boolean): void;
  86916. }
  86917. /**
  86918. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  86919. */
  86920. export class VertexData {
  86921. /**
  86922. * Mesh side orientation : usually the external or front surface
  86923. */
  86924. static readonly FRONTSIDE: number;
  86925. /**
  86926. * Mesh side orientation : usually the internal or back surface
  86927. */
  86928. static readonly BACKSIDE: number;
  86929. /**
  86930. * Mesh side orientation : both internal and external or front and back surfaces
  86931. */
  86932. static readonly DOUBLESIDE: number;
  86933. /**
  86934. * Mesh side orientation : by default, `FRONTSIDE`
  86935. */
  86936. static readonly DEFAULTSIDE: number;
  86937. /**
  86938. * An array of the x, y, z position of each vertex [...., x, y, z, .....]
  86939. */
  86940. positions: Nullable<FloatArray>;
  86941. /**
  86942. * An array of the x, y, z normal vector of each vertex [...., x, y, z, .....]
  86943. */
  86944. normals: Nullable<FloatArray>;
  86945. /**
  86946. * An array of the x, y, z tangent vector of each vertex [...., x, y, z, .....]
  86947. */
  86948. tangents: Nullable<FloatArray>;
  86949. /**
  86950. * An array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  86951. */
  86952. uvs: Nullable<FloatArray>;
  86953. /**
  86954. * A second array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  86955. */
  86956. uvs2: Nullable<FloatArray>;
  86957. /**
  86958. * A third array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  86959. */
  86960. uvs3: Nullable<FloatArray>;
  86961. /**
  86962. * A fourth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  86963. */
  86964. uvs4: Nullable<FloatArray>;
  86965. /**
  86966. * A fifth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  86967. */
  86968. uvs5: Nullable<FloatArray>;
  86969. /**
  86970. * A sixth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  86971. */
  86972. uvs6: Nullable<FloatArray>;
  86973. /**
  86974. * An array of the r, g, b, a, color of each vertex [...., r, g, b, a, .....]
  86975. */
  86976. colors: Nullable<FloatArray>;
  86977. /**
  86978. * An array containing the list of indices to the array of matrices produced by bones, each vertex have up to 4 indices (8 if the matricesIndicesExtra is set).
  86979. */
  86980. matricesIndices: Nullable<FloatArray>;
  86981. /**
  86982. * An array containing the list of weights defining the weight of each indexed matrix in the final computation
  86983. */
  86984. matricesWeights: Nullable<FloatArray>;
  86985. /**
  86986. * An array extending the number of possible indices
  86987. */
  86988. matricesIndicesExtra: Nullable<FloatArray>;
  86989. /**
  86990. * An array extending the number of possible weights when the number of indices is extended
  86991. */
  86992. matricesWeightsExtra: Nullable<FloatArray>;
  86993. /**
  86994. * An array of i, j, k the three vertex indices required for each triangular facet [...., i, j, k .....]
  86995. */
  86996. indices: Nullable<IndicesArray>;
  86997. /**
  86998. * Uses the passed data array to set the set the values for the specified kind of data
  86999. * @param data a linear array of floating numbers
  87000. * @param kind the type of data that is being set, eg positions, colors etc
  87001. */
  87002. set(data: FloatArray, kind: string): void;
  87003. /**
  87004. * Associates the vertexData to the passed Mesh.
  87005. * Sets it as updatable or not (default `false`)
  87006. * @param mesh the mesh the vertexData is applied to
  87007. * @param updatable when used and having the value true allows new data to update the vertexData
  87008. * @returns the VertexData
  87009. */
  87010. applyToMesh(mesh: Mesh, updatable?: boolean): VertexData;
  87011. /**
  87012. * Associates the vertexData to the passed Geometry.
  87013. * Sets it as updatable or not (default `false`)
  87014. * @param geometry the geometry the vertexData is applied to
  87015. * @param updatable when used and having the value true allows new data to update the vertexData
  87016. * @returns VertexData
  87017. */
  87018. applyToGeometry(geometry: Geometry, updatable?: boolean): VertexData;
  87019. /**
  87020. * Updates the associated mesh
  87021. * @param mesh the mesh to be updated
  87022. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  87023. * @param makeItUnique when true, and when and if position kind is updated, a new global geometry will be created from these positions and set to the mesh, optional with default false
  87024. * @returns VertexData
  87025. */
  87026. updateMesh(mesh: Mesh): VertexData;
  87027. /**
  87028. * Updates the associated geometry
  87029. * @param geometry the geometry to be updated
  87030. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  87031. * @param makeItUnique when true, and when and if position kind is updated, a new global geometry will be created from these positions and set to the mesh, optional with default false
  87032. * @returns VertexData.
  87033. */
  87034. updateGeometry(geometry: Geometry): VertexData;
  87035. private _applyTo;
  87036. private _update;
  87037. /**
  87038. * Transforms each position and each normal of the vertexData according to the passed Matrix
  87039. * @param matrix the transforming matrix
  87040. * @returns the VertexData
  87041. */
  87042. transform(matrix: Matrix): VertexData;
  87043. /**
  87044. * Merges the passed VertexData into the current one
  87045. * @param other the VertexData to be merged into the current one
  87046. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  87047. * @returns the modified VertexData
  87048. */
  87049. merge(other: VertexData, use32BitsIndices?: boolean): VertexData;
  87050. private _mergeElement;
  87051. private _validate;
  87052. /**
  87053. * Serializes the VertexData
  87054. * @returns a serialized object
  87055. */
  87056. serialize(): any;
  87057. /**
  87058. * Extracts the vertexData from a mesh
  87059. * @param mesh the mesh from which to extract the VertexData
  87060. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  87061. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  87062. * @returns the object VertexData associated to the passed mesh
  87063. */
  87064. static ExtractFromMesh(mesh: Mesh, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  87065. /**
  87066. * Extracts the vertexData from the geometry
  87067. * @param geometry the geometry from which to extract the VertexData
  87068. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  87069. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  87070. * @returns the object VertexData associated to the passed mesh
  87071. */
  87072. static ExtractFromGeometry(geometry: Geometry, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  87073. private static _ExtractFrom;
  87074. /**
  87075. * Creates the VertexData for a Ribbon
  87076. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  87077. * * pathArray array of paths, each of which an array of successive Vector3
  87078. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  87079. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  87080. * * offset a positive integer, only used when pathArray contains a single path (offset = 10 means the point 1 is joined to the point 11), default rounded half size of the pathArray length
  87081. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  87082. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  87083. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  87084. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  87085. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  87086. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  87087. * @returns the VertexData of the ribbon
  87088. */
  87089. static CreateRibbon(options: {
  87090. pathArray: Vector3[][];
  87091. closeArray?: boolean;
  87092. closePath?: boolean;
  87093. offset?: number;
  87094. sideOrientation?: number;
  87095. frontUVs?: Vector4;
  87096. backUVs?: Vector4;
  87097. invertUV?: boolean;
  87098. uvs?: Vector2[];
  87099. colors?: Color4[];
  87100. }): VertexData;
  87101. /**
  87102. * Creates the VertexData for a box
  87103. * @param options an object used to set the following optional parameters for the box, required but can be empty
  87104. * * size sets the width, height and depth of the box to the value of size, optional default 1
  87105. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  87106. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  87107. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  87108. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  87109. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  87110. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  87111. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  87112. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  87113. * @returns the VertexData of the box
  87114. */
  87115. static CreateBox(options: {
  87116. size?: number;
  87117. width?: number;
  87118. height?: number;
  87119. depth?: number;
  87120. faceUV?: Vector4[];
  87121. faceColors?: Color4[];
  87122. sideOrientation?: number;
  87123. frontUVs?: Vector4;
  87124. backUVs?: Vector4;
  87125. }): VertexData;
  87126. /**
  87127. * Creates the VertexData for a tiled box
  87128. * @param options an object used to set the following optional parameters for the box, required but can be empty
  87129. * * faceTiles sets the pattern, tile size and number of tiles for a face
  87130. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  87131. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  87132. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  87133. * @returns the VertexData of the box
  87134. */
  87135. static CreateTiledBox(options: {
  87136. pattern?: number;
  87137. width?: number;
  87138. height?: number;
  87139. depth?: number;
  87140. tileSize?: number;
  87141. tileWidth?: number;
  87142. tileHeight?: number;
  87143. alignHorizontal?: number;
  87144. alignVertical?: number;
  87145. faceUV?: Vector4[];
  87146. faceColors?: Color4[];
  87147. sideOrientation?: number;
  87148. }): VertexData;
  87149. /**
  87150. * Creates the VertexData for a tiled plane
  87151. * @param options an object used to set the following optional parameters for the box, required but can be empty
  87152. * * pattern a limited pattern arrangement depending on the number
  87153. * * tileSize sets the width, height and depth of the tile to the value of size, optional default 1
  87154. * * tileWidth sets the width (x direction) of the tile, overwrites the width set by size, optional, default size
  87155. * * tileHeight sets the height (y direction) of the tile, overwrites the height set by size, optional, default size
  87156. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  87157. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  87158. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  87159. * @returns the VertexData of the tiled plane
  87160. */
  87161. static CreateTiledPlane(options: {
  87162. pattern?: number;
  87163. tileSize?: number;
  87164. tileWidth?: number;
  87165. tileHeight?: number;
  87166. size?: number;
  87167. width?: number;
  87168. height?: number;
  87169. alignHorizontal?: number;
  87170. alignVertical?: number;
  87171. sideOrientation?: number;
  87172. frontUVs?: Vector4;
  87173. backUVs?: Vector4;
  87174. }): VertexData;
  87175. /**
  87176. * Creates the VertexData for an ellipsoid, defaults to a sphere
  87177. * @param options an object used to set the following optional parameters for the box, required but can be empty
  87178. * * segments sets the number of horizontal strips optional, default 32
  87179. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  87180. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  87181. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  87182. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  87183. * * arc a number from 0 to 1, to create an unclosed ellipsoid based on the fraction of the circumference (latitude) given by the arc value, optional, default 1
  87184. * * slice a number from 0 to 1, to create an unclosed ellipsoid based on the fraction of the height (latitude) given by the arc value, optional, default 1
  87185. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  87186. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  87187. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  87188. * @returns the VertexData of the ellipsoid
  87189. */
  87190. static CreateSphere(options: {
  87191. segments?: number;
  87192. diameter?: number;
  87193. diameterX?: number;
  87194. diameterY?: number;
  87195. diameterZ?: number;
  87196. arc?: number;
  87197. slice?: number;
  87198. sideOrientation?: number;
  87199. frontUVs?: Vector4;
  87200. backUVs?: Vector4;
  87201. }): VertexData;
  87202. /**
  87203. * Creates the VertexData for a cylinder, cone or prism
  87204. * @param options an object used to set the following optional parameters for the box, required but can be empty
  87205. * * height sets the height (y direction) of the cylinder, optional, default 2
  87206. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  87207. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  87208. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  87209. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  87210. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  87211. * * arc a number from 0 to 1, to create an unclosed cylinder based on the fraction of the circumference given by the arc value, optional, default 1
  87212. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  87213. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  87214. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  87215. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  87216. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  87217. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  87218. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  87219. * @returns the VertexData of the cylinder, cone or prism
  87220. */
  87221. static CreateCylinder(options: {
  87222. height?: number;
  87223. diameterTop?: number;
  87224. diameterBottom?: number;
  87225. diameter?: number;
  87226. tessellation?: number;
  87227. subdivisions?: number;
  87228. arc?: number;
  87229. faceColors?: Color4[];
  87230. faceUV?: Vector4[];
  87231. hasRings?: boolean;
  87232. enclose?: boolean;
  87233. sideOrientation?: number;
  87234. frontUVs?: Vector4;
  87235. backUVs?: Vector4;
  87236. }): VertexData;
  87237. /**
  87238. * Creates the VertexData for a torus
  87239. * @param options an object used to set the following optional parameters for the box, required but can be empty
  87240. * * diameter the diameter of the torus, optional default 1
  87241. * * thickness the diameter of the tube forming the torus, optional default 0.5
  87242. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  87243. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  87244. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  87245. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  87246. * @returns the VertexData of the torus
  87247. */
  87248. static CreateTorus(options: {
  87249. diameter?: number;
  87250. thickness?: number;
  87251. tessellation?: number;
  87252. sideOrientation?: number;
  87253. frontUVs?: Vector4;
  87254. backUVs?: Vector4;
  87255. }): VertexData;
  87256. /**
  87257. * Creates the VertexData of the LineSystem
  87258. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  87259. * - lines an array of lines, each line being an array of successive Vector3
  87260. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  87261. * @returns the VertexData of the LineSystem
  87262. */
  87263. static CreateLineSystem(options: {
  87264. lines: Vector3[][];
  87265. colors?: Nullable<Color4[][]>;
  87266. }): VertexData;
  87267. /**
  87268. * Create the VertexData for a DashedLines
  87269. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  87270. * - points an array successive Vector3
  87271. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  87272. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  87273. * - dashNb the intended total number of dashes, optional, default 200
  87274. * @returns the VertexData for the DashedLines
  87275. */
  87276. static CreateDashedLines(options: {
  87277. points: Vector3[];
  87278. dashSize?: number;
  87279. gapSize?: number;
  87280. dashNb?: number;
  87281. }): VertexData;
  87282. /**
  87283. * Creates the VertexData for a Ground
  87284. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  87285. * - width the width (x direction) of the ground, optional, default 1
  87286. * - height the height (z direction) of the ground, optional, default 1
  87287. * - subdivisions the number of subdivisions per side, optional, default 1
  87288. * @returns the VertexData of the Ground
  87289. */
  87290. static CreateGround(options: {
  87291. width?: number;
  87292. height?: number;
  87293. subdivisions?: number;
  87294. subdivisionsX?: number;
  87295. subdivisionsY?: number;
  87296. }): VertexData;
  87297. /**
  87298. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  87299. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  87300. * * xmin the ground minimum X coordinate, optional, default -1
  87301. * * zmin the ground minimum Z coordinate, optional, default -1
  87302. * * xmax the ground maximum X coordinate, optional, default 1
  87303. * * zmax the ground maximum Z coordinate, optional, default 1
  87304. * * subdivisions a javascript object {w: positive integer, h: positive integer}, `w` and `h` are the numbers of subdivisions on the ground width and height creating 'tiles', default {w: 6, h: 6}
  87305. * * precision a javascript object {w: positive integer, h: positive integer}, `w` and `h` are the numbers of subdivisions on the tile width and height, default {w: 2, h: 2}
  87306. * @returns the VertexData of the TiledGround
  87307. */
  87308. static CreateTiledGround(options: {
  87309. xmin: number;
  87310. zmin: number;
  87311. xmax: number;
  87312. zmax: number;
  87313. subdivisions?: {
  87314. w: number;
  87315. h: number;
  87316. };
  87317. precision?: {
  87318. w: number;
  87319. h: number;
  87320. };
  87321. }): VertexData;
  87322. /**
  87323. * Creates the VertexData of the Ground designed from a heightmap
  87324. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  87325. * * width the width (x direction) of the ground
  87326. * * height the height (z direction) of the ground
  87327. * * subdivisions the number of subdivisions per side
  87328. * * minHeight the minimum altitude on the ground, optional, default 0
  87329. * * maxHeight the maximum altitude on the ground, optional default 1
  87330. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  87331. * * buffer the array holding the image color data
  87332. * * bufferWidth the width of image
  87333. * * bufferHeight the height of image
  87334. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  87335. * @returns the VertexData of the Ground designed from a heightmap
  87336. */
  87337. static CreateGroundFromHeightMap(options: {
  87338. width: number;
  87339. height: number;
  87340. subdivisions: number;
  87341. minHeight: number;
  87342. maxHeight: number;
  87343. colorFilter: Color3;
  87344. buffer: Uint8Array;
  87345. bufferWidth: number;
  87346. bufferHeight: number;
  87347. alphaFilter: number;
  87348. }): VertexData;
  87349. /**
  87350. * Creates the VertexData for a Plane
  87351. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  87352. * * size sets the width and height of the plane to the value of size, optional default 1
  87353. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  87354. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  87355. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  87356. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  87357. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  87358. * @returns the VertexData of the box
  87359. */
  87360. static CreatePlane(options: {
  87361. size?: number;
  87362. width?: number;
  87363. height?: number;
  87364. sideOrientation?: number;
  87365. frontUVs?: Vector4;
  87366. backUVs?: Vector4;
  87367. }): VertexData;
  87368. /**
  87369. * Creates the VertexData of the Disc or regular Polygon
  87370. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  87371. * * radius the radius of the disc, optional default 0.5
  87372. * * tessellation the number of polygon sides, optional, default 64
  87373. * * arc a number from 0 to 1, to create an unclosed polygon based on the fraction of the circumference given by the arc value, optional, default 1
  87374. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  87375. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  87376. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  87377. * @returns the VertexData of the box
  87378. */
  87379. static CreateDisc(options: {
  87380. radius?: number;
  87381. tessellation?: number;
  87382. arc?: number;
  87383. sideOrientation?: number;
  87384. frontUVs?: Vector4;
  87385. backUVs?: Vector4;
  87386. }): VertexData;
  87387. /**
  87388. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  87389. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  87390. * @param polygon a mesh built from polygonTriangulation.build()
  87391. * @param sideOrientation takes the values Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  87392. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  87393. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  87394. * @param frontUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  87395. * @param backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  87396. * @returns the VertexData of the Polygon
  87397. */
  87398. static CreatePolygon(polygon: Mesh, sideOrientation: number, fUV?: Vector4[], fColors?: Color4[], frontUVs?: Vector4, backUVs?: Vector4): VertexData;
  87399. /**
  87400. * Creates the VertexData of the IcoSphere
  87401. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  87402. * * radius the radius of the IcoSphere, optional default 1
  87403. * * radiusX allows stretching in the x direction, optional, default radius
  87404. * * radiusY allows stretching in the y direction, optional, default radius
  87405. * * radiusZ allows stretching in the z direction, optional, default radius
  87406. * * flat when true creates a flat shaded mesh, optional, default true
  87407. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  87408. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  87409. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  87410. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  87411. * @returns the VertexData of the IcoSphere
  87412. */
  87413. static CreateIcoSphere(options: {
  87414. radius?: number;
  87415. radiusX?: number;
  87416. radiusY?: number;
  87417. radiusZ?: number;
  87418. flat?: boolean;
  87419. subdivisions?: number;
  87420. sideOrientation?: number;
  87421. frontUVs?: Vector4;
  87422. backUVs?: Vector4;
  87423. }): VertexData;
  87424. /**
  87425. * Creates the VertexData for a Polyhedron
  87426. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  87427. * * type provided types are:
  87428. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  87429. * * 9 : Pentagonal Pyramid (J2), 10 : Triangular Dipyramid (J12), 11 : Pentagonal Dipyramid (J13), 12 : Elongated Square Dipyramid (J15), 13 : Elongated Pentagonal Dipyramid (J16), 14 : Elongated Pentagonal Cupola (J20)
  87430. * * size the size of the IcoSphere, optional default 1
  87431. * * sizeX allows stretching in the x direction, optional, default size
  87432. * * sizeY allows stretching in the y direction, optional, default size
  87433. * * sizeZ allows stretching in the z direction, optional, default size
  87434. * * custom a number that overwrites the type to create from an extended set of polyhedron from https://www.babylonjs-playground.com/#21QRSK#15 with minimised editor
  87435. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  87436. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  87437. * * flat when true creates a flat shaded mesh, optional, default true
  87438. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  87439. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  87440. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  87441. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  87442. * @returns the VertexData of the Polyhedron
  87443. */
  87444. static CreatePolyhedron(options: {
  87445. type?: number;
  87446. size?: number;
  87447. sizeX?: number;
  87448. sizeY?: number;
  87449. sizeZ?: number;
  87450. custom?: any;
  87451. faceUV?: Vector4[];
  87452. faceColors?: Color4[];
  87453. flat?: boolean;
  87454. sideOrientation?: number;
  87455. frontUVs?: Vector4;
  87456. backUVs?: Vector4;
  87457. }): VertexData;
  87458. /**
  87459. * Creates the VertexData for a TorusKnot
  87460. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  87461. * * radius the radius of the torus knot, optional, default 2
  87462. * * tube the thickness of the tube, optional, default 0.5
  87463. * * radialSegments the number of sides on each tube segments, optional, default 32
  87464. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  87465. * * p the number of windings around the z axis, optional, default 2
  87466. * * q the number of windings around the x axis, optional, default 3
  87467. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  87468. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  87469. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  87470. * @returns the VertexData of the Torus Knot
  87471. */
  87472. static CreateTorusKnot(options: {
  87473. radius?: number;
  87474. tube?: number;
  87475. radialSegments?: number;
  87476. tubularSegments?: number;
  87477. p?: number;
  87478. q?: number;
  87479. sideOrientation?: number;
  87480. frontUVs?: Vector4;
  87481. backUVs?: Vector4;
  87482. }): VertexData;
  87483. /**
  87484. * Compute normals for given positions and indices
  87485. * @param positions an array of vertex positions, [...., x, y, z, ......]
  87486. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  87487. * @param normals an array of vertex normals, [...., x, y, z, ......]
  87488. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  87489. * * facetNormals : optional array of facet normals (vector3)
  87490. * * facetPositions : optional array of facet positions (vector3)
  87491. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  87492. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  87493. * * bInfo : optional bounding info, required for facetPartitioning computation
  87494. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  87495. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  87496. * * useRightHandedSystem: optional boolean to for right handed system computation
  87497. * * depthSort : optional boolean to enable the facet depth sort computation
  87498. * * distanceTo : optional Vector3 to compute the facet depth from this location
  87499. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  87500. */
  87501. static ComputeNormals(positions: any, indices: any, normals: any, options?: {
  87502. facetNormals?: any;
  87503. facetPositions?: any;
  87504. facetPartitioning?: any;
  87505. ratio?: number;
  87506. bInfo?: any;
  87507. bbSize?: Vector3;
  87508. subDiv?: any;
  87509. useRightHandedSystem?: boolean;
  87510. depthSort?: boolean;
  87511. distanceTo?: Vector3;
  87512. depthSortedFacets?: any;
  87513. }): void;
  87514. /** @hidden */
  87515. static _ComputeSides(sideOrientation: number, positions: FloatArray, indices: FloatArray, normals: FloatArray, uvs: FloatArray, frontUVs?: Vector4, backUVs?: Vector4): void;
  87516. /**
  87517. * Applies VertexData created from the imported parameters to the geometry
  87518. * @param parsedVertexData the parsed data from an imported file
  87519. * @param geometry the geometry to apply the VertexData to
  87520. */
  87521. static ImportVertexData(parsedVertexData: any, geometry: Geometry): void;
  87522. }
  87523. }
  87524. declare module BABYLON {
  87525. /**
  87526. * Defines a target to use with MorphTargetManager
  87527. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  87528. */
  87529. export class MorphTarget implements IAnimatable {
  87530. /** defines the name of the target */
  87531. name: string;
  87532. /**
  87533. * Gets or sets the list of animations
  87534. */
  87535. animations: Animation[];
  87536. private _scene;
  87537. private _positions;
  87538. private _normals;
  87539. private _tangents;
  87540. private _uvs;
  87541. private _influence;
  87542. /**
  87543. * Observable raised when the influence changes
  87544. */
  87545. onInfluenceChanged: Observable<boolean>;
  87546. /** @hidden */
  87547. _onDataLayoutChanged: Observable<void>;
  87548. /**
  87549. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  87550. */
  87551. influence: number;
  87552. /**
  87553. * Gets or sets the id of the morph Target
  87554. */
  87555. id: string;
  87556. private _animationPropertiesOverride;
  87557. /**
  87558. * Gets or sets the animation properties override
  87559. */
  87560. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  87561. /**
  87562. * Creates a new MorphTarget
  87563. * @param name defines the name of the target
  87564. * @param influence defines the influence to use
  87565. * @param scene defines the scene the morphtarget belongs to
  87566. */
  87567. constructor(
  87568. /** defines the name of the target */
  87569. name: string, influence?: number, scene?: Nullable<Scene>);
  87570. /**
  87571. * Gets a boolean defining if the target contains position data
  87572. */
  87573. readonly hasPositions: boolean;
  87574. /**
  87575. * Gets a boolean defining if the target contains normal data
  87576. */
  87577. readonly hasNormals: boolean;
  87578. /**
  87579. * Gets a boolean defining if the target contains tangent data
  87580. */
  87581. readonly hasTangents: boolean;
  87582. /**
  87583. * Gets a boolean defining if the target contains texture coordinates data
  87584. */
  87585. readonly hasUVs: boolean;
  87586. /**
  87587. * Affects position data to this target
  87588. * @param data defines the position data to use
  87589. */
  87590. setPositions(data: Nullable<FloatArray>): void;
  87591. /**
  87592. * Gets the position data stored in this target
  87593. * @returns a FloatArray containing the position data (or null if not present)
  87594. */
  87595. getPositions(): Nullable<FloatArray>;
  87596. /**
  87597. * Affects normal data to this target
  87598. * @param data defines the normal data to use
  87599. */
  87600. setNormals(data: Nullable<FloatArray>): void;
  87601. /**
  87602. * Gets the normal data stored in this target
  87603. * @returns a FloatArray containing the normal data (or null if not present)
  87604. */
  87605. getNormals(): Nullable<FloatArray>;
  87606. /**
  87607. * Affects tangent data to this target
  87608. * @param data defines the tangent data to use
  87609. */
  87610. setTangents(data: Nullable<FloatArray>): void;
  87611. /**
  87612. * Gets the tangent data stored in this target
  87613. * @returns a FloatArray containing the tangent data (or null if not present)
  87614. */
  87615. getTangents(): Nullable<FloatArray>;
  87616. /**
  87617. * Affects texture coordinates data to this target
  87618. * @param data defines the texture coordinates data to use
  87619. */
  87620. setUVs(data: Nullable<FloatArray>): void;
  87621. /**
  87622. * Gets the texture coordinates data stored in this target
  87623. * @returns a FloatArray containing the texture coordinates data (or null if not present)
  87624. */
  87625. getUVs(): Nullable<FloatArray>;
  87626. /**
  87627. * Serializes the current target into a Serialization object
  87628. * @returns the serialized object
  87629. */
  87630. serialize(): any;
  87631. /**
  87632. * Returns the string "MorphTarget"
  87633. * @returns "MorphTarget"
  87634. */
  87635. getClassName(): string;
  87636. /**
  87637. * Creates a new target from serialized data
  87638. * @param serializationObject defines the serialized data to use
  87639. * @returns a new MorphTarget
  87640. */
  87641. static Parse(serializationObject: any): MorphTarget;
  87642. /**
  87643. * Creates a MorphTarget from mesh data
  87644. * @param mesh defines the source mesh
  87645. * @param name defines the name to use for the new target
  87646. * @param influence defines the influence to attach to the target
  87647. * @returns a new MorphTarget
  87648. */
  87649. static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
  87650. }
  87651. }
  87652. declare module BABYLON {
  87653. /**
  87654. * This class is used to deform meshes using morphing between different targets
  87655. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  87656. */
  87657. export class MorphTargetManager {
  87658. private _targets;
  87659. private _targetInfluenceChangedObservers;
  87660. private _targetDataLayoutChangedObservers;
  87661. private _activeTargets;
  87662. private _scene;
  87663. private _influences;
  87664. private _supportsNormals;
  87665. private _supportsTangents;
  87666. private _supportsUVs;
  87667. private _vertexCount;
  87668. private _uniqueId;
  87669. private _tempInfluences;
  87670. /**
  87671. * Gets or sets a boolean indicating if normals must be morphed
  87672. */
  87673. enableNormalMorphing: boolean;
  87674. /**
  87675. * Gets or sets a boolean indicating if tangents must be morphed
  87676. */
  87677. enableTangentMorphing: boolean;
  87678. /**
  87679. * Gets or sets a boolean indicating if UV must be morphed
  87680. */
  87681. enableUVMorphing: boolean;
  87682. /**
  87683. * Creates a new MorphTargetManager
  87684. * @param scene defines the current scene
  87685. */
  87686. constructor(scene?: Nullable<Scene>);
  87687. /**
  87688. * Gets the unique ID of this manager
  87689. */
  87690. readonly uniqueId: number;
  87691. /**
  87692. * Gets the number of vertices handled by this manager
  87693. */
  87694. readonly vertexCount: number;
  87695. /**
  87696. * Gets a boolean indicating if this manager supports morphing of normals
  87697. */
  87698. readonly supportsNormals: boolean;
  87699. /**
  87700. * Gets a boolean indicating if this manager supports morphing of tangents
  87701. */
  87702. readonly supportsTangents: boolean;
  87703. /**
  87704. * Gets a boolean indicating if this manager supports morphing of texture coordinates
  87705. */
  87706. readonly supportsUVs: boolean;
  87707. /**
  87708. * Gets the number of targets stored in this manager
  87709. */
  87710. readonly numTargets: number;
  87711. /**
  87712. * Gets the number of influencers (ie. the number of targets with influences > 0)
  87713. */
  87714. readonly numInfluencers: number;
  87715. /**
  87716. * Gets the list of influences (one per target)
  87717. */
  87718. readonly influences: Float32Array;
  87719. /**
  87720. * Gets the active target at specified index. An active target is a target with an influence > 0
  87721. * @param index defines the index to check
  87722. * @returns the requested target
  87723. */
  87724. getActiveTarget(index: number): MorphTarget;
  87725. /**
  87726. * Gets the target at specified index
  87727. * @param index defines the index to check
  87728. * @returns the requested target
  87729. */
  87730. getTarget(index: number): MorphTarget;
  87731. /**
  87732. * Add a new target to this manager
  87733. * @param target defines the target to add
  87734. */
  87735. addTarget(target: MorphTarget): void;
  87736. /**
  87737. * Removes a target from the manager
  87738. * @param target defines the target to remove
  87739. */
  87740. removeTarget(target: MorphTarget): void;
  87741. /**
  87742. * Serializes the current manager into a Serialization object
  87743. * @returns the serialized object
  87744. */
  87745. serialize(): any;
  87746. private _syncActiveTargets;
  87747. /**
  87748. * Syncrhonize the targets with all the meshes using this morph target manager
  87749. */
  87750. synchronize(): void;
  87751. /**
  87752. * Creates a new MorphTargetManager from serialized data
  87753. * @param serializationObject defines the serialized data
  87754. * @param scene defines the hosting scene
  87755. * @returns the new MorphTargetManager
  87756. */
  87757. static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
  87758. }
  87759. }
  87760. declare module BABYLON {
  87761. /**
  87762. * Class used to represent a specific level of detail of a mesh
  87763. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  87764. */
  87765. export class MeshLODLevel {
  87766. /** Defines the distance where this level should start being displayed */
  87767. distance: number;
  87768. /** Defines the mesh to use to render this level */
  87769. mesh: Nullable<Mesh>;
  87770. /**
  87771. * Creates a new LOD level
  87772. * @param distance defines the distance where this level should star being displayed
  87773. * @param mesh defines the mesh to use to render this level
  87774. */
  87775. constructor(
  87776. /** Defines the distance where this level should start being displayed */
  87777. distance: number,
  87778. /** Defines the mesh to use to render this level */
  87779. mesh: Nullable<Mesh>);
  87780. }
  87781. }
  87782. declare module BABYLON {
  87783. /**
  87784. * Mesh representing the gorund
  87785. */
  87786. export class GroundMesh extends Mesh {
  87787. /** If octree should be generated */
  87788. generateOctree: boolean;
  87789. private _heightQuads;
  87790. /** @hidden */
  87791. _subdivisionsX: number;
  87792. /** @hidden */
  87793. _subdivisionsY: number;
  87794. /** @hidden */
  87795. _width: number;
  87796. /** @hidden */
  87797. _height: number;
  87798. /** @hidden */
  87799. _minX: number;
  87800. /** @hidden */
  87801. _maxX: number;
  87802. /** @hidden */
  87803. _minZ: number;
  87804. /** @hidden */
  87805. _maxZ: number;
  87806. constructor(name: string, scene: Scene);
  87807. /**
  87808. * "GroundMesh"
  87809. * @returns "GroundMesh"
  87810. */
  87811. getClassName(): string;
  87812. /**
  87813. * The minimum of x and y subdivisions
  87814. */
  87815. readonly subdivisions: number;
  87816. /**
  87817. * X subdivisions
  87818. */
  87819. readonly subdivisionsX: number;
  87820. /**
  87821. * Y subdivisions
  87822. */
  87823. readonly subdivisionsY: number;
  87824. /**
  87825. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  87826. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  87827. * @param chunksCount the number of subdivisions for x and y
  87828. * @param octreeBlocksSize (Default: 32)
  87829. */
  87830. optimize(chunksCount: number, octreeBlocksSize?: number): void;
  87831. /**
  87832. * Returns a height (y) value in the Worl system :
  87833. * the ground altitude at the coordinates (x, z) expressed in the World system.
  87834. * @param x x coordinate
  87835. * @param z z coordinate
  87836. * @returns the ground y position if (x, z) are outside the ground surface.
  87837. */
  87838. getHeightAtCoordinates(x: number, z: number): number;
  87839. /**
  87840. * Returns a normalized vector (Vector3) orthogonal to the ground
  87841. * at the ground coordinates (x, z) expressed in the World system.
  87842. * @param x x coordinate
  87843. * @param z z coordinate
  87844. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  87845. */
  87846. getNormalAtCoordinates(x: number, z: number): Vector3;
  87847. /**
  87848. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  87849. * at the ground coordinates (x, z) expressed in the World system.
  87850. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  87851. * @param x x coordinate
  87852. * @param z z coordinate
  87853. * @param ref vector to store the result
  87854. * @returns the GroundMesh.
  87855. */
  87856. getNormalAtCoordinatesToRef(x: number, z: number, ref: Vector3): GroundMesh;
  87857. /**
  87858. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  87859. * if the ground has been updated.
  87860. * This can be used in the render loop.
  87861. * @returns the GroundMesh.
  87862. */
  87863. updateCoordinateHeights(): GroundMesh;
  87864. private _getFacetAt;
  87865. private _initHeightQuads;
  87866. private _computeHeightQuads;
  87867. /**
  87868. * Serializes this ground mesh
  87869. * @param serializationObject object to write serialization to
  87870. */
  87871. serialize(serializationObject: any): void;
  87872. /**
  87873. * Parses a serialized ground mesh
  87874. * @param parsedMesh the serialized mesh
  87875. * @param scene the scene to create the ground mesh in
  87876. * @returns the created ground mesh
  87877. */
  87878. static Parse(parsedMesh: any, scene: Scene): GroundMesh;
  87879. }
  87880. }
  87881. declare module BABYLON {
  87882. /**
  87883. * Interface for Physics-Joint data
  87884. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87885. */
  87886. export interface PhysicsJointData {
  87887. /**
  87888. * The main pivot of the joint
  87889. */
  87890. mainPivot?: Vector3;
  87891. /**
  87892. * The connected pivot of the joint
  87893. */
  87894. connectedPivot?: Vector3;
  87895. /**
  87896. * The main axis of the joint
  87897. */
  87898. mainAxis?: Vector3;
  87899. /**
  87900. * The connected axis of the joint
  87901. */
  87902. connectedAxis?: Vector3;
  87903. /**
  87904. * The collision of the joint
  87905. */
  87906. collision?: boolean;
  87907. /**
  87908. * Native Oimo/Cannon/Energy data
  87909. */
  87910. nativeParams?: any;
  87911. }
  87912. /**
  87913. * This is a holder class for the physics joint created by the physics plugin
  87914. * It holds a set of functions to control the underlying joint
  87915. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87916. */
  87917. export class PhysicsJoint {
  87918. /**
  87919. * The type of the physics joint
  87920. */
  87921. type: number;
  87922. /**
  87923. * The data for the physics joint
  87924. */
  87925. jointData: PhysicsJointData;
  87926. private _physicsJoint;
  87927. protected _physicsPlugin: IPhysicsEnginePlugin;
  87928. /**
  87929. * Initializes the physics joint
  87930. * @param type The type of the physics joint
  87931. * @param jointData The data for the physics joint
  87932. */
  87933. constructor(
  87934. /**
  87935. * The type of the physics joint
  87936. */
  87937. type: number,
  87938. /**
  87939. * The data for the physics joint
  87940. */
  87941. jointData: PhysicsJointData);
  87942. /**
  87943. * Gets the physics joint
  87944. */
  87945. /**
  87946. * Sets the physics joint
  87947. */
  87948. physicsJoint: any;
  87949. /**
  87950. * Sets the physics plugin
  87951. */
  87952. physicsPlugin: IPhysicsEnginePlugin;
  87953. /**
  87954. * Execute a function that is physics-plugin specific.
  87955. * @param {Function} func the function that will be executed.
  87956. * It accepts two parameters: the physics world and the physics joint
  87957. */
  87958. executeNativeFunction(func: (world: any, physicsJoint: any) => void): void;
  87959. /**
  87960. * Distance-Joint type
  87961. */
  87962. static DistanceJoint: number;
  87963. /**
  87964. * Hinge-Joint type
  87965. */
  87966. static HingeJoint: number;
  87967. /**
  87968. * Ball-and-Socket joint type
  87969. */
  87970. static BallAndSocketJoint: number;
  87971. /**
  87972. * Wheel-Joint type
  87973. */
  87974. static WheelJoint: number;
  87975. /**
  87976. * Slider-Joint type
  87977. */
  87978. static SliderJoint: number;
  87979. /**
  87980. * Prismatic-Joint type
  87981. */
  87982. static PrismaticJoint: number;
  87983. /**
  87984. * Universal-Joint type
  87985. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  87986. */
  87987. static UniversalJoint: number;
  87988. /**
  87989. * Hinge-Joint 2 type
  87990. */
  87991. static Hinge2Joint: number;
  87992. /**
  87993. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  87994. */
  87995. static PointToPointJoint: number;
  87996. /**
  87997. * Spring-Joint type
  87998. */
  87999. static SpringJoint: number;
  88000. /**
  88001. * Lock-Joint type
  88002. */
  88003. static LockJoint: number;
  88004. }
  88005. /**
  88006. * A class representing a physics distance joint
  88007. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  88008. */
  88009. export class DistanceJoint extends PhysicsJoint {
  88010. /**
  88011. *
  88012. * @param jointData The data for the Distance-Joint
  88013. */
  88014. constructor(jointData: DistanceJointData);
  88015. /**
  88016. * Update the predefined distance.
  88017. * @param maxDistance The maximum preferred distance
  88018. * @param minDistance The minimum preferred distance
  88019. */
  88020. updateDistance(maxDistance: number, minDistance?: number): void;
  88021. }
  88022. /**
  88023. * Represents a Motor-Enabled Joint
  88024. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  88025. */
  88026. export class MotorEnabledJoint extends PhysicsJoint implements IMotorEnabledJoint {
  88027. /**
  88028. * Initializes the Motor-Enabled Joint
  88029. * @param type The type of the joint
  88030. * @param jointData The physica joint data for the joint
  88031. */
  88032. constructor(type: number, jointData: PhysicsJointData);
  88033. /**
  88034. * Set the motor values.
  88035. * Attention, this function is plugin specific. Engines won't react 100% the same.
  88036. * @param force the force to apply
  88037. * @param maxForce max force for this motor.
  88038. */
  88039. setMotor(force?: number, maxForce?: number): void;
  88040. /**
  88041. * Set the motor's limits.
  88042. * Attention, this function is plugin specific. Engines won't react 100% the same.
  88043. * @param upperLimit The upper limit of the motor
  88044. * @param lowerLimit The lower limit of the motor
  88045. */
  88046. setLimit(upperLimit: number, lowerLimit?: number): void;
  88047. }
  88048. /**
  88049. * This class represents a single physics Hinge-Joint
  88050. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  88051. */
  88052. export class HingeJoint extends MotorEnabledJoint {
  88053. /**
  88054. * Initializes the Hinge-Joint
  88055. * @param jointData The joint data for the Hinge-Joint
  88056. */
  88057. constructor(jointData: PhysicsJointData);
  88058. /**
  88059. * Set the motor values.
  88060. * Attention, this function is plugin specific. Engines won't react 100% the same.
  88061. * @param {number} force the force to apply
  88062. * @param {number} maxForce max force for this motor.
  88063. */
  88064. setMotor(force?: number, maxForce?: number): void;
  88065. /**
  88066. * Set the motor's limits.
  88067. * Attention, this function is plugin specific. Engines won't react 100% the same.
  88068. * @param upperLimit The upper limit of the motor
  88069. * @param lowerLimit The lower limit of the motor
  88070. */
  88071. setLimit(upperLimit: number, lowerLimit?: number): void;
  88072. }
  88073. /**
  88074. * This class represents a dual hinge physics joint (same as wheel joint)
  88075. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  88076. */
  88077. export class Hinge2Joint extends MotorEnabledJoint {
  88078. /**
  88079. * Initializes the Hinge2-Joint
  88080. * @param jointData The joint data for the Hinge2-Joint
  88081. */
  88082. constructor(jointData: PhysicsJointData);
  88083. /**
  88084. * Set the motor values.
  88085. * Attention, this function is plugin specific. Engines won't react 100% the same.
  88086. * @param {number} targetSpeed the speed the motor is to reach
  88087. * @param {number} maxForce max force for this motor.
  88088. * @param {motorIndex} the motor's index, 0 or 1.
  88089. */
  88090. setMotor(targetSpeed?: number, maxForce?: number, motorIndex?: number): void;
  88091. /**
  88092. * Set the motor limits.
  88093. * Attention, this function is plugin specific. Engines won't react 100% the same.
  88094. * @param {number} upperLimit the upper limit
  88095. * @param {number} lowerLimit lower limit
  88096. * @param {motorIndex} the motor's index, 0 or 1.
  88097. */
  88098. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  88099. }
  88100. /**
  88101. * Interface for a motor enabled joint
  88102. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  88103. */
  88104. export interface IMotorEnabledJoint {
  88105. /**
  88106. * Physics joint
  88107. */
  88108. physicsJoint: any;
  88109. /**
  88110. * Sets the motor of the motor-enabled joint
  88111. * @param force The force of the motor
  88112. * @param maxForce The maximum force of the motor
  88113. * @param motorIndex The index of the motor
  88114. */
  88115. setMotor(force?: number, maxForce?: number, motorIndex?: number): void;
  88116. /**
  88117. * Sets the limit of the motor
  88118. * @param upperLimit The upper limit of the motor
  88119. * @param lowerLimit The lower limit of the motor
  88120. * @param motorIndex The index of the motor
  88121. */
  88122. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  88123. }
  88124. /**
  88125. * Joint data for a Distance-Joint
  88126. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  88127. */
  88128. export interface DistanceJointData extends PhysicsJointData {
  88129. /**
  88130. * Max distance the 2 joint objects can be apart
  88131. */
  88132. maxDistance: number;
  88133. }
  88134. /**
  88135. * Joint data from a spring joint
  88136. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  88137. */
  88138. export interface SpringJointData extends PhysicsJointData {
  88139. /**
  88140. * Length of the spring
  88141. */
  88142. length: number;
  88143. /**
  88144. * Stiffness of the spring
  88145. */
  88146. stiffness: number;
  88147. /**
  88148. * Damping of the spring
  88149. */
  88150. damping: number;
  88151. /** this callback will be called when applying the force to the impostors. */
  88152. forceApplicationCallback: () => void;
  88153. }
  88154. }
  88155. declare module BABYLON {
  88156. /**
  88157. * Holds the data for the raycast result
  88158. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  88159. */
  88160. export class PhysicsRaycastResult {
  88161. private _hasHit;
  88162. private _hitDistance;
  88163. private _hitNormalWorld;
  88164. private _hitPointWorld;
  88165. private _rayFromWorld;
  88166. private _rayToWorld;
  88167. /**
  88168. * Gets if there was a hit
  88169. */
  88170. readonly hasHit: boolean;
  88171. /**
  88172. * Gets the distance from the hit
  88173. */
  88174. readonly hitDistance: number;
  88175. /**
  88176. * Gets the hit normal/direction in the world
  88177. */
  88178. readonly hitNormalWorld: Vector3;
  88179. /**
  88180. * Gets the hit point in the world
  88181. */
  88182. readonly hitPointWorld: Vector3;
  88183. /**
  88184. * Gets the ray "start point" of the ray in the world
  88185. */
  88186. readonly rayFromWorld: Vector3;
  88187. /**
  88188. * Gets the ray "end point" of the ray in the world
  88189. */
  88190. readonly rayToWorld: Vector3;
  88191. /**
  88192. * Sets the hit data (normal & point in world space)
  88193. * @param hitNormalWorld defines the normal in world space
  88194. * @param hitPointWorld defines the point in world space
  88195. */
  88196. setHitData(hitNormalWorld: IXYZ, hitPointWorld: IXYZ): void;
  88197. /**
  88198. * Sets the distance from the start point to the hit point
  88199. * @param distance
  88200. */
  88201. setHitDistance(distance: number): void;
  88202. /**
  88203. * Calculates the distance manually
  88204. */
  88205. calculateHitDistance(): void;
  88206. /**
  88207. * Resets all the values to default
  88208. * @param from The from point on world space
  88209. * @param to The to point on world space
  88210. */
  88211. reset(from?: Vector3, to?: Vector3): void;
  88212. }
  88213. /**
  88214. * Interface for the size containing width and height
  88215. */
  88216. interface IXYZ {
  88217. /**
  88218. * X
  88219. */
  88220. x: number;
  88221. /**
  88222. * Y
  88223. */
  88224. y: number;
  88225. /**
  88226. * Z
  88227. */
  88228. z: number;
  88229. }
  88230. }
  88231. declare module BABYLON {
  88232. /**
  88233. * Interface used to describe a physics joint
  88234. */
  88235. export interface PhysicsImpostorJoint {
  88236. /** Defines the main impostor to which the joint is linked */
  88237. mainImpostor: PhysicsImpostor;
  88238. /** Defines the impostor that is connected to the main impostor using this joint */
  88239. connectedImpostor: PhysicsImpostor;
  88240. /** Defines the joint itself */
  88241. joint: PhysicsJoint;
  88242. }
  88243. /** @hidden */
  88244. export interface IPhysicsEnginePlugin {
  88245. world: any;
  88246. name: string;
  88247. setGravity(gravity: Vector3): void;
  88248. setTimeStep(timeStep: number): void;
  88249. getTimeStep(): number;
  88250. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  88251. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  88252. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  88253. generatePhysicsBody(impostor: PhysicsImpostor): void;
  88254. removePhysicsBody(impostor: PhysicsImpostor): void;
  88255. generateJoint(joint: PhysicsImpostorJoint): void;
  88256. removeJoint(joint: PhysicsImpostorJoint): void;
  88257. isSupported(): boolean;
  88258. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  88259. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  88260. setLinearVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  88261. setAngularVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  88262. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  88263. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  88264. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  88265. getBodyMass(impostor: PhysicsImpostor): number;
  88266. getBodyFriction(impostor: PhysicsImpostor): number;
  88267. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  88268. getBodyRestitution(impostor: PhysicsImpostor): number;
  88269. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  88270. getBodyPressure?(impostor: PhysicsImpostor): number;
  88271. setBodyPressure?(impostor: PhysicsImpostor, pressure: number): void;
  88272. getBodyStiffness?(impostor: PhysicsImpostor): number;
  88273. setBodyStiffness?(impostor: PhysicsImpostor, stiffness: number): void;
  88274. getBodyVelocityIterations?(impostor: PhysicsImpostor): number;
  88275. setBodyVelocityIterations?(impostor: PhysicsImpostor, velocityIterations: number): void;
  88276. getBodyPositionIterations?(impostor: PhysicsImpostor): number;
  88277. setBodyPositionIterations?(impostor: PhysicsImpostor, positionIterations: number): void;
  88278. appendAnchor?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  88279. appendHook?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  88280. sleepBody(impostor: PhysicsImpostor): void;
  88281. wakeUpBody(impostor: PhysicsImpostor): void;
  88282. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  88283. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  88284. setMotor(joint: IMotorEnabledJoint, speed: number, maxForce?: number, motorIndex?: number): void;
  88285. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  88286. getRadius(impostor: PhysicsImpostor): number;
  88287. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  88288. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  88289. dispose(): void;
  88290. }
  88291. /**
  88292. * Interface used to define a physics engine
  88293. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  88294. */
  88295. export interface IPhysicsEngine {
  88296. /**
  88297. * Gets the gravity vector used by the simulation
  88298. */
  88299. gravity: Vector3;
  88300. /**
  88301. * Sets the gravity vector used by the simulation
  88302. * @param gravity defines the gravity vector to use
  88303. */
  88304. setGravity(gravity: Vector3): void;
  88305. /**
  88306. * Set the time step of the physics engine.
  88307. * Default is 1/60.
  88308. * To slow it down, enter 1/600 for example.
  88309. * To speed it up, 1/30
  88310. * @param newTimeStep the new timestep to apply to this world.
  88311. */
  88312. setTimeStep(newTimeStep: number): void;
  88313. /**
  88314. * Get the time step of the physics engine.
  88315. * @returns the current time step
  88316. */
  88317. getTimeStep(): number;
  88318. /**
  88319. * Release all resources
  88320. */
  88321. dispose(): void;
  88322. /**
  88323. * Gets the name of the current physics plugin
  88324. * @returns the name of the plugin
  88325. */
  88326. getPhysicsPluginName(): string;
  88327. /**
  88328. * Adding a new impostor for the impostor tracking.
  88329. * This will be done by the impostor itself.
  88330. * @param impostor the impostor to add
  88331. */
  88332. addImpostor(impostor: PhysicsImpostor): void;
  88333. /**
  88334. * Remove an impostor from the engine.
  88335. * This impostor and its mesh will not longer be updated by the physics engine.
  88336. * @param impostor the impostor to remove
  88337. */
  88338. removeImpostor(impostor: PhysicsImpostor): void;
  88339. /**
  88340. * Add a joint to the physics engine
  88341. * @param mainImpostor defines the main impostor to which the joint is added.
  88342. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  88343. * @param joint defines the joint that will connect both impostors.
  88344. */
  88345. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  88346. /**
  88347. * Removes a joint from the simulation
  88348. * @param mainImpostor defines the impostor used with the joint
  88349. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  88350. * @param joint defines the joint to remove
  88351. */
  88352. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  88353. /**
  88354. * Gets the current plugin used to run the simulation
  88355. * @returns current plugin
  88356. */
  88357. getPhysicsPlugin(): IPhysicsEnginePlugin;
  88358. /**
  88359. * Gets the list of physic impostors
  88360. * @returns an array of PhysicsImpostor
  88361. */
  88362. getImpostors(): Array<PhysicsImpostor>;
  88363. /**
  88364. * Gets the impostor for a physics enabled object
  88365. * @param object defines the object impersonated by the impostor
  88366. * @returns the PhysicsImpostor or null if not found
  88367. */
  88368. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  88369. /**
  88370. * Gets the impostor for a physics body object
  88371. * @param body defines physics body used by the impostor
  88372. * @returns the PhysicsImpostor or null if not found
  88373. */
  88374. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  88375. /**
  88376. * Does a raycast in the physics world
  88377. * @param from when should the ray start?
  88378. * @param to when should the ray end?
  88379. * @returns PhysicsRaycastResult
  88380. */
  88381. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  88382. /**
  88383. * Called by the scene. No need to call it.
  88384. * @param delta defines the timespam between frames
  88385. */
  88386. _step(delta: number): void;
  88387. }
  88388. }
  88389. declare module BABYLON {
  88390. /**
  88391. * The interface for the physics imposter parameters
  88392. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  88393. */
  88394. export interface PhysicsImpostorParameters {
  88395. /**
  88396. * The mass of the physics imposter
  88397. */
  88398. mass: number;
  88399. /**
  88400. * The friction of the physics imposter
  88401. */
  88402. friction?: number;
  88403. /**
  88404. * The coefficient of restitution of the physics imposter
  88405. */
  88406. restitution?: number;
  88407. /**
  88408. * The native options of the physics imposter
  88409. */
  88410. nativeOptions?: any;
  88411. /**
  88412. * Specifies if the parent should be ignored
  88413. */
  88414. ignoreParent?: boolean;
  88415. /**
  88416. * Specifies if bi-directional transformations should be disabled
  88417. */
  88418. disableBidirectionalTransformation?: boolean;
  88419. /**
  88420. * The pressure inside the physics imposter, soft object only
  88421. */
  88422. pressure?: number;
  88423. /**
  88424. * The stiffness the physics imposter, soft object only
  88425. */
  88426. stiffness?: number;
  88427. /**
  88428. * The number of iterations used in maintaining consistent vertex velocities, soft object only
  88429. */
  88430. velocityIterations?: number;
  88431. /**
  88432. * The number of iterations used in maintaining consistent vertex positions, soft object only
  88433. */
  88434. positionIterations?: number;
  88435. /**
  88436. * The number used to fix points on a cloth (0, 1, 2, 4, 8) or rope (0, 1, 2) only
  88437. * 0 None, 1, back left or top, 2, back right or bottom, 4, front left, 8, front right
  88438. * Add to fix multiple points
  88439. */
  88440. fixedPoints?: number;
  88441. /**
  88442. * The collision margin around a soft object
  88443. */
  88444. margin?: number;
  88445. /**
  88446. * The collision margin around a soft object
  88447. */
  88448. damping?: number;
  88449. /**
  88450. * The path for a rope based on an extrusion
  88451. */
  88452. path?: any;
  88453. /**
  88454. * The shape of an extrusion used for a rope based on an extrusion
  88455. */
  88456. shape?: any;
  88457. }
  88458. /**
  88459. * Interface for a physics-enabled object
  88460. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  88461. */
  88462. export interface IPhysicsEnabledObject {
  88463. /**
  88464. * The position of the physics-enabled object
  88465. */
  88466. position: Vector3;
  88467. /**
  88468. * The rotation of the physics-enabled object
  88469. */
  88470. rotationQuaternion: Nullable<Quaternion>;
  88471. /**
  88472. * The scale of the physics-enabled object
  88473. */
  88474. scaling: Vector3;
  88475. /**
  88476. * The rotation of the physics-enabled object
  88477. */
  88478. rotation?: Vector3;
  88479. /**
  88480. * The parent of the physics-enabled object
  88481. */
  88482. parent?: any;
  88483. /**
  88484. * The bounding info of the physics-enabled object
  88485. * @returns The bounding info of the physics-enabled object
  88486. */
  88487. getBoundingInfo(): BoundingInfo;
  88488. /**
  88489. * Computes the world matrix
  88490. * @param force Specifies if the world matrix should be computed by force
  88491. * @returns A world matrix
  88492. */
  88493. computeWorldMatrix(force: boolean): Matrix;
  88494. /**
  88495. * Gets the world matrix
  88496. * @returns A world matrix
  88497. */
  88498. getWorldMatrix?(): Matrix;
  88499. /**
  88500. * Gets the child meshes
  88501. * @param directDescendantsOnly Specifies if only direct-descendants should be obtained
  88502. * @returns An array of abstract meshes
  88503. */
  88504. getChildMeshes?(directDescendantsOnly?: boolean): Array<AbstractMesh>;
  88505. /**
  88506. * Gets the vertex data
  88507. * @param kind The type of vertex data
  88508. * @returns A nullable array of numbers, or a float32 array
  88509. */
  88510. getVerticesData(kind: string): Nullable<Array<number> | Float32Array>;
  88511. /**
  88512. * Gets the indices from the mesh
  88513. * @returns A nullable array of index arrays
  88514. */
  88515. getIndices?(): Nullable<IndicesArray>;
  88516. /**
  88517. * Gets the scene from the mesh
  88518. * @returns the indices array or null
  88519. */
  88520. getScene?(): Scene;
  88521. /**
  88522. * Gets the absolute position from the mesh
  88523. * @returns the absolute position
  88524. */
  88525. getAbsolutePosition(): Vector3;
  88526. /**
  88527. * Gets the absolute pivot point from the mesh
  88528. * @returns the absolute pivot point
  88529. */
  88530. getAbsolutePivotPoint(): Vector3;
  88531. /**
  88532. * Rotates the mesh
  88533. * @param axis The axis of rotation
  88534. * @param amount The amount of rotation
  88535. * @param space The space of the rotation
  88536. * @returns The rotation transform node
  88537. */
  88538. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  88539. /**
  88540. * Translates the mesh
  88541. * @param axis The axis of translation
  88542. * @param distance The distance of translation
  88543. * @param space The space of the translation
  88544. * @returns The transform node
  88545. */
  88546. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  88547. /**
  88548. * Sets the absolute position of the mesh
  88549. * @param absolutePosition The absolute position of the mesh
  88550. * @returns The transform node
  88551. */
  88552. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  88553. /**
  88554. * Gets the class name of the mesh
  88555. * @returns The class name
  88556. */
  88557. getClassName(): string;
  88558. }
  88559. /**
  88560. * Represents a physics imposter
  88561. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  88562. */
  88563. export class PhysicsImpostor {
  88564. /**
  88565. * The physics-enabled object used as the physics imposter
  88566. */
  88567. object: IPhysicsEnabledObject;
  88568. /**
  88569. * The type of the physics imposter
  88570. */
  88571. type: number;
  88572. private _options;
  88573. private _scene?;
  88574. /**
  88575. * The default object size of the imposter
  88576. */
  88577. static DEFAULT_OBJECT_SIZE: Vector3;
  88578. /**
  88579. * The identity quaternion of the imposter
  88580. */
  88581. static IDENTITY_QUATERNION: Quaternion;
  88582. /** @hidden */
  88583. _pluginData: any;
  88584. private _physicsEngine;
  88585. private _physicsBody;
  88586. private _bodyUpdateRequired;
  88587. private _onBeforePhysicsStepCallbacks;
  88588. private _onAfterPhysicsStepCallbacks;
  88589. /** @hidden */
  88590. _onPhysicsCollideCallbacks: Array<{
  88591. callback: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void;
  88592. otherImpostors: Array<PhysicsImpostor>;
  88593. }>;
  88594. private _deltaPosition;
  88595. private _deltaRotation;
  88596. private _deltaRotationConjugated;
  88597. /** @hidden */
  88598. _isFromLine: boolean;
  88599. private _parent;
  88600. private _isDisposed;
  88601. private static _tmpVecs;
  88602. private static _tmpQuat;
  88603. /**
  88604. * Specifies if the physics imposter is disposed
  88605. */
  88606. readonly isDisposed: boolean;
  88607. /**
  88608. * Gets the mass of the physics imposter
  88609. */
  88610. mass: number;
  88611. /**
  88612. * Gets the coefficient of friction
  88613. */
  88614. /**
  88615. * Sets the coefficient of friction
  88616. */
  88617. friction: number;
  88618. /**
  88619. * Gets the coefficient of restitution
  88620. */
  88621. /**
  88622. * Sets the coefficient of restitution
  88623. */
  88624. restitution: number;
  88625. /**
  88626. * Gets the pressure of a soft body; only supported by the AmmoJSPlugin
  88627. */
  88628. /**
  88629. * Sets the pressure of a soft body; only supported by the AmmoJSPlugin
  88630. */
  88631. pressure: number;
  88632. /**
  88633. * Gets the stiffness of a soft body; only supported by the AmmoJSPlugin
  88634. */
  88635. /**
  88636. * Sets the stiffness of a soft body; only supported by the AmmoJSPlugin
  88637. */
  88638. stiffness: number;
  88639. /**
  88640. * Gets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  88641. */
  88642. /**
  88643. * Sets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  88644. */
  88645. velocityIterations: number;
  88646. /**
  88647. * Gets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  88648. */
  88649. /**
  88650. * Sets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  88651. */
  88652. positionIterations: number;
  88653. /**
  88654. * The unique id of the physics imposter
  88655. * set by the physics engine when adding this impostor to the array
  88656. */
  88657. uniqueId: number;
  88658. /**
  88659. * @hidden
  88660. */
  88661. soft: boolean;
  88662. /**
  88663. * @hidden
  88664. */
  88665. segments: number;
  88666. private _joints;
  88667. /**
  88668. * Initializes the physics imposter
  88669. * @param object The physics-enabled object used as the physics imposter
  88670. * @param type The type of the physics imposter
  88671. * @param _options The options for the physics imposter
  88672. * @param _scene The Babylon scene
  88673. */
  88674. constructor(
  88675. /**
  88676. * The physics-enabled object used as the physics imposter
  88677. */
  88678. object: IPhysicsEnabledObject,
  88679. /**
  88680. * The type of the physics imposter
  88681. */
  88682. type: number, _options?: PhysicsImpostorParameters, _scene?: Scene | undefined);
  88683. /**
  88684. * This function will completly initialize this impostor.
  88685. * It will create a new body - but only if this mesh has no parent.
  88686. * If it has, this impostor will not be used other than to define the impostor
  88687. * of the child mesh.
  88688. * @hidden
  88689. */
  88690. _init(): void;
  88691. private _getPhysicsParent;
  88692. /**
  88693. * Should a new body be generated.
  88694. * @returns boolean specifying if body initialization is required
  88695. */
  88696. isBodyInitRequired(): boolean;
  88697. /**
  88698. * Sets the updated scaling
  88699. * @param updated Specifies if the scaling is updated
  88700. */
  88701. setScalingUpdated(): void;
  88702. /**
  88703. * Force a regeneration of this or the parent's impostor's body.
  88704. * Use under cautious - This will remove all joints already implemented.
  88705. */
  88706. forceUpdate(): void;
  88707. /**
  88708. * Gets the body that holds this impostor. Either its own, or its parent.
  88709. */
  88710. /**
  88711. * Set the physics body. Used mainly by the physics engine/plugin
  88712. */
  88713. physicsBody: any;
  88714. /**
  88715. * Get the parent of the physics imposter
  88716. * @returns Physics imposter or null
  88717. */
  88718. /**
  88719. * Sets the parent of the physics imposter
  88720. */
  88721. parent: Nullable<PhysicsImpostor>;
  88722. /**
  88723. * Resets the update flags
  88724. */
  88725. resetUpdateFlags(): void;
  88726. /**
  88727. * Gets the object extend size
  88728. * @returns the object extend size
  88729. */
  88730. getObjectExtendSize(): Vector3;
  88731. /**
  88732. * Gets the object center
  88733. * @returns The object center
  88734. */
  88735. getObjectCenter(): Vector3;
  88736. /**
  88737. * Get a specific parametes from the options parameter
  88738. * @param paramName The object parameter name
  88739. * @returns The object parameter
  88740. */
  88741. getParam(paramName: string): any;
  88742. /**
  88743. * Sets a specific parameter in the options given to the physics plugin
  88744. * @param paramName The parameter name
  88745. * @param value The value of the parameter
  88746. */
  88747. setParam(paramName: string, value: number): void;
  88748. /**
  88749. * Specifically change the body's mass option. Won't recreate the physics body object
  88750. * @param mass The mass of the physics imposter
  88751. */
  88752. setMass(mass: number): void;
  88753. /**
  88754. * Gets the linear velocity
  88755. * @returns linear velocity or null
  88756. */
  88757. getLinearVelocity(): Nullable<Vector3>;
  88758. /**
  88759. * Sets the linear velocity
  88760. * @param velocity linear velocity or null
  88761. */
  88762. setLinearVelocity(velocity: Nullable<Vector3>): void;
  88763. /**
  88764. * Gets the angular velocity
  88765. * @returns angular velocity or null
  88766. */
  88767. getAngularVelocity(): Nullable<Vector3>;
  88768. /**
  88769. * Sets the angular velocity
  88770. * @param velocity The velocity or null
  88771. */
  88772. setAngularVelocity(velocity: Nullable<Vector3>): void;
  88773. /**
  88774. * Execute a function with the physics plugin native code
  88775. * Provide a function the will have two variables - the world object and the physics body object
  88776. * @param func The function to execute with the physics plugin native code
  88777. */
  88778. executeNativeFunction(func: (world: any, physicsBody: any) => void): void;
  88779. /**
  88780. * Register a function that will be executed before the physics world is stepping forward
  88781. * @param func The function to execute before the physics world is stepped forward
  88782. */
  88783. registerBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  88784. /**
  88785. * Unregister a function that will be executed before the physics world is stepping forward
  88786. * @param func The function to execute before the physics world is stepped forward
  88787. */
  88788. unregisterBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  88789. /**
  88790. * Register a function that will be executed after the physics step
  88791. * @param func The function to execute after physics step
  88792. */
  88793. registerAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  88794. /**
  88795. * Unregisters a function that will be executed after the physics step
  88796. * @param func The function to execute after physics step
  88797. */
  88798. unregisterAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  88799. /**
  88800. * register a function that will be executed when this impostor collides against a different body
  88801. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  88802. * @param func Callback that is executed on collision
  88803. */
  88804. registerOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void): void;
  88805. /**
  88806. * Unregisters the physics imposter on contact
  88807. * @param collideAgainst The physics object to collide against
  88808. * @param func Callback to execute on collision
  88809. */
  88810. unregisterOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor | Array<PhysicsImpostor>) => void): void;
  88811. private _tmpQuat;
  88812. private _tmpQuat2;
  88813. /**
  88814. * Get the parent rotation
  88815. * @returns The parent rotation
  88816. */
  88817. getParentsRotation(): Quaternion;
  88818. /**
  88819. * this function is executed by the physics engine.
  88820. */
  88821. beforeStep: () => void;
  88822. /**
  88823. * this function is executed by the physics engine
  88824. */
  88825. afterStep: () => void;
  88826. /**
  88827. * Legacy collision detection event support
  88828. */
  88829. onCollideEvent: Nullable<(collider: PhysicsImpostor, collidedWith: PhysicsImpostor) => void>;
  88830. /**
  88831. * event and body object due to cannon's event-based architecture.
  88832. */
  88833. onCollide: (e: {
  88834. body: any;
  88835. }) => void;
  88836. /**
  88837. * Apply a force
  88838. * @param force The force to apply
  88839. * @param contactPoint The contact point for the force
  88840. * @returns The physics imposter
  88841. */
  88842. applyForce(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  88843. /**
  88844. * Apply an impulse
  88845. * @param force The impulse force
  88846. * @param contactPoint The contact point for the impulse force
  88847. * @returns The physics imposter
  88848. */
  88849. applyImpulse(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  88850. /**
  88851. * A help function to create a joint
  88852. * @param otherImpostor A physics imposter used to create a joint
  88853. * @param jointType The type of joint
  88854. * @param jointData The data for the joint
  88855. * @returns The physics imposter
  88856. */
  88857. createJoint(otherImpostor: PhysicsImpostor, jointType: number, jointData: PhysicsJointData): PhysicsImpostor;
  88858. /**
  88859. * Add a joint to this impostor with a different impostor
  88860. * @param otherImpostor A physics imposter used to add a joint
  88861. * @param joint The joint to add
  88862. * @returns The physics imposter
  88863. */
  88864. addJoint(otherImpostor: PhysicsImpostor, joint: PhysicsJoint): PhysicsImpostor;
  88865. /**
  88866. * Add an anchor to a cloth impostor
  88867. * @param otherImpostor rigid impostor to anchor to
  88868. * @param width ratio across width from 0 to 1
  88869. * @param height ratio up height from 0 to 1
  88870. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  88871. * @param noCollisionBetweenLinkedBodies when true collisions between cloth impostor and anchor are ignored; default false
  88872. * @returns impostor the soft imposter
  88873. */
  88874. addAnchor(otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  88875. /**
  88876. * Add a hook to a rope impostor
  88877. * @param otherImpostor rigid impostor to anchor to
  88878. * @param length ratio across rope from 0 to 1
  88879. * @param influence the elasticity between rope impostor and anchor from 0, very stretchy to 1, little strech
  88880. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  88881. * @returns impostor the rope imposter
  88882. */
  88883. addHook(otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  88884. /**
  88885. * Will keep this body still, in a sleep mode.
  88886. * @returns the physics imposter
  88887. */
  88888. sleep(): PhysicsImpostor;
  88889. /**
  88890. * Wake the body up.
  88891. * @returns The physics imposter
  88892. */
  88893. wakeUp(): PhysicsImpostor;
  88894. /**
  88895. * Clones the physics imposter
  88896. * @param newObject The physics imposter clones to this physics-enabled object
  88897. * @returns A nullable physics imposter
  88898. */
  88899. clone(newObject: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  88900. /**
  88901. * Disposes the physics imposter
  88902. */
  88903. dispose(): void;
  88904. /**
  88905. * Sets the delta position
  88906. * @param position The delta position amount
  88907. */
  88908. setDeltaPosition(position: Vector3): void;
  88909. /**
  88910. * Sets the delta rotation
  88911. * @param rotation The delta rotation amount
  88912. */
  88913. setDeltaRotation(rotation: Quaternion): void;
  88914. /**
  88915. * Gets the box size of the physics imposter and stores the result in the input parameter
  88916. * @param result Stores the box size
  88917. * @returns The physics imposter
  88918. */
  88919. getBoxSizeToRef(result: Vector3): PhysicsImpostor;
  88920. /**
  88921. * Gets the radius of the physics imposter
  88922. * @returns Radius of the physics imposter
  88923. */
  88924. getRadius(): number;
  88925. /**
  88926. * Sync a bone with this impostor
  88927. * @param bone The bone to sync to the impostor.
  88928. * @param boneMesh The mesh that the bone is influencing.
  88929. * @param jointPivot The pivot of the joint / bone in local space.
  88930. * @param distToJoint Optional distance from the impostor to the joint.
  88931. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  88932. */
  88933. syncBoneWithImpostor(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion): void;
  88934. /**
  88935. * Sync impostor to a bone
  88936. * @param bone The bone that the impostor will be synced to.
  88937. * @param boneMesh The mesh that the bone is influencing.
  88938. * @param jointPivot The pivot of the joint / bone in local space.
  88939. * @param distToJoint Optional distance from the impostor to the joint.
  88940. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  88941. * @param boneAxis Optional vector3 axis the bone is aligned with
  88942. */
  88943. syncImpostorWithBone(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion, boneAxis?: Vector3): void;
  88944. /**
  88945. * No-Imposter type
  88946. */
  88947. static NoImpostor: number;
  88948. /**
  88949. * Sphere-Imposter type
  88950. */
  88951. static SphereImpostor: number;
  88952. /**
  88953. * Box-Imposter type
  88954. */
  88955. static BoxImpostor: number;
  88956. /**
  88957. * Plane-Imposter type
  88958. */
  88959. static PlaneImpostor: number;
  88960. /**
  88961. * Mesh-imposter type
  88962. */
  88963. static MeshImpostor: number;
  88964. /**
  88965. * Capsule-Impostor type (Ammo.js plugin only)
  88966. */
  88967. static CapsuleImpostor: number;
  88968. /**
  88969. * Cylinder-Imposter type
  88970. */
  88971. static CylinderImpostor: number;
  88972. /**
  88973. * Particle-Imposter type
  88974. */
  88975. static ParticleImpostor: number;
  88976. /**
  88977. * Heightmap-Imposter type
  88978. */
  88979. static HeightmapImpostor: number;
  88980. /**
  88981. * ConvexHull-Impostor type (Ammo.js plugin only)
  88982. */
  88983. static ConvexHullImpostor: number;
  88984. /**
  88985. * Rope-Imposter type
  88986. */
  88987. static RopeImpostor: number;
  88988. /**
  88989. * Cloth-Imposter type
  88990. */
  88991. static ClothImpostor: number;
  88992. /**
  88993. * Softbody-Imposter type
  88994. */
  88995. static SoftbodyImpostor: number;
  88996. }
  88997. }
  88998. declare module BABYLON {
  88999. /**
  89000. * @hidden
  89001. **/
  89002. export class _CreationDataStorage {
  89003. closePath?: boolean;
  89004. closeArray?: boolean;
  89005. idx: number[];
  89006. dashSize: number;
  89007. gapSize: number;
  89008. path3D: Path3D;
  89009. pathArray: Vector3[][];
  89010. arc: number;
  89011. radius: number;
  89012. cap: number;
  89013. tessellation: number;
  89014. }
  89015. /**
  89016. * @hidden
  89017. **/
  89018. class _InstanceDataStorage {
  89019. visibleInstances: any;
  89020. batchCache: _InstancesBatch;
  89021. instancesBufferSize: number;
  89022. instancesBuffer: Nullable<Buffer>;
  89023. instancesData: Float32Array;
  89024. overridenInstanceCount: number;
  89025. isFrozen: boolean;
  89026. previousBatch: Nullable<_InstancesBatch>;
  89027. hardwareInstancedRendering: boolean;
  89028. sideOrientation: number;
  89029. }
  89030. /**
  89031. * @hidden
  89032. **/
  89033. export class _InstancesBatch {
  89034. mustReturn: boolean;
  89035. visibleInstances: Nullable<InstancedMesh[]>[];
  89036. renderSelf: boolean[];
  89037. hardwareInstancedRendering: boolean[];
  89038. }
  89039. /**
  89040. * Class used to represent renderable models
  89041. */
  89042. export class Mesh extends AbstractMesh implements IGetSetVerticesData {
  89043. /**
  89044. * Mesh side orientation : usually the external or front surface
  89045. */
  89046. static readonly FRONTSIDE: number;
  89047. /**
  89048. * Mesh side orientation : usually the internal or back surface
  89049. */
  89050. static readonly BACKSIDE: number;
  89051. /**
  89052. * Mesh side orientation : both internal and external or front and back surfaces
  89053. */
  89054. static readonly DOUBLESIDE: number;
  89055. /**
  89056. * Mesh side orientation : by default, `FRONTSIDE`
  89057. */
  89058. static readonly DEFAULTSIDE: number;
  89059. /**
  89060. * Mesh cap setting : no cap
  89061. */
  89062. static readonly NO_CAP: number;
  89063. /**
  89064. * Mesh cap setting : one cap at the beginning of the mesh
  89065. */
  89066. static readonly CAP_START: number;
  89067. /**
  89068. * Mesh cap setting : one cap at the end of the mesh
  89069. */
  89070. static readonly CAP_END: number;
  89071. /**
  89072. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  89073. */
  89074. static readonly CAP_ALL: number;
  89075. /**
  89076. * Mesh pattern setting : no flip or rotate
  89077. */
  89078. static readonly NO_FLIP: number;
  89079. /**
  89080. * Mesh pattern setting : flip (reflect in y axis) alternate tiles on each row or column
  89081. */
  89082. static readonly FLIP_TILE: number;
  89083. /**
  89084. * Mesh pattern setting : rotate (180degs) alternate tiles on each row or column
  89085. */
  89086. static readonly ROTATE_TILE: number;
  89087. /**
  89088. * Mesh pattern setting : flip (reflect in y axis) all tiles on alternate rows
  89089. */
  89090. static readonly FLIP_ROW: number;
  89091. /**
  89092. * Mesh pattern setting : rotate (180degs) all tiles on alternate rows
  89093. */
  89094. static readonly ROTATE_ROW: number;
  89095. /**
  89096. * Mesh pattern setting : flip and rotate alternate tiles on each row or column
  89097. */
  89098. static readonly FLIP_N_ROTATE_TILE: number;
  89099. /**
  89100. * Mesh pattern setting : rotate pattern and rotate
  89101. */
  89102. static readonly FLIP_N_ROTATE_ROW: number;
  89103. /**
  89104. * Mesh tile positioning : part tiles same on left/right or top/bottom
  89105. */
  89106. static readonly CENTER: number;
  89107. /**
  89108. * Mesh tile positioning : part tiles on left
  89109. */
  89110. static readonly LEFT: number;
  89111. /**
  89112. * Mesh tile positioning : part tiles on right
  89113. */
  89114. static readonly RIGHT: number;
  89115. /**
  89116. * Mesh tile positioning : part tiles on top
  89117. */
  89118. static readonly TOP: number;
  89119. /**
  89120. * Mesh tile positioning : part tiles on bottom
  89121. */
  89122. static readonly BOTTOM: number;
  89123. /**
  89124. * Gets the default side orientation.
  89125. * @param orientation the orientation to value to attempt to get
  89126. * @returns the default orientation
  89127. * @hidden
  89128. */
  89129. static _GetDefaultSideOrientation(orientation?: number): number;
  89130. private _internalMeshDataInfo;
  89131. /**
  89132. * An event triggered before rendering the mesh
  89133. */
  89134. readonly onBeforeRenderObservable: Observable<Mesh>;
  89135. /**
  89136. * An event triggered before binding the mesh
  89137. */
  89138. readonly onBeforeBindObservable: Observable<Mesh>;
  89139. /**
  89140. * An event triggered after rendering the mesh
  89141. */
  89142. readonly onAfterRenderObservable: Observable<Mesh>;
  89143. /**
  89144. * An event triggered before drawing the mesh
  89145. */
  89146. readonly onBeforeDrawObservable: Observable<Mesh>;
  89147. private _onBeforeDrawObserver;
  89148. /**
  89149. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  89150. */
  89151. onBeforeDraw: () => void;
  89152. readonly hasInstances: boolean;
  89153. /**
  89154. * Gets the delay loading state of the mesh (when delay loading is turned on)
  89155. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  89156. */
  89157. delayLoadState: number;
  89158. /**
  89159. * Gets the list of instances created from this mesh
  89160. * it is not supposed to be modified manually.
  89161. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  89162. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  89163. */
  89164. instances: InstancedMesh[];
  89165. /**
  89166. * Gets the file containing delay loading data for this mesh
  89167. */
  89168. delayLoadingFile: string;
  89169. /** @hidden */
  89170. _binaryInfo: any;
  89171. /**
  89172. * User defined function used to change how LOD level selection is done
  89173. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  89174. */
  89175. onLODLevelSelection: (distance: number, mesh: Mesh, selectedLevel: Nullable<Mesh>) => void;
  89176. /**
  89177. * Gets or sets the morph target manager
  89178. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  89179. */
  89180. morphTargetManager: Nullable<MorphTargetManager>;
  89181. /** @hidden */
  89182. _creationDataStorage: Nullable<_CreationDataStorage>;
  89183. /** @hidden */
  89184. _geometry: Nullable<Geometry>;
  89185. /** @hidden */
  89186. _delayInfo: Array<string>;
  89187. /** @hidden */
  89188. _delayLoadingFunction: (any: any, mesh: Mesh) => void;
  89189. /** @hidden */
  89190. _instanceDataStorage: _InstanceDataStorage;
  89191. private _effectiveMaterial;
  89192. /** @hidden */
  89193. _shouldGenerateFlatShading: boolean;
  89194. /** @hidden */
  89195. _originalBuilderSideOrientation: number;
  89196. /**
  89197. * Use this property to change the original side orientation defined at construction time
  89198. */
  89199. overrideMaterialSideOrientation: Nullable<number>;
  89200. /**
  89201. * Gets the source mesh (the one used to clone this one from)
  89202. */
  89203. readonly source: Nullable<Mesh>;
  89204. /**
  89205. * Gets or sets a boolean indicating that this mesh does not use index buffer
  89206. */
  89207. isUnIndexed: boolean;
  89208. /**
  89209. * @constructor
  89210. * @param name The value used by scene.getMeshByName() to do a lookup.
  89211. * @param scene The scene to add this mesh to.
  89212. * @param parent The parent of this mesh, if it has one
  89213. * @param source An optional Mesh from which geometry is shared, cloned.
  89214. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  89215. * When false, achieved by calling a clone(), also passing False.
  89216. * This will make creation of children, recursive.
  89217. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  89218. */
  89219. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<Mesh>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean);
  89220. instantiateHierarychy(newParent?: Nullable<TransformNode>): Nullable<TransformNode>;
  89221. /**
  89222. * Gets the class name
  89223. * @returns the string "Mesh".
  89224. */
  89225. getClassName(): string;
  89226. /** @hidden */
  89227. readonly _isMesh: boolean;
  89228. /**
  89229. * Returns a description of this mesh
  89230. * @param fullDetails define if full details about this mesh must be used
  89231. * @returns a descriptive string representing this mesh
  89232. */
  89233. toString(fullDetails?: boolean): string;
  89234. /** @hidden */
  89235. _unBindEffect(): void;
  89236. /**
  89237. * Gets a boolean indicating if this mesh has LOD
  89238. */
  89239. readonly hasLODLevels: boolean;
  89240. /**
  89241. * Gets the list of MeshLODLevel associated with the current mesh
  89242. * @returns an array of MeshLODLevel
  89243. */
  89244. getLODLevels(): MeshLODLevel[];
  89245. private _sortLODLevels;
  89246. /**
  89247. * Add a mesh as LOD level triggered at the given distance.
  89248. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  89249. * @param distance The distance from the center of the object to show this level
  89250. * @param mesh The mesh to be added as LOD level (can be null)
  89251. * @return This mesh (for chaining)
  89252. */
  89253. addLODLevel(distance: number, mesh: Nullable<Mesh>): Mesh;
  89254. /**
  89255. * Returns the LOD level mesh at the passed distance or null if not found.
  89256. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  89257. * @param distance The distance from the center of the object to show this level
  89258. * @returns a Mesh or `null`
  89259. */
  89260. getLODLevelAtDistance(distance: number): Nullable<Mesh>;
  89261. /**
  89262. * Remove a mesh from the LOD array
  89263. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  89264. * @param mesh defines the mesh to be removed
  89265. * @return This mesh (for chaining)
  89266. */
  89267. removeLODLevel(mesh: Mesh): Mesh;
  89268. /**
  89269. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  89270. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  89271. * @param camera defines the camera to use to compute distance
  89272. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  89273. * @return This mesh (for chaining)
  89274. */
  89275. getLOD(camera: Camera, boundingSphere?: BoundingSphere): Nullable<AbstractMesh>;
  89276. /**
  89277. * Gets the mesh internal Geometry object
  89278. */
  89279. readonly geometry: Nullable<Geometry>;
  89280. /**
  89281. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  89282. * @returns the total number of vertices
  89283. */
  89284. getTotalVertices(): number;
  89285. /**
  89286. * Returns the content of an associated vertex buffer
  89287. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  89288. * - VertexBuffer.PositionKind
  89289. * - VertexBuffer.UVKind
  89290. * - VertexBuffer.UV2Kind
  89291. * - VertexBuffer.UV3Kind
  89292. * - VertexBuffer.UV4Kind
  89293. * - VertexBuffer.UV5Kind
  89294. * - VertexBuffer.UV6Kind
  89295. * - VertexBuffer.ColorKind
  89296. * - VertexBuffer.MatricesIndicesKind
  89297. * - VertexBuffer.MatricesIndicesExtraKind
  89298. * - VertexBuffer.MatricesWeightsKind
  89299. * - VertexBuffer.MatricesWeightsExtraKind
  89300. * @param copyWhenShared defines a boolean indicating that if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one
  89301. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  89302. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  89303. */
  89304. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  89305. /**
  89306. * Returns the mesh VertexBuffer object from the requested `kind`
  89307. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  89308. * - VertexBuffer.PositionKind
  89309. * - VertexBuffer.NormalKind
  89310. * - VertexBuffer.UVKind
  89311. * - VertexBuffer.UV2Kind
  89312. * - VertexBuffer.UV3Kind
  89313. * - VertexBuffer.UV4Kind
  89314. * - VertexBuffer.UV5Kind
  89315. * - VertexBuffer.UV6Kind
  89316. * - VertexBuffer.ColorKind
  89317. * - VertexBuffer.MatricesIndicesKind
  89318. * - VertexBuffer.MatricesIndicesExtraKind
  89319. * - VertexBuffer.MatricesWeightsKind
  89320. * - VertexBuffer.MatricesWeightsExtraKind
  89321. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  89322. */
  89323. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  89324. /**
  89325. * Tests if a specific vertex buffer is associated with this mesh
  89326. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  89327. * - VertexBuffer.PositionKind
  89328. * - VertexBuffer.NormalKind
  89329. * - VertexBuffer.UVKind
  89330. * - VertexBuffer.UV2Kind
  89331. * - VertexBuffer.UV3Kind
  89332. * - VertexBuffer.UV4Kind
  89333. * - VertexBuffer.UV5Kind
  89334. * - VertexBuffer.UV6Kind
  89335. * - VertexBuffer.ColorKind
  89336. * - VertexBuffer.MatricesIndicesKind
  89337. * - VertexBuffer.MatricesIndicesExtraKind
  89338. * - VertexBuffer.MatricesWeightsKind
  89339. * - VertexBuffer.MatricesWeightsExtraKind
  89340. * @returns a boolean
  89341. */
  89342. isVerticesDataPresent(kind: string): boolean;
  89343. /**
  89344. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  89345. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  89346. * - VertexBuffer.PositionKind
  89347. * - VertexBuffer.UVKind
  89348. * - VertexBuffer.UV2Kind
  89349. * - VertexBuffer.UV3Kind
  89350. * - VertexBuffer.UV4Kind
  89351. * - VertexBuffer.UV5Kind
  89352. * - VertexBuffer.UV6Kind
  89353. * - VertexBuffer.ColorKind
  89354. * - VertexBuffer.MatricesIndicesKind
  89355. * - VertexBuffer.MatricesIndicesExtraKind
  89356. * - VertexBuffer.MatricesWeightsKind
  89357. * - VertexBuffer.MatricesWeightsExtraKind
  89358. * @returns a boolean
  89359. */
  89360. isVertexBufferUpdatable(kind: string): boolean;
  89361. /**
  89362. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  89363. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  89364. * - VertexBuffer.PositionKind
  89365. * - VertexBuffer.NormalKind
  89366. * - VertexBuffer.UVKind
  89367. * - VertexBuffer.UV2Kind
  89368. * - VertexBuffer.UV3Kind
  89369. * - VertexBuffer.UV4Kind
  89370. * - VertexBuffer.UV5Kind
  89371. * - VertexBuffer.UV6Kind
  89372. * - VertexBuffer.ColorKind
  89373. * - VertexBuffer.MatricesIndicesKind
  89374. * - VertexBuffer.MatricesIndicesExtraKind
  89375. * - VertexBuffer.MatricesWeightsKind
  89376. * - VertexBuffer.MatricesWeightsExtraKind
  89377. * @returns an array of strings
  89378. */
  89379. getVerticesDataKinds(): string[];
  89380. /**
  89381. * Returns a positive integer : the total number of indices in this mesh geometry.
  89382. * @returns the numner of indices or zero if the mesh has no geometry.
  89383. */
  89384. getTotalIndices(): number;
  89385. /**
  89386. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  89387. * @param copyWhenShared If true (default false) and and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.
  89388. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  89389. * @returns the indices array or an empty array if the mesh has no geometry
  89390. */
  89391. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  89392. readonly isBlocked: boolean;
  89393. /**
  89394. * Determine if the current mesh is ready to be rendered
  89395. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  89396. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  89397. * @returns true if all associated assets are ready (material, textures, shaders)
  89398. */
  89399. isReady(completeCheck?: boolean, forceInstanceSupport?: boolean): boolean;
  89400. /**
  89401. * Gets a boolean indicating if the normals aren't to be recomputed on next mesh `positions` array update. This property is pertinent only for updatable parametric shapes.
  89402. */
  89403. readonly areNormalsFrozen: boolean;
  89404. /**
  89405. * This function affects parametric shapes on vertex position update only : ribbons, tubes, etc. It has no effect at all on other shapes. It prevents the mesh normals from being recomputed on next `positions` array update.
  89406. * @returns the current mesh
  89407. */
  89408. freezeNormals(): Mesh;
  89409. /**
  89410. * This function affects parametric shapes on vertex position update only : ribbons, tubes, etc. It has no effect at all on other shapes. It reactivates the mesh normals computation if it was previously frozen
  89411. * @returns the current mesh
  89412. */
  89413. unfreezeNormals(): Mesh;
  89414. /**
  89415. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  89416. */
  89417. overridenInstanceCount: number;
  89418. /** @hidden */
  89419. _preActivate(): Mesh;
  89420. /** @hidden */
  89421. _preActivateForIntermediateRendering(renderId: number): Mesh;
  89422. /** @hidden */
  89423. _registerInstanceForRenderId(instance: InstancedMesh, renderId: number): Mesh;
  89424. /**
  89425. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  89426. * This means the mesh underlying bounding box and sphere are recomputed.
  89427. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  89428. * @returns the current mesh
  89429. */
  89430. refreshBoundingInfo(applySkeleton?: boolean): Mesh;
  89431. /** @hidden */
  89432. _createGlobalSubMesh(force: boolean): Nullable<SubMesh>;
  89433. /**
  89434. * This function will subdivide the mesh into multiple submeshes
  89435. * @param count defines the expected number of submeshes
  89436. */
  89437. subdivide(count: number): void;
  89438. /**
  89439. * Copy a FloatArray into a specific associated vertex buffer
  89440. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  89441. * - VertexBuffer.PositionKind
  89442. * - VertexBuffer.UVKind
  89443. * - VertexBuffer.UV2Kind
  89444. * - VertexBuffer.UV3Kind
  89445. * - VertexBuffer.UV4Kind
  89446. * - VertexBuffer.UV5Kind
  89447. * - VertexBuffer.UV6Kind
  89448. * - VertexBuffer.ColorKind
  89449. * - VertexBuffer.MatricesIndicesKind
  89450. * - VertexBuffer.MatricesIndicesExtraKind
  89451. * - VertexBuffer.MatricesWeightsKind
  89452. * - VertexBuffer.MatricesWeightsExtraKind
  89453. * @param data defines the data source
  89454. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  89455. * @param stride defines the data stride size (can be null)
  89456. * @returns the current mesh
  89457. */
  89458. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  89459. /**
  89460. * Flags an associated vertex buffer as updatable
  89461. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  89462. * - VertexBuffer.PositionKind
  89463. * - VertexBuffer.UVKind
  89464. * - VertexBuffer.UV2Kind
  89465. * - VertexBuffer.UV3Kind
  89466. * - VertexBuffer.UV4Kind
  89467. * - VertexBuffer.UV5Kind
  89468. * - VertexBuffer.UV6Kind
  89469. * - VertexBuffer.ColorKind
  89470. * - VertexBuffer.MatricesIndicesKind
  89471. * - VertexBuffer.MatricesIndicesExtraKind
  89472. * - VertexBuffer.MatricesWeightsKind
  89473. * - VertexBuffer.MatricesWeightsExtraKind
  89474. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  89475. */
  89476. markVerticesDataAsUpdatable(kind: string, updatable?: boolean): void;
  89477. /**
  89478. * Sets the mesh global Vertex Buffer
  89479. * @param buffer defines the buffer to use
  89480. * @returns the current mesh
  89481. */
  89482. setVerticesBuffer(buffer: VertexBuffer): Mesh;
  89483. /**
  89484. * Update a specific associated vertex buffer
  89485. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  89486. * - VertexBuffer.PositionKind
  89487. * - VertexBuffer.UVKind
  89488. * - VertexBuffer.UV2Kind
  89489. * - VertexBuffer.UV3Kind
  89490. * - VertexBuffer.UV4Kind
  89491. * - VertexBuffer.UV5Kind
  89492. * - VertexBuffer.UV6Kind
  89493. * - VertexBuffer.ColorKind
  89494. * - VertexBuffer.MatricesIndicesKind
  89495. * - VertexBuffer.MatricesIndicesExtraKind
  89496. * - VertexBuffer.MatricesWeightsKind
  89497. * - VertexBuffer.MatricesWeightsExtraKind
  89498. * @param data defines the data source
  89499. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  89500. * @param makeItUnique defines if the geometry associated with the mesh must be cloned to make the change only for this mesh (and not all meshes associated with the same geometry)
  89501. * @returns the current mesh
  89502. */
  89503. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  89504. /**
  89505. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  89506. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  89507. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  89508. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  89509. * @returns the current mesh
  89510. */
  89511. updateMeshPositions(positionFunction: (data: FloatArray) => void, computeNormals?: boolean): Mesh;
  89512. /**
  89513. * Creates a un-shared specific occurence of the geometry for the mesh.
  89514. * @returns the current mesh
  89515. */
  89516. makeGeometryUnique(): Mesh;
  89517. /**
  89518. * Set the index buffer of this mesh
  89519. * @param indices defines the source data
  89520. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  89521. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  89522. * @returns the current mesh
  89523. */
  89524. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): AbstractMesh;
  89525. /**
  89526. * Update the current index buffer
  89527. * @param indices defines the source data
  89528. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  89529. * @param gpuMemoryOnly defines a boolean indicating that only the GPU memory must be updated leaving the CPU version of the indices unchanged (false by default)
  89530. * @returns the current mesh
  89531. */
  89532. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  89533. /**
  89534. * Invert the geometry to move from a right handed system to a left handed one.
  89535. * @returns the current mesh
  89536. */
  89537. toLeftHanded(): Mesh;
  89538. /** @hidden */
  89539. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  89540. /** @hidden */
  89541. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  89542. /**
  89543. * Registers for this mesh a javascript function called just before the rendering process
  89544. * @param func defines the function to call before rendering this mesh
  89545. * @returns the current mesh
  89546. */
  89547. registerBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  89548. /**
  89549. * Disposes a previously registered javascript function called before the rendering
  89550. * @param func defines the function to remove
  89551. * @returns the current mesh
  89552. */
  89553. unregisterBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  89554. /**
  89555. * Registers for this mesh a javascript function called just after the rendering is complete
  89556. * @param func defines the function to call after rendering this mesh
  89557. * @returns the current mesh
  89558. */
  89559. registerAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  89560. /**
  89561. * Disposes a previously registered javascript function called after the rendering.
  89562. * @param func defines the function to remove
  89563. * @returns the current mesh
  89564. */
  89565. unregisterAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  89566. /** @hidden */
  89567. _getInstancesRenderList(subMeshId: number): _InstancesBatch;
  89568. /** @hidden */
  89569. _renderWithInstances(subMesh: SubMesh, fillMode: number, batch: _InstancesBatch, effect: Effect, engine: Engine): Mesh;
  89570. /** @hidden */
  89571. _processRendering(subMesh: SubMesh, effect: Effect, fillMode: number, batch: _InstancesBatch, hardwareInstancedRendering: boolean, onBeforeDraw: (isInstance: boolean, world: Matrix, effectiveMaterial?: Material) => void, effectiveMaterial?: Material): Mesh;
  89572. /** @hidden */
  89573. _rebuild(): void;
  89574. /** @hidden */
  89575. _freeze(): void;
  89576. /** @hidden */
  89577. _unFreeze(): void;
  89578. /**
  89579. * Triggers the draw call for the mesh. Usually, you don't need to call this method by your own because the mesh rendering is handled by the scene rendering manager
  89580. * @param subMesh defines the subMesh to render
  89581. * @param enableAlphaMode defines if alpha mode can be changed
  89582. * @returns the current mesh
  89583. */
  89584. render(subMesh: SubMesh, enableAlphaMode: boolean): Mesh;
  89585. private _onBeforeDraw;
  89586. /**
  89587. * Renormalize the mesh and patch it up if there are no weights
  89588. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  89589. * However in the case of zero weights then we set just a single influence to 1.
  89590. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  89591. */
  89592. cleanMatrixWeights(): void;
  89593. private normalizeSkinFourWeights;
  89594. private normalizeSkinWeightsAndExtra;
  89595. /**
  89596. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  89597. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  89598. * the user know there was an issue with importing the mesh
  89599. * @returns a validation object with skinned, valid and report string
  89600. */
  89601. validateSkinning(): {
  89602. skinned: boolean;
  89603. valid: boolean;
  89604. report: string;
  89605. };
  89606. /** @hidden */
  89607. _checkDelayState(): Mesh;
  89608. private _queueLoad;
  89609. /**
  89610. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  89611. * A mesh is in the frustum if its bounding box intersects the frustum
  89612. * @param frustumPlanes defines the frustum to test
  89613. * @returns true if the mesh is in the frustum planes
  89614. */
  89615. isInFrustum(frustumPlanes: Plane[]): boolean;
  89616. /**
  89617. * Sets the mesh material by the material or multiMaterial `id` property
  89618. * @param id is a string identifying the material or the multiMaterial
  89619. * @returns the current mesh
  89620. */
  89621. setMaterialByID(id: string): Mesh;
  89622. /**
  89623. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  89624. * @returns an array of IAnimatable
  89625. */
  89626. getAnimatables(): IAnimatable[];
  89627. /**
  89628. * Modifies the mesh geometry according to the passed transformation matrix.
  89629. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  89630. * The mesh normals are modified using the same transformation.
  89631. * Note that, under the hood, this method sets a new VertexBuffer each call.
  89632. * @param transform defines the transform matrix to use
  89633. * @see http://doc.babylonjs.com/resources/baking_transformations
  89634. * @returns the current mesh
  89635. */
  89636. bakeTransformIntoVertices(transform: Matrix): Mesh;
  89637. /**
  89638. * Modifies the mesh geometry according to its own current World Matrix.
  89639. * The mesh World Matrix is then reset.
  89640. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  89641. * Note that, under the hood, this method sets a new VertexBuffer each call.
  89642. * @see http://doc.babylonjs.com/resources/baking_transformations
  89643. * @returns the current mesh
  89644. */
  89645. bakeCurrentTransformIntoVertices(): Mesh;
  89646. /** @hidden */
  89647. readonly _positions: Nullable<Vector3[]>;
  89648. /** @hidden */
  89649. _resetPointsArrayCache(): Mesh;
  89650. /** @hidden */
  89651. _generatePointsArray(): boolean;
  89652. /**
  89653. * Returns a new Mesh object generated from the current mesh properties.
  89654. * This method must not get confused with createInstance()
  89655. * @param name is a string, the name given to the new mesh
  89656. * @param newParent can be any Node object (default `null`)
  89657. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  89658. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  89659. * @returns a new mesh
  89660. */
  89661. clone(name?: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean): Nullable<AbstractMesh>;
  89662. /**
  89663. * Releases resources associated with this mesh.
  89664. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  89665. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  89666. */
  89667. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  89668. /**
  89669. * Modifies the mesh geometry according to a displacement map.
  89670. * A displacement map is a colored image. Each pixel color value (actually a gradient computed from red, green, blue values) will give the displacement to apply to each mesh vertex.
  89671. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  89672. * @param url is a string, the URL from the image file is to be downloaded.
  89673. * @param minHeight is the lower limit of the displacement.
  89674. * @param maxHeight is the upper limit of the displacement.
  89675. * @param onSuccess is an optional Javascript function to be called just after the mesh is modified. It is passed the modified mesh and must return nothing.
  89676. * @param uvOffset is an optional vector2 used to offset UV.
  89677. * @param uvScale is an optional vector2 used to scale UV.
  89678. * @param forceUpdate defines whether or not to force an update of the generated buffers. This is useful to apply on a deserialized model for instance.
  89679. * @returns the Mesh.
  89680. */
  89681. applyDisplacementMap(url: string, minHeight: number, maxHeight: number, onSuccess?: (mesh: Mesh) => void, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  89682. /**
  89683. * Modifies the mesh geometry according to a displacementMap buffer.
  89684. * A displacement map is a colored image. Each pixel color value (actually a gradient computed from red, green, blue values) will give the displacement to apply to each mesh vertex.
  89685. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  89686. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  89687. * @param heightMapWidth is the width of the buffer image.
  89688. * @param heightMapHeight is the height of the buffer image.
  89689. * @param minHeight is the lower limit of the displacement.
  89690. * @param maxHeight is the upper limit of the displacement.
  89691. * @param onSuccess is an optional Javascript function to be called just after the mesh is modified. It is passed the modified mesh and must return nothing.
  89692. * @param uvOffset is an optional vector2 used to offset UV.
  89693. * @param uvScale is an optional vector2 used to scale UV.
  89694. * @param forceUpdate defines whether or not to force an update of the generated buffers. This is useful to apply on a deserialized model for instance.
  89695. * @returns the Mesh.
  89696. */
  89697. applyDisplacementMapFromBuffer(buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  89698. /**
  89699. * Modify the mesh to get a flat shading rendering.
  89700. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  89701. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  89702. * @returns current mesh
  89703. */
  89704. convertToFlatShadedMesh(): Mesh;
  89705. /**
  89706. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  89707. * In other words, more vertices, no more indices and a single bigger VBO.
  89708. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  89709. * @returns current mesh
  89710. */
  89711. convertToUnIndexedMesh(): Mesh;
  89712. /**
  89713. * Inverses facet orientations.
  89714. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  89715. * @param flipNormals will also inverts the normals
  89716. * @returns current mesh
  89717. */
  89718. flipFaces(flipNormals?: boolean): Mesh;
  89719. /**
  89720. * Increase the number of facets and hence vertices in a mesh
  89721. * Vertex normals are interpolated from existing vertex normals
  89722. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  89723. * @param numberPerEdge the number of new vertices to add to each edge of a facet, optional default 1
  89724. */
  89725. increaseVertices(numberPerEdge: number): void;
  89726. /**
  89727. * Force adjacent facets to share vertices and remove any facets that have all vertices in a line
  89728. * This will undo any application of covertToFlatShadedMesh
  89729. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  89730. */
  89731. forceSharedVertices(): void;
  89732. /** @hidden */
  89733. static _instancedMeshFactory(name: string, mesh: Mesh): InstancedMesh;
  89734. /** @hidden */
  89735. static _PhysicsImpostorParser(scene: Scene, physicObject: IPhysicsEnabledObject, jsonObject: any): PhysicsImpostor;
  89736. /**
  89737. * Creates a new InstancedMesh object from the mesh model.
  89738. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  89739. * @param name defines the name of the new instance
  89740. * @returns a new InstancedMesh
  89741. */
  89742. createInstance(name: string): InstancedMesh;
  89743. /**
  89744. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  89745. * After this call, all the mesh instances have the same submeshes than the current mesh.
  89746. * @returns the current mesh
  89747. */
  89748. synchronizeInstances(): Mesh;
  89749. /**
  89750. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  89751. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  89752. * This should be used together with the simplification to avoid disappearing triangles.
  89753. * @param successCallback an optional success callback to be called after the optimization finished.
  89754. * @returns the current mesh
  89755. */
  89756. optimizeIndices(successCallback?: (mesh?: Mesh) => void): Mesh;
  89757. /**
  89758. * Serialize current mesh
  89759. * @param serializationObject defines the object which will receive the serialization data
  89760. */
  89761. serialize(serializationObject: any): void;
  89762. /** @hidden */
  89763. _syncGeometryWithMorphTargetManager(): void;
  89764. /** @hidden */
  89765. static _GroundMeshParser: (parsedMesh: any, scene: Scene) => Mesh;
  89766. /**
  89767. * Returns a new Mesh object parsed from the source provided.
  89768. * @param parsedMesh is the source
  89769. * @param scene defines the hosting scene
  89770. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  89771. * @returns a new Mesh
  89772. */
  89773. static Parse(parsedMesh: any, scene: Scene, rootUrl: string): Mesh;
  89774. /**
  89775. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  89776. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  89777. * @param name defines the name of the mesh to create
  89778. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  89779. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  89780. * @param closePath creates a seam between the first and the last points of each path of the path array
  89781. * @param offset is taken in account only if the `pathArray` is containing a single path
  89782. * @param scene defines the hosting scene
  89783. * @param updatable defines if the mesh must be flagged as updatable
  89784. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89785. * @param instance defines an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#ribbon)
  89786. * @returns a new Mesh
  89787. */
  89788. static CreateRibbon(name: string, pathArray: Vector3[][], closeArray: boolean, closePath: boolean, offset: number, scene?: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  89789. /**
  89790. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  89791. * @param name defines the name of the mesh to create
  89792. * @param radius sets the radius size (float) of the polygon (default 0.5)
  89793. * @param tessellation sets the number of polygon sides (positive integer, default 64). So a tessellation valued to 3 will build a triangle, to 4 a square, etc
  89794. * @param scene defines the hosting scene
  89795. * @param updatable defines if the mesh must be flagged as updatable
  89796. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89797. * @returns a new Mesh
  89798. */
  89799. static CreateDisc(name: string, radius: number, tessellation: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  89800. /**
  89801. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  89802. * @param name defines the name of the mesh to create
  89803. * @param size sets the size (float) of each box side (default 1)
  89804. * @param scene defines the hosting scene
  89805. * @param updatable defines if the mesh must be flagged as updatable
  89806. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89807. * @returns a new Mesh
  89808. */
  89809. static CreateBox(name: string, size: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  89810. /**
  89811. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  89812. * @param name defines the name of the mesh to create
  89813. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  89814. * @param diameter sets the diameter size (float) of the sphere (default 1)
  89815. * @param scene defines the hosting scene
  89816. * @param updatable defines if the mesh must be flagged as updatable
  89817. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89818. * @returns a new Mesh
  89819. */
  89820. static CreateSphere(name: string, segments: number, diameter: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  89821. /**
  89822. * Creates a hemisphere mesh. Please consider using the same method from the MeshBuilder class instead
  89823. * @param name defines the name of the mesh to create
  89824. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  89825. * @param diameter sets the diameter size (float) of the sphere (default 1)
  89826. * @param scene defines the hosting scene
  89827. * @returns a new Mesh
  89828. */
  89829. static CreateHemisphere(name: string, segments: number, diameter: number, scene?: Scene): Mesh;
  89830. /**
  89831. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  89832. * @param name defines the name of the mesh to create
  89833. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  89834. * @param diameterTop set the top cap diameter (floats, default 1)
  89835. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  89836. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  89837. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  89838. * @param scene defines the hosting scene
  89839. * @param updatable defines if the mesh must be flagged as updatable
  89840. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89841. * @returns a new Mesh
  89842. */
  89843. static CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene?: Scene, updatable?: any, sideOrientation?: number): Mesh;
  89844. /**
  89845. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  89846. * @param name defines the name of the mesh to create
  89847. * @param diameter sets the diameter size (float) of the torus (default 1)
  89848. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  89849. * @param tessellation sets the number of torus sides (postive integer, default 16)
  89850. * @param scene defines the hosting scene
  89851. * @param updatable defines if the mesh must be flagged as updatable
  89852. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89853. * @returns a new Mesh
  89854. */
  89855. static CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  89856. /**
  89857. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  89858. * @param name defines the name of the mesh to create
  89859. * @param radius sets the global radius size (float) of the torus knot (default 2)
  89860. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  89861. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  89862. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  89863. * @param p the number of windings on X axis (positive integers, default 2)
  89864. * @param q the number of windings on Y axis (positive integers, default 3)
  89865. * @param scene defines the hosting scene
  89866. * @param updatable defines if the mesh must be flagged as updatable
  89867. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89868. * @returns a new Mesh
  89869. */
  89870. static CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  89871. /**
  89872. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  89873. * @param name defines the name of the mesh to create
  89874. * @param points is an array successive Vector3
  89875. * @param scene defines the hosting scene
  89876. * @param updatable defines if the mesh must be flagged as updatable
  89877. * @param instance is an instance of an existing LineMesh object to be updated with the passed `points` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#lines-and-dashedlines).
  89878. * @returns a new Mesh
  89879. */
  89880. static CreateLines(name: string, points: Vector3[], scene?: Nullable<Scene>, updatable?: boolean, instance?: Nullable<LinesMesh>): LinesMesh;
  89881. /**
  89882. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  89883. * @param name defines the name of the mesh to create
  89884. * @param points is an array successive Vector3
  89885. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  89886. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  89887. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  89888. * @param scene defines the hosting scene
  89889. * @param updatable defines if the mesh must be flagged as updatable
  89890. * @param instance is an instance of an existing LineMesh object to be updated with the passed `points` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#lines-and-dashedlines)
  89891. * @returns a new Mesh
  89892. */
  89893. static CreateDashedLines(name: string, points: Vector3[], dashSize: number, gapSize: number, dashNb: number, scene?: Nullable<Scene>, updatable?: boolean, instance?: LinesMesh): LinesMesh;
  89894. /**
  89895. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  89896. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  89897. * The parameter `shape` is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors.
  89898. * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89899. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  89900. * Remember you can only change the shape positions, not their number when updating a polygon.
  89901. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  89902. * @param name defines the name of the mesh to create
  89903. * @param shape is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
  89904. * @param scene defines the hosting scene
  89905. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  89906. * @param updatable defines if the mesh must be flagged as updatable
  89907. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89908. * @param earcutInjection can be used to inject your own earcut reference
  89909. * @returns a new Mesh
  89910. */
  89911. static CreatePolygon(name: string, shape: Vector3[], scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  89912. /**
  89913. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  89914. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  89915. * @param name defines the name of the mesh to create
  89916. * @param shape is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
  89917. * @param depth defines the height of extrusion
  89918. * @param scene defines the hosting scene
  89919. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  89920. * @param updatable defines if the mesh must be flagged as updatable
  89921. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89922. * @param earcutInjection can be used to inject your own earcut reference
  89923. * @returns a new Mesh
  89924. */
  89925. static ExtrudePolygon(name: string, shape: Vector3[], depth: number, scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  89926. /**
  89927. * Creates an extruded shape mesh.
  89928. * The extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters. Please consider using the same method from the MeshBuilder class instead
  89929. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  89930. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  89931. * @param name defines the name of the mesh to create
  89932. * @param shape is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis
  89933. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  89934. * @param scale is the value to scale the shape
  89935. * @param rotation is the angle value to rotate the shape each step (each path point), from the former step (so rotation added each step) along the curve
  89936. * @param cap sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL
  89937. * @param scene defines the hosting scene
  89938. * @param updatable defines if the mesh must be flagged as updatable
  89939. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89940. * @param instance is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#extruded-shape)
  89941. * @returns a new Mesh
  89942. */
  89943. static ExtrudeShape(name: string, shape: Vector3[], path: Vector3[], scale: number, rotation: number, cap: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  89944. /**
  89945. * Creates an custom extruded shape mesh.
  89946. * The custom extrusion is a parametric shape.
  89947. * It has no predefined shape. Its final shape will depend on the input parameters.
  89948. * Please consider using the same method from the MeshBuilder class instead
  89949. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  89950. * @param name defines the name of the mesh to create
  89951. * @param shape is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis
  89952. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  89953. * @param scaleFunction is a custom Javascript function called on each path point
  89954. * @param rotationFunction is a custom Javascript function called on each path point
  89955. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  89956. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  89957. * @param cap sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL
  89958. * @param scene defines the hosting scene
  89959. * @param updatable defines if the mesh must be flagged as updatable
  89960. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89961. * @param instance is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters (http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape)
  89962. * @returns a new Mesh
  89963. */
  89964. static ExtrudeShapeCustom(name: string, shape: Vector3[], path: Vector3[], scaleFunction: Function, rotationFunction: Function, ribbonCloseArray: boolean, ribbonClosePath: boolean, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  89965. /**
  89966. * Creates lathe mesh.
  89967. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  89968. * Please consider using the same method from the MeshBuilder class instead
  89969. * @param name defines the name of the mesh to create
  89970. * @param shape is a required array of successive Vector3. This array depicts the shape to be rotated in its local space : the shape must be designed in the xOy plane and will be rotated around the Y axis. It's usually a 2D shape, so the Vector3 z coordinates are often set to zero
  89971. * @param radius is the radius value of the lathe
  89972. * @param tessellation is the side number of the lathe.
  89973. * @param scene defines the hosting scene
  89974. * @param updatable defines if the mesh must be flagged as updatable
  89975. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89976. * @returns a new Mesh
  89977. */
  89978. static CreateLathe(name: string, shape: Vector3[], radius: number, tessellation: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  89979. /**
  89980. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  89981. * @param name defines the name of the mesh to create
  89982. * @param size sets the size (float) of both sides of the plane at once (default 1)
  89983. * @param scene defines the hosting scene
  89984. * @param updatable defines if the mesh must be flagged as updatable
  89985. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89986. * @returns a new Mesh
  89987. */
  89988. static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  89989. /**
  89990. * Creates a ground mesh.
  89991. * Please consider using the same method from the MeshBuilder class instead
  89992. * @param name defines the name of the mesh to create
  89993. * @param width set the width of the ground
  89994. * @param height set the height of the ground
  89995. * @param subdivisions sets the number of subdivisions per side
  89996. * @param scene defines the hosting scene
  89997. * @param updatable defines if the mesh must be flagged as updatable
  89998. * @returns a new Mesh
  89999. */
  90000. static CreateGround(name: string, width: number, height: number, subdivisions: number, scene?: Scene, updatable?: boolean): Mesh;
  90001. /**
  90002. * Creates a tiled ground mesh.
  90003. * Please consider using the same method from the MeshBuilder class instead
  90004. * @param name defines the name of the mesh to create
  90005. * @param xmin set the ground minimum X coordinate
  90006. * @param zmin set the ground minimum Y coordinate
  90007. * @param xmax set the ground maximum X coordinate
  90008. * @param zmax set the ground maximum Z coordinate
  90009. * @param subdivisions is an object `{w: positive integer, h: positive integer}` (default `{w: 6, h: 6}`). `w` and `h` are the numbers of subdivisions on the ground width and height. Each subdivision is called a tile
  90010. * @param precision is an object `{w: positive integer, h: positive integer}` (default `{w: 2, h: 2}`). `w` and `h` are the numbers of subdivisions on the ground width and height of each tile
  90011. * @param scene defines the hosting scene
  90012. * @param updatable defines if the mesh must be flagged as updatable
  90013. * @returns a new Mesh
  90014. */
  90015. static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  90016. w: number;
  90017. h: number;
  90018. }, precision: {
  90019. w: number;
  90020. h: number;
  90021. }, scene: Scene, updatable?: boolean): Mesh;
  90022. /**
  90023. * Creates a ground mesh from a height map.
  90024. * Please consider using the same method from the MeshBuilder class instead
  90025. * @see http://doc.babylonjs.com/babylon101/height_map
  90026. * @param name defines the name of the mesh to create
  90027. * @param url sets the URL of the height map image resource
  90028. * @param width set the ground width size
  90029. * @param height set the ground height size
  90030. * @param subdivisions sets the number of subdivision per side
  90031. * @param minHeight is the minimum altitude on the ground
  90032. * @param maxHeight is the maximum altitude on the ground
  90033. * @param scene defines the hosting scene
  90034. * @param updatable defines if the mesh must be flagged as updatable
  90035. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  90036. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  90037. * @returns a new Mesh
  90038. */
  90039. static CreateGroundFromHeightMap(name: string, url: string, width: number, height: number, subdivisions: number, minHeight: number, maxHeight: number, scene: Scene, updatable?: boolean, onReady?: (mesh: GroundMesh) => void, alphaFilter?: number): GroundMesh;
  90040. /**
  90041. * Creates a tube mesh.
  90042. * The tube is a parametric shape.
  90043. * It has no predefined shape. Its final shape will depend on the input parameters.
  90044. * Please consider using the same method from the MeshBuilder class instead
  90045. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  90046. * @param name defines the name of the mesh to create
  90047. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  90048. * @param radius sets the tube radius size
  90049. * @param tessellation is the number of sides on the tubular surface
  90050. * @param radiusFunction is a custom function. If it is not null, it overwrittes the parameter `radius`. This function is called on each point of the tube path and is passed the index `i` of the i-th point and the distance of this point from the first point of the path
  90051. * @param cap sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL
  90052. * @param scene defines the hosting scene
  90053. * @param updatable defines if the mesh must be flagged as updatable
  90054. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  90055. * @param instance is an instance of an existing Tube object to be updated with the passed `pathArray` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#tube)
  90056. * @returns a new Mesh
  90057. */
  90058. static CreateTube(name: string, path: Vector3[], radius: number, tessellation: number, radiusFunction: {
  90059. (i: number, distance: number): number;
  90060. }, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  90061. /**
  90062. * Creates a polyhedron mesh.
  90063. * Please consider using the same method from the MeshBuilder class instead.
  90064. * * The parameter `type` (positive integer, max 14, default 0) sets the polyhedron type to build among the 15 embbeded types. Please refer to the type sheet in the tutorial to choose the wanted type
  90065. * * The parameter `size` (positive float, default 1) sets the polygon size
  90066. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  90067. * * You can build other polyhedron types than the 15 embbeded ones by setting the parameter `custom` (`polyhedronObject`, default null). If you set the parameter `custom`, this overwrittes the parameter `type`
  90068. * * A `polyhedronObject` is a formatted javascript object. You'll find a full file with pre-set polyhedra here : https://github.com/BabylonJS/Extensions/tree/master/Polyhedron
  90069. * * You can set the color and the UV of each side of the polyhedron with the parameters `faceColors` (Color4, default `(1, 1, 1, 1)`) and faceUV (Vector4, default `(0, 0, 1, 1)`)
  90070. * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  90071. * * The parameter `flat` (boolean, default true). If set to false, it gives the polyhedron a single global face, so less vertices and shared normals. In this case, `faceColors` and `faceUV` are ignored
  90072. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90073. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  90074. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  90075. * @param name defines the name of the mesh to create
  90076. * @param options defines the options used to create the mesh
  90077. * @param scene defines the hosting scene
  90078. * @returns a new Mesh
  90079. */
  90080. static CreatePolyhedron(name: string, options: {
  90081. type?: number;
  90082. size?: number;
  90083. sizeX?: number;
  90084. sizeY?: number;
  90085. sizeZ?: number;
  90086. custom?: any;
  90087. faceUV?: Vector4[];
  90088. faceColors?: Color4[];
  90089. updatable?: boolean;
  90090. sideOrientation?: number;
  90091. }, scene: Scene): Mesh;
  90092. /**
  90093. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  90094. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  90095. * * You can set some different icosphere dimensions, for instance to build an ellipsoid, by using the parameters `radiusX`, `radiusY` and `radiusZ` (all by default have the same value than `radius`)
  90096. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  90097. * * The parameter `flat` (boolean, default true) gives each side its own normals. Set it to false to get a smooth continuous light reflection on the surface
  90098. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90099. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  90100. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  90101. * @param name defines the name of the mesh
  90102. * @param options defines the options used to create the mesh
  90103. * @param scene defines the hosting scene
  90104. * @returns a new Mesh
  90105. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  90106. */
  90107. static CreateIcoSphere(name: string, options: {
  90108. radius?: number;
  90109. flat?: boolean;
  90110. subdivisions?: number;
  90111. sideOrientation?: number;
  90112. updatable?: boolean;
  90113. }, scene: Scene): Mesh;
  90114. /**
  90115. * Creates a decal mesh.
  90116. * Please consider using the same method from the MeshBuilder class instead.
  90117. * A decal is a mesh usually applied as a model onto the surface of another mesh
  90118. * @param name defines the name of the mesh
  90119. * @param sourceMesh defines the mesh receiving the decal
  90120. * @param position sets the position of the decal in world coordinates
  90121. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  90122. * @param size sets the decal scaling
  90123. * @param angle sets the angle to rotate the decal
  90124. * @returns a new Mesh
  90125. */
  90126. static CreateDecal(name: string, sourceMesh: AbstractMesh, position: Vector3, normal: Vector3, size: Vector3, angle: number): Mesh;
  90127. /**
  90128. * Prepare internal position array for software CPU skinning
  90129. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  90130. */
  90131. setPositionsForCPUSkinning(): Float32Array;
  90132. /**
  90133. * Prepare internal normal array for software CPU skinning
  90134. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  90135. */
  90136. setNormalsForCPUSkinning(): Float32Array;
  90137. /**
  90138. * Updates the vertex buffer by applying transformation from the bones
  90139. * @param skeleton defines the skeleton to apply to current mesh
  90140. * @returns the current mesh
  90141. */
  90142. applySkeleton(skeleton: Skeleton): Mesh;
  90143. /**
  90144. * Returns an object containing a min and max Vector3 which are the minimum and maximum vectors of each mesh bounding box from the passed array, in the world coordinates
  90145. * @param meshes defines the list of meshes to scan
  90146. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  90147. */
  90148. static MinMax(meshes: AbstractMesh[]): {
  90149. min: Vector3;
  90150. max: Vector3;
  90151. };
  90152. /**
  90153. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  90154. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  90155. * @returns a vector3
  90156. */
  90157. static Center(meshesOrMinMaxVector: {
  90158. min: Vector3;
  90159. max: Vector3;
  90160. } | AbstractMesh[]): Vector3;
  90161. /**
  90162. * Merge the array of meshes into a single mesh for performance reasons.
  90163. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  90164. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  90165. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  90166. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  90167. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  90168. * @param multiMultiMaterials when true (false default), subdivide mesh and accept multiple multi materials, ignores subdivideWithSubMeshes.
  90169. * @returns a new mesh
  90170. */
  90171. static MergeMeshes(meshes: Array<Mesh>, disposeSource?: boolean, allow32BitsIndices?: boolean, meshSubclass?: Mesh, subdivideWithSubMeshes?: boolean, multiMultiMaterials?: boolean): Nullable<Mesh>;
  90172. /** @hidden */
  90173. addInstance(instance: InstancedMesh): void;
  90174. /** @hidden */
  90175. removeInstance(instance: InstancedMesh): void;
  90176. }
  90177. }
  90178. declare module BABYLON {
  90179. /**
  90180. * This is the base class of all the camera used in the application.
  90181. * @see http://doc.babylonjs.com/features/cameras
  90182. */
  90183. export class Camera extends Node {
  90184. /** @hidden */
  90185. static _createDefaultParsedCamera: (name: string, scene: Scene) => Camera;
  90186. /**
  90187. * This is the default projection mode used by the cameras.
  90188. * It helps recreating a feeling of perspective and better appreciate depth.
  90189. * This is the best way to simulate real life cameras.
  90190. */
  90191. static readonly PERSPECTIVE_CAMERA: number;
  90192. /**
  90193. * This helps creating camera with an orthographic mode.
  90194. * Orthographic is commonly used in engineering as a means to produce object specifications that communicate dimensions unambiguously, each line of 1 unit length (cm, meter..whatever) will appear to have the same length everywhere on the drawing. This allows the drafter to dimension only a subset of lines and let the reader know that other lines of that length on the drawing are also that length in reality. Every parallel line in the drawing is also parallel in the object.
  90195. */
  90196. static readonly ORTHOGRAPHIC_CAMERA: number;
  90197. /**
  90198. * This is the default FOV mode for perspective cameras.
  90199. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  90200. */
  90201. static readonly FOVMODE_VERTICAL_FIXED: number;
  90202. /**
  90203. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  90204. */
  90205. static readonly FOVMODE_HORIZONTAL_FIXED: number;
  90206. /**
  90207. * This specifies ther is no need for a camera rig.
  90208. * Basically only one eye is rendered corresponding to the camera.
  90209. */
  90210. static readonly RIG_MODE_NONE: number;
  90211. /**
  90212. * Simulates a camera Rig with one blue eye and one red eye.
  90213. * This can be use with 3d blue and red glasses.
  90214. */
  90215. static readonly RIG_MODE_STEREOSCOPIC_ANAGLYPH: number;
  90216. /**
  90217. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  90218. */
  90219. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL: number;
  90220. /**
  90221. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  90222. */
  90223. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED: number;
  90224. /**
  90225. * Defines that both eyes of the camera will be rendered over under each other.
  90226. */
  90227. static readonly RIG_MODE_STEREOSCOPIC_OVERUNDER: number;
  90228. /**
  90229. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  90230. */
  90231. static readonly RIG_MODE_VR: number;
  90232. /**
  90233. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  90234. */
  90235. static readonly RIG_MODE_WEBVR: number;
  90236. /**
  90237. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  90238. */
  90239. static readonly RIG_MODE_CUSTOM: number;
  90240. /**
  90241. * Defines if by default attaching controls should prevent the default javascript event to continue.
  90242. */
  90243. static ForceAttachControlToAlwaysPreventDefault: boolean;
  90244. /**
  90245. * Define the input manager associated with the camera.
  90246. */
  90247. inputs: CameraInputsManager<Camera>;
  90248. /** @hidden */
  90249. _position: Vector3;
  90250. /**
  90251. * Define the current local position of the camera in the scene
  90252. */
  90253. position: Vector3;
  90254. /**
  90255. * The vector the camera should consider as up.
  90256. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  90257. */
  90258. upVector: Vector3;
  90259. /**
  90260. * Define the current limit on the left side for an orthographic camera
  90261. * In scene unit
  90262. */
  90263. orthoLeft: Nullable<number>;
  90264. /**
  90265. * Define the current limit on the right side for an orthographic camera
  90266. * In scene unit
  90267. */
  90268. orthoRight: Nullable<number>;
  90269. /**
  90270. * Define the current limit on the bottom side for an orthographic camera
  90271. * In scene unit
  90272. */
  90273. orthoBottom: Nullable<number>;
  90274. /**
  90275. * Define the current limit on the top side for an orthographic camera
  90276. * In scene unit
  90277. */
  90278. orthoTop: Nullable<number>;
  90279. /**
  90280. * Field Of View is set in Radians. (default is 0.8)
  90281. */
  90282. fov: number;
  90283. /**
  90284. * Define the minimum distance the camera can see from.
  90285. * This is important to note that the depth buffer are not infinite and the closer it starts
  90286. * the more your scene might encounter depth fighting issue.
  90287. */
  90288. minZ: number;
  90289. /**
  90290. * Define the maximum distance the camera can see to.
  90291. * This is important to note that the depth buffer are not infinite and the further it end
  90292. * the more your scene might encounter depth fighting issue.
  90293. */
  90294. maxZ: number;
  90295. /**
  90296. * Define the default inertia of the camera.
  90297. * This helps giving a smooth feeling to the camera movement.
  90298. */
  90299. inertia: number;
  90300. /**
  90301. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.ORTHOGRAPHIC_CAMERA)
  90302. */
  90303. mode: number;
  90304. /**
  90305. * Define wether the camera is intermediate.
  90306. * This is useful to not present the output directly to the screen in case of rig without post process for instance
  90307. */
  90308. isIntermediate: boolean;
  90309. /**
  90310. * Define the viewport of the camera.
  90311. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  90312. */
  90313. viewport: Viewport;
  90314. /**
  90315. * Restricts the camera to viewing objects with the same layerMask.
  90316. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  90317. */
  90318. layerMask: number;
  90319. /**
  90320. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  90321. */
  90322. fovMode: number;
  90323. /**
  90324. * Rig mode of the camera.
  90325. * This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  90326. * This is normally controlled byt the camera themselves as internal use.
  90327. */
  90328. cameraRigMode: number;
  90329. /**
  90330. * Defines the distance between both "eyes" in case of a RIG
  90331. */
  90332. interaxialDistance: number;
  90333. /**
  90334. * Defines if stereoscopic rendering is done side by side or over under.
  90335. */
  90336. isStereoscopicSideBySide: boolean;
  90337. /**
  90338. * Defines the list of custom render target which are rendered to and then used as the input to this camera's render. Eg. display another camera view on a TV in the main scene
  90339. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  90340. * else in the scene. (Eg. security camera)
  90341. *
  90342. * To change the final output target of the camera, camera.outputRenderTarget should be used instead (eg. webXR renders to a render target corrisponding to an HMD)
  90343. */
  90344. customRenderTargets: RenderTargetTexture[];
  90345. /**
  90346. * When set, the camera will render to this render target instead of the default canvas
  90347. *
  90348. * If the desire is to use the output of a camera as a texture in the scene consider using camera.customRenderTargets instead
  90349. */
  90350. outputRenderTarget: Nullable<RenderTargetTexture>;
  90351. /**
  90352. * Observable triggered when the camera view matrix has changed.
  90353. */
  90354. onViewMatrixChangedObservable: Observable<Camera>;
  90355. /**
  90356. * Observable triggered when the camera Projection matrix has changed.
  90357. */
  90358. onProjectionMatrixChangedObservable: Observable<Camera>;
  90359. /**
  90360. * Observable triggered when the inputs have been processed.
  90361. */
  90362. onAfterCheckInputsObservable: Observable<Camera>;
  90363. /**
  90364. * Observable triggered when reset has been called and applied to the camera.
  90365. */
  90366. onRestoreStateObservable: Observable<Camera>;
  90367. /** @hidden */
  90368. _cameraRigParams: any;
  90369. /** @hidden */
  90370. _rigCameras: Camera[];
  90371. /** @hidden */
  90372. _rigPostProcess: Nullable<PostProcess>;
  90373. protected _webvrViewMatrix: Matrix;
  90374. /** @hidden */
  90375. _skipRendering: boolean;
  90376. /** @hidden */
  90377. _projectionMatrix: Matrix;
  90378. /** @hidden */
  90379. _postProcesses: Nullable<PostProcess>[];
  90380. /** @hidden */
  90381. _activeMeshes: SmartArray<AbstractMesh>;
  90382. protected _globalPosition: Vector3;
  90383. /** @hidden */
  90384. _computedViewMatrix: Matrix;
  90385. private _doNotComputeProjectionMatrix;
  90386. private _transformMatrix;
  90387. private _frustumPlanes;
  90388. private _refreshFrustumPlanes;
  90389. private _storedFov;
  90390. private _stateStored;
  90391. /**
  90392. * Instantiates a new camera object.
  90393. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  90394. * @see http://doc.babylonjs.com/features/cameras
  90395. * @param name Defines the name of the camera in the scene
  90396. * @param position Defines the position of the camera
  90397. * @param scene Defines the scene the camera belongs too
  90398. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  90399. */
  90400. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  90401. /**
  90402. * Store current camera state (fov, position, etc..)
  90403. * @returns the camera
  90404. */
  90405. storeState(): Camera;
  90406. /**
  90407. * Restores the camera state values if it has been stored. You must call storeState() first
  90408. */
  90409. protected _restoreStateValues(): boolean;
  90410. /**
  90411. * Restored camera state. You must call storeState() first.
  90412. * @returns true if restored and false otherwise
  90413. */
  90414. restoreState(): boolean;
  90415. /**
  90416. * Gets the class name of the camera.
  90417. * @returns the class name
  90418. */
  90419. getClassName(): string;
  90420. /** @hidden */
  90421. readonly _isCamera: boolean;
  90422. /**
  90423. * Gets a string representation of the camera useful for debug purpose.
  90424. * @param fullDetails Defines that a more verboe level of logging is required
  90425. * @returns the string representation
  90426. */
  90427. toString(fullDetails?: boolean): string;
  90428. /**
  90429. * Gets the current world space position of the camera.
  90430. */
  90431. readonly globalPosition: Vector3;
  90432. /**
  90433. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  90434. * @returns the active meshe list
  90435. */
  90436. getActiveMeshes(): SmartArray<AbstractMesh>;
  90437. /**
  90438. * Check wether a mesh is part of the current active mesh list of the camera
  90439. * @param mesh Defines the mesh to check
  90440. * @returns true if active, false otherwise
  90441. */
  90442. isActiveMesh(mesh: Mesh): boolean;
  90443. /**
  90444. * Is this camera ready to be used/rendered
  90445. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  90446. * @return true if the camera is ready
  90447. */
  90448. isReady(completeCheck?: boolean): boolean;
  90449. /** @hidden */
  90450. _initCache(): void;
  90451. /** @hidden */
  90452. _updateCache(ignoreParentClass?: boolean): void;
  90453. /** @hidden */
  90454. _isSynchronized(): boolean;
  90455. /** @hidden */
  90456. _isSynchronizedViewMatrix(): boolean;
  90457. /** @hidden */
  90458. _isSynchronizedProjectionMatrix(): boolean;
  90459. /**
  90460. * Attach the input controls to a specific dom element to get the input from.
  90461. * @param element Defines the element the controls should be listened from
  90462. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  90463. */
  90464. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  90465. /**
  90466. * Detach the current controls from the specified dom element.
  90467. * @param element Defines the element to stop listening the inputs from
  90468. */
  90469. detachControl(element: HTMLElement): void;
  90470. /**
  90471. * Update the camera state according to the different inputs gathered during the frame.
  90472. */
  90473. update(): void;
  90474. /** @hidden */
  90475. _checkInputs(): void;
  90476. /** @hidden */
  90477. readonly rigCameras: Camera[];
  90478. /**
  90479. * Gets the post process used by the rig cameras
  90480. */
  90481. readonly rigPostProcess: Nullable<PostProcess>;
  90482. /**
  90483. * Internal, gets the first post proces.
  90484. * @returns the first post process to be run on this camera.
  90485. */
  90486. _getFirstPostProcess(): Nullable<PostProcess>;
  90487. private _cascadePostProcessesToRigCams;
  90488. /**
  90489. * Attach a post process to the camera.
  90490. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  90491. * @param postProcess The post process to attach to the camera
  90492. * @param insertAt The position of the post process in case several of them are in use in the scene
  90493. * @returns the position the post process has been inserted at
  90494. */
  90495. attachPostProcess(postProcess: PostProcess, insertAt?: Nullable<number>): number;
  90496. /**
  90497. * Detach a post process to the camera.
  90498. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  90499. * @param postProcess The post process to detach from the camera
  90500. */
  90501. detachPostProcess(postProcess: PostProcess): void;
  90502. /**
  90503. * Gets the current world matrix of the camera
  90504. */
  90505. getWorldMatrix(): Matrix;
  90506. /** @hidden */
  90507. _getViewMatrix(): Matrix;
  90508. /**
  90509. * Gets the current view matrix of the camera.
  90510. * @param force forces the camera to recompute the matrix without looking at the cached state
  90511. * @returns the view matrix
  90512. */
  90513. getViewMatrix(force?: boolean): Matrix;
  90514. /**
  90515. * Freeze the projection matrix.
  90516. * It will prevent the cache check of the camera projection compute and can speed up perf
  90517. * if no parameter of the camera are meant to change
  90518. * @param projection Defines manually a projection if necessary
  90519. */
  90520. freezeProjectionMatrix(projection?: Matrix): void;
  90521. /**
  90522. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  90523. */
  90524. unfreezeProjectionMatrix(): void;
  90525. /**
  90526. * Gets the current projection matrix of the camera.
  90527. * @param force forces the camera to recompute the matrix without looking at the cached state
  90528. * @returns the projection matrix
  90529. */
  90530. getProjectionMatrix(force?: boolean): Matrix;
  90531. /**
  90532. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  90533. * @returns a Matrix
  90534. */
  90535. getTransformationMatrix(): Matrix;
  90536. private _updateFrustumPlanes;
  90537. /**
  90538. * Checks if a cullable object (mesh...) is in the camera frustum
  90539. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  90540. * @param target The object to check
  90541. * @param checkRigCameras If the rig cameras should be checked (eg. with webVR camera both eyes should be checked) (Default: false)
  90542. * @returns true if the object is in frustum otherwise false
  90543. */
  90544. isInFrustum(target: ICullable, checkRigCameras?: boolean): boolean;
  90545. /**
  90546. * Checks if a cullable object (mesh...) is in the camera frustum
  90547. * Unlike isInFrustum this cheks the full bounding box
  90548. * @param target The object to check
  90549. * @returns true if the object is in frustum otherwise false
  90550. */
  90551. isCompletelyInFrustum(target: ICullable): boolean;
  90552. /**
  90553. * Gets a ray in the forward direction from the camera.
  90554. * @param length Defines the length of the ray to create
  90555. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  90556. * @param origin Defines the start point of the ray which defaults to the camera position
  90557. * @returns the forward ray
  90558. */
  90559. getForwardRay(length?: number, transform?: Matrix, origin?: Vector3): Ray;
  90560. /**
  90561. * Releases resources associated with this node.
  90562. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  90563. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  90564. */
  90565. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  90566. /** @hidden */
  90567. _isLeftCamera: boolean;
  90568. /**
  90569. * Gets the left camera of a rig setup in case of Rigged Camera
  90570. */
  90571. readonly isLeftCamera: boolean;
  90572. /** @hidden */
  90573. _isRightCamera: boolean;
  90574. /**
  90575. * Gets the right camera of a rig setup in case of Rigged Camera
  90576. */
  90577. readonly isRightCamera: boolean;
  90578. /**
  90579. * Gets the left camera of a rig setup in case of Rigged Camera
  90580. */
  90581. readonly leftCamera: Nullable<FreeCamera>;
  90582. /**
  90583. * Gets the right camera of a rig setup in case of Rigged Camera
  90584. */
  90585. readonly rightCamera: Nullable<FreeCamera>;
  90586. /**
  90587. * Gets the left camera target of a rig setup in case of Rigged Camera
  90588. * @returns the target position
  90589. */
  90590. getLeftTarget(): Nullable<Vector3>;
  90591. /**
  90592. * Gets the right camera target of a rig setup in case of Rigged Camera
  90593. * @returns the target position
  90594. */
  90595. getRightTarget(): Nullable<Vector3>;
  90596. /**
  90597. * @hidden
  90598. */
  90599. setCameraRigMode(mode: number, rigParams: any): void;
  90600. /** @hidden */
  90601. static _setStereoscopicRigMode(camera: Camera): void;
  90602. /** @hidden */
  90603. static _setStereoscopicAnaglyphRigMode(camera: Camera): void;
  90604. /** @hidden */
  90605. static _setVRRigMode(camera: Camera, rigParams: any): void;
  90606. /** @hidden */
  90607. static _setWebVRRigMode(camera: Camera, rigParams: any): void;
  90608. /** @hidden */
  90609. _getVRProjectionMatrix(): Matrix;
  90610. protected _updateCameraRotationMatrix(): void;
  90611. protected _updateWebVRCameraRotationMatrix(): void;
  90612. /**
  90613. * This function MUST be overwritten by the different WebVR cameras available.
  90614. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  90615. * @hidden
  90616. */
  90617. _getWebVRProjectionMatrix(): Matrix;
  90618. /**
  90619. * This function MUST be overwritten by the different WebVR cameras available.
  90620. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  90621. * @hidden
  90622. */
  90623. _getWebVRViewMatrix(): Matrix;
  90624. /** @hidden */
  90625. setCameraRigParameter(name: string, value: any): void;
  90626. /**
  90627. * needs to be overridden by children so sub has required properties to be copied
  90628. * @hidden
  90629. */
  90630. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  90631. /**
  90632. * May need to be overridden by children
  90633. * @hidden
  90634. */
  90635. _updateRigCameras(): void;
  90636. /** @hidden */
  90637. _setupInputs(): void;
  90638. /**
  90639. * Serialiaze the camera setup to a json represention
  90640. * @returns the JSON representation
  90641. */
  90642. serialize(): any;
  90643. /**
  90644. * Clones the current camera.
  90645. * @param name The cloned camera name
  90646. * @returns the cloned camera
  90647. */
  90648. clone(name: string): Camera;
  90649. /**
  90650. * Gets the direction of the camera relative to a given local axis.
  90651. * @param localAxis Defines the reference axis to provide a relative direction.
  90652. * @return the direction
  90653. */
  90654. getDirection(localAxis: Vector3): Vector3;
  90655. /**
  90656. * Returns the current camera absolute rotation
  90657. */
  90658. readonly absoluteRotation: Quaternion;
  90659. /**
  90660. * Gets the direction of the camera relative to a given local axis into a passed vector.
  90661. * @param localAxis Defines the reference axis to provide a relative direction.
  90662. * @param result Defines the vector to store the result in
  90663. */
  90664. getDirectionToRef(localAxis: Vector3, result: Vector3): void;
  90665. /**
  90666. * Gets a camera constructor for a given camera type
  90667. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  90668. * @param name The name of the camera the result will be able to instantiate
  90669. * @param scene The scene the result will construct the camera in
  90670. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  90671. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  90672. * @returns a factory method to construc the camera
  90673. */
  90674. static GetConstructorFromName(type: string, name: string, scene: Scene, interaxial_distance?: number, isStereoscopicSideBySide?: boolean): () => Camera;
  90675. /**
  90676. * Compute the world matrix of the camera.
  90677. * @returns the camera workd matrix
  90678. */
  90679. computeWorldMatrix(): Matrix;
  90680. /**
  90681. * Parse a JSON and creates the camera from the parsed information
  90682. * @param parsedCamera The JSON to parse
  90683. * @param scene The scene to instantiate the camera in
  90684. * @returns the newly constructed camera
  90685. */
  90686. static Parse(parsedCamera: any, scene: Scene): Camera;
  90687. }
  90688. }
  90689. declare module BABYLON {
  90690. /**
  90691. * Class containing static functions to help procedurally build meshes
  90692. */
  90693. export class DiscBuilder {
  90694. /**
  90695. * Creates a plane polygonal mesh. By default, this is a disc
  90696. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  90697. * * The parameter `tessellation` sets the number of polygon sides (positive integer, default 64). So a tessellation valued to 3 will build a triangle, to 4 a square, etc
  90698. * * You can create an unclosed polygon with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference : 2 x PI x ratio
  90699. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  90700. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  90701. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  90702. * @param name defines the name of the mesh
  90703. * @param options defines the options used to create the mesh
  90704. * @param scene defines the hosting scene
  90705. * @returns the plane polygonal mesh
  90706. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  90707. */
  90708. static CreateDisc(name: string, options: {
  90709. radius?: number;
  90710. tessellation?: number;
  90711. arc?: number;
  90712. updatable?: boolean;
  90713. sideOrientation?: number;
  90714. frontUVs?: Vector4;
  90715. backUVs?: Vector4;
  90716. }, scene?: Nullable<Scene>): Mesh;
  90717. }
  90718. }
  90719. declare module BABYLON {
  90720. /**
  90721. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  90722. *As it is just a mesh, the SPS has all the same properties than any other BJS mesh : not more, not less. It can be scaled, rotated, translated, enlighted, textured, moved, etc.
  90723. * The SPS is also a particle system. It provides some methods to manage the particles.
  90724. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  90725. *
  90726. * Full documentation here : http://doc.babylonjs.com/how_to/Solid_Particle_System
  90727. */
  90728. export class SolidParticleSystem implements IDisposable {
  90729. /**
  90730. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  90731. * Example : var p = SPS.particles[i];
  90732. */
  90733. particles: SolidParticle[];
  90734. /**
  90735. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  90736. */
  90737. nbParticles: number;
  90738. /**
  90739. * If the particles must ever face the camera (default false). Useful for planar particles.
  90740. */
  90741. billboard: boolean;
  90742. /**
  90743. * Recompute normals when adding a shape
  90744. */
  90745. recomputeNormals: boolean;
  90746. /**
  90747. * This a counter ofr your own usage. It's not set by any SPS functions.
  90748. */
  90749. counter: number;
  90750. /**
  90751. * The SPS name. This name is also given to the underlying mesh.
  90752. */
  90753. name: string;
  90754. /**
  90755. * The SPS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  90756. */
  90757. mesh: Mesh;
  90758. /**
  90759. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  90760. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#garbage-collector-concerns
  90761. */
  90762. vars: any;
  90763. /**
  90764. * This array is populated when the SPS is set as 'pickable'.
  90765. * Each key of this array is a `faceId` value that you can get from a pickResult object.
  90766. * Each element of this array is an object `{idx: int, faceId: int}`.
  90767. * `idx` is the picked particle index in the `SPS.particles` array
  90768. * `faceId` is the picked face index counted within this particle.
  90769. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#pickable-particles
  90770. */
  90771. pickedParticles: {
  90772. idx: number;
  90773. faceId: number;
  90774. }[];
  90775. /**
  90776. * This array is populated when `enableDepthSort` is set to true.
  90777. * Each element of this array is an instance of the class DepthSortedParticle.
  90778. */
  90779. depthSortedParticles: DepthSortedParticle[];
  90780. /**
  90781. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  90782. * @hidden
  90783. */
  90784. _bSphereOnly: boolean;
  90785. /**
  90786. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  90787. * @hidden
  90788. */
  90789. _bSphereRadiusFactor: number;
  90790. private _scene;
  90791. private _positions;
  90792. private _indices;
  90793. private _normals;
  90794. private _colors;
  90795. private _uvs;
  90796. private _indices32;
  90797. private _positions32;
  90798. private _normals32;
  90799. private _fixedNormal32;
  90800. private _colors32;
  90801. private _uvs32;
  90802. private _index;
  90803. private _updatable;
  90804. private _pickable;
  90805. private _isVisibilityBoxLocked;
  90806. private _alwaysVisible;
  90807. private _depthSort;
  90808. private _shapeCounter;
  90809. private _copy;
  90810. private _color;
  90811. private _computeParticleColor;
  90812. private _computeParticleTexture;
  90813. private _computeParticleRotation;
  90814. private _computeParticleVertex;
  90815. private _computeBoundingBox;
  90816. private _depthSortParticles;
  90817. private _camera;
  90818. private _mustUnrotateFixedNormals;
  90819. private _particlesIntersect;
  90820. private _needs32Bits;
  90821. /**
  90822. * Creates a SPS (Solid Particle System) object.
  90823. * @param name (String) is the SPS name, this will be the underlying mesh name.
  90824. * @param scene (Scene) is the scene in which the SPS is added.
  90825. * @param options defines the options of the sps e.g.
  90826. * * updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  90827. * * isPickable (optional boolean, default false) : if the solid particles must be pickable.
  90828. * * enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  90829. * * particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  90830. * * boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  90831. * * bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  90832. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  90833. */
  90834. constructor(name: string, scene: Scene, options?: {
  90835. updatable?: boolean;
  90836. isPickable?: boolean;
  90837. enableDepthSort?: boolean;
  90838. particleIntersection?: boolean;
  90839. boundingSphereOnly?: boolean;
  90840. bSphereRadiusFactor?: number;
  90841. });
  90842. /**
  90843. * Builds the SPS underlying mesh. Returns a standard Mesh.
  90844. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  90845. * @returns the created mesh
  90846. */
  90847. buildMesh(): Mesh;
  90848. /**
  90849. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  90850. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  90851. * Thus the particles generated from `digest()` have their property `position` set yet.
  90852. * @param mesh ( Mesh ) is the mesh to be digested
  90853. * @param options {facetNb} (optional integer, default 1) is the number of mesh facets per particle, this parameter is overriden by the parameter `number` if any
  90854. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  90855. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  90856. * @returns the current SPS
  90857. */
  90858. digest(mesh: Mesh, options?: {
  90859. facetNb?: number;
  90860. number?: number;
  90861. delta?: number;
  90862. }): SolidParticleSystem;
  90863. private _unrotateFixedNormals;
  90864. private _resetCopy;
  90865. private _meshBuilder;
  90866. private _posToShape;
  90867. private _uvsToShapeUV;
  90868. private _addParticle;
  90869. /**
  90870. * Adds some particles to the SPS from the model shape. Returns the shape id.
  90871. * Please read the doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#create-an-immutable-sps
  90872. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  90873. * @param nb (positive integer) the number of particles to be created from this model
  90874. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  90875. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  90876. * @returns the number of shapes in the system
  90877. */
  90878. addShape(mesh: Mesh, nb: number, options?: {
  90879. positionFunction?: any;
  90880. vertexFunction?: any;
  90881. }): number;
  90882. private _rebuildParticle;
  90883. /**
  90884. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  90885. * @returns the SPS.
  90886. */
  90887. rebuildMesh(): SolidParticleSystem;
  90888. /**
  90889. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  90890. * This method calls `updateParticle()` for each particle of the SPS.
  90891. * For an animated SPS, it is usually called within the render loop.
  90892. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  90893. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  90894. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  90895. * @returns the SPS.
  90896. */
  90897. setParticles(start?: number, end?: number, update?: boolean): SolidParticleSystem;
  90898. /**
  90899. * Disposes the SPS.
  90900. */
  90901. dispose(): void;
  90902. /**
  90903. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  90904. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  90905. * @returns the SPS.
  90906. */
  90907. refreshVisibleSize(): SolidParticleSystem;
  90908. /**
  90909. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  90910. * @param size the size (float) of the visibility box
  90911. * note : this doesn't lock the SPS mesh bounding box.
  90912. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  90913. */
  90914. setVisibilityBox(size: number): void;
  90915. /**
  90916. * Gets whether the SPS as always visible or not
  90917. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  90918. */
  90919. /**
  90920. * Sets the SPS as always visible or not
  90921. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  90922. */
  90923. isAlwaysVisible: boolean;
  90924. /**
  90925. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  90926. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  90927. */
  90928. /**
  90929. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  90930. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  90931. */
  90932. isVisibilityBoxLocked: boolean;
  90933. /**
  90934. * Tells to `setParticles()` to compute the particle rotations or not.
  90935. * Default value : true. The SPS is faster when it's set to false.
  90936. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  90937. */
  90938. /**
  90939. * Gets if `setParticles()` computes the particle rotations or not.
  90940. * Default value : true. The SPS is faster when it's set to false.
  90941. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  90942. */
  90943. computeParticleRotation: boolean;
  90944. /**
  90945. * Tells to `setParticles()` to compute the particle colors or not.
  90946. * Default value : true. The SPS is faster when it's set to false.
  90947. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  90948. */
  90949. /**
  90950. * Gets if `setParticles()` computes the particle colors or not.
  90951. * Default value : true. The SPS is faster when it's set to false.
  90952. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  90953. */
  90954. computeParticleColor: boolean;
  90955. /**
  90956. * Gets if `setParticles()` computes the particle textures or not.
  90957. * Default value : true. The SPS is faster when it's set to false.
  90958. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  90959. */
  90960. computeParticleTexture: boolean;
  90961. /**
  90962. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  90963. * Default value : false. The SPS is faster when it's set to false.
  90964. * Note : the particle custom vertex positions aren't stored values.
  90965. */
  90966. /**
  90967. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  90968. * Default value : false. The SPS is faster when it's set to false.
  90969. * Note : the particle custom vertex positions aren't stored values.
  90970. */
  90971. computeParticleVertex: boolean;
  90972. /**
  90973. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  90974. */
  90975. /**
  90976. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  90977. */
  90978. computeBoundingBox: boolean;
  90979. /**
  90980. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  90981. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  90982. * Default : `true`
  90983. */
  90984. /**
  90985. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  90986. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  90987. * Default : `true`
  90988. */
  90989. depthSortParticles: boolean;
  90990. /**
  90991. * This function does nothing. It may be overwritten to set all the particle first values.
  90992. * The SPS doesn't call this function, you may have to call it by your own.
  90993. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  90994. */
  90995. initParticles(): void;
  90996. /**
  90997. * This function does nothing. It may be overwritten to recycle a particle.
  90998. * The SPS doesn't call this function, you may have to call it by your own.
  90999. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  91000. * @param particle The particle to recycle
  91001. * @returns the recycled particle
  91002. */
  91003. recycleParticle(particle: SolidParticle): SolidParticle;
  91004. /**
  91005. * Updates a particle : this function should be overwritten by the user.
  91006. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  91007. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  91008. * @example : just set a particle position or velocity and recycle conditions
  91009. * @param particle The particle to update
  91010. * @returns the updated particle
  91011. */
  91012. updateParticle(particle: SolidParticle): SolidParticle;
  91013. /**
  91014. * Updates a vertex of a particle : it can be overwritten by the user.
  91015. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  91016. * @param particle the current particle
  91017. * @param vertex the current index of the current particle
  91018. * @param pt the index of the current vertex in the particle shape
  91019. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#update-each-particle-shape
  91020. * @example : just set a vertex particle position
  91021. * @returns the updated vertex
  91022. */
  91023. updateParticleVertex(particle: SolidParticle, vertex: Vector3, pt: number): Vector3;
  91024. /**
  91025. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  91026. * This does nothing and may be overwritten by the user.
  91027. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  91028. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  91029. * @param update the boolean update value actually passed to setParticles()
  91030. */
  91031. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  91032. /**
  91033. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  91034. * This will be passed three parameters.
  91035. * This does nothing and may be overwritten by the user.
  91036. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  91037. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  91038. * @param update the boolean update value actually passed to setParticles()
  91039. */
  91040. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  91041. }
  91042. }
  91043. declare module BABYLON {
  91044. /**
  91045. * Represents one particle of a solid particle system.
  91046. */
  91047. export class SolidParticle {
  91048. /**
  91049. * particle global index
  91050. */
  91051. idx: number;
  91052. /**
  91053. * The color of the particle
  91054. */
  91055. color: Nullable<Color4>;
  91056. /**
  91057. * The world space position of the particle.
  91058. */
  91059. position: Vector3;
  91060. /**
  91061. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  91062. */
  91063. rotation: Vector3;
  91064. /**
  91065. * The world space rotation quaternion of the particle.
  91066. */
  91067. rotationQuaternion: Nullable<Quaternion>;
  91068. /**
  91069. * The scaling of the particle.
  91070. */
  91071. scaling: Vector3;
  91072. /**
  91073. * The uvs of the particle.
  91074. */
  91075. uvs: Vector4;
  91076. /**
  91077. * The current speed of the particle.
  91078. */
  91079. velocity: Vector3;
  91080. /**
  91081. * The pivot point in the particle local space.
  91082. */
  91083. pivot: Vector3;
  91084. /**
  91085. * Must the particle be translated from its pivot point in its local space ?
  91086. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  91087. * Default : false
  91088. */
  91089. translateFromPivot: boolean;
  91090. /**
  91091. * Is the particle active or not ?
  91092. */
  91093. alive: boolean;
  91094. /**
  91095. * Is the particle visible or not ?
  91096. */
  91097. isVisible: boolean;
  91098. /**
  91099. * Index of this particle in the global "positions" array (Internal use)
  91100. * @hidden
  91101. */
  91102. _pos: number;
  91103. /**
  91104. * @hidden Index of this particle in the global "indices" array (Internal use)
  91105. */
  91106. _ind: number;
  91107. /**
  91108. * @hidden ModelShape of this particle (Internal use)
  91109. */
  91110. _model: ModelShape;
  91111. /**
  91112. * ModelShape id of this particle
  91113. */
  91114. shapeId: number;
  91115. /**
  91116. * Index of the particle in its shape id
  91117. */
  91118. idxInShape: number;
  91119. /**
  91120. * @hidden Reference to the shape model BoundingInfo object (Internal use)
  91121. */
  91122. _modelBoundingInfo: BoundingInfo;
  91123. /**
  91124. * @hidden Particle BoundingInfo object (Internal use)
  91125. */
  91126. _boundingInfo: BoundingInfo;
  91127. /**
  91128. * @hidden Reference to the SPS what the particle belongs to (Internal use)
  91129. */
  91130. _sps: SolidParticleSystem;
  91131. /**
  91132. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  91133. */
  91134. _stillInvisible: boolean;
  91135. /**
  91136. * @hidden Last computed particle rotation matrix
  91137. */
  91138. _rotationMatrix: number[];
  91139. /**
  91140. * Parent particle Id, if any.
  91141. * Default null.
  91142. */
  91143. parentId: Nullable<number>;
  91144. /**
  91145. * The culling strategy to use to check whether the solid particle must be culled or not when using isInFrustum().
  91146. * The possible values are :
  91147. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  91148. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  91149. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  91150. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  91151. * The default value for solid particles is AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  91152. * Please read each static variable documentation in the class AbstractMesh to get details about the culling process.
  91153. * */
  91154. cullingStrategy: number;
  91155. /**
  91156. * @hidden Internal global position in the SPS.
  91157. */
  91158. _globalPosition: Vector3;
  91159. /**
  91160. * Creates a Solid Particle object.
  91161. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  91162. * @param particleIndex (integer) is the particle index in the Solid Particle System pool. It's also the particle identifier.
  91163. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  91164. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  91165. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  91166. * @param shapeId (integer) is the model shape identifier in the SPS.
  91167. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  91168. * @param sps defines the sps it is associated to
  91169. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  91170. */
  91171. constructor(particleIndex: number, positionIndex: number, indiceIndex: number, model: Nullable<ModelShape>, shapeId: number, idxInShape: number, sps: SolidParticleSystem, modelBoundingInfo?: Nullable<BoundingInfo>);
  91172. /**
  91173. * Legacy support, changed scale to scaling
  91174. */
  91175. /**
  91176. * Legacy support, changed scale to scaling
  91177. */
  91178. scale: Vector3;
  91179. /**
  91180. * Legacy support, changed quaternion to rotationQuaternion
  91181. */
  91182. /**
  91183. * Legacy support, changed quaternion to rotationQuaternion
  91184. */
  91185. quaternion: Nullable<Quaternion>;
  91186. /**
  91187. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  91188. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  91189. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  91190. * @returns true if it intersects
  91191. */
  91192. intersectsMesh(target: Mesh | SolidParticle): boolean;
  91193. /**
  91194. * Returns `true` if the solid particle is within the frustum defined by the passed array of planes.
  91195. * A particle is in the frustum if its bounding box intersects the frustum
  91196. * @param frustumPlanes defines the frustum to test
  91197. * @returns true if the particle is in the frustum planes
  91198. */
  91199. isInFrustum(frustumPlanes: Plane[]): boolean;
  91200. /**
  91201. * get the rotation matrix of the particle
  91202. * @hidden
  91203. */
  91204. getRotationMatrix(m: Matrix): void;
  91205. }
  91206. /**
  91207. * Represents the shape of the model used by one particle of a solid particle system.
  91208. * SPS internal tool, don't use it manually.
  91209. */
  91210. export class ModelShape {
  91211. /**
  91212. * The shape id
  91213. * @hidden
  91214. */
  91215. shapeID: number;
  91216. /**
  91217. * flat array of model positions (internal use)
  91218. * @hidden
  91219. */
  91220. _shape: Vector3[];
  91221. /**
  91222. * flat array of model UVs (internal use)
  91223. * @hidden
  91224. */
  91225. _shapeUV: number[];
  91226. /**
  91227. * length of the shape in the model indices array (internal use)
  91228. * @hidden
  91229. */
  91230. _indicesLength: number;
  91231. /**
  91232. * Custom position function (internal use)
  91233. * @hidden
  91234. */
  91235. _positionFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>;
  91236. /**
  91237. * Custom vertex function (internal use)
  91238. * @hidden
  91239. */
  91240. _vertexFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>;
  91241. /**
  91242. * Creates a ModelShape object. This is an internal simplified reference to a mesh used as for a model to replicate particles from by the SPS.
  91243. * SPS internal tool, don't use it manually.
  91244. * @hidden
  91245. */
  91246. constructor(id: number, shape: Vector3[], indicesLength: number, shapeUV: number[], posFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>, vtxFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>);
  91247. }
  91248. /**
  91249. * Represents a Depth Sorted Particle in the solid particle system.
  91250. */
  91251. export class DepthSortedParticle {
  91252. /**
  91253. * Index of the particle in the "indices" array
  91254. */
  91255. ind: number;
  91256. /**
  91257. * Length of the particle shape in the "indices" array
  91258. */
  91259. indicesLength: number;
  91260. /**
  91261. * Squared distance from the particle to the camera
  91262. */
  91263. sqDistance: number;
  91264. }
  91265. }
  91266. declare module BABYLON {
  91267. /**
  91268. * @hidden
  91269. */
  91270. export class _MeshCollisionData {
  91271. _checkCollisions: boolean;
  91272. _collisionMask: number;
  91273. _collisionGroup: number;
  91274. _collider: Nullable<Collider>;
  91275. _oldPositionForCollisions: Vector3;
  91276. _diffPositionForCollisions: Vector3;
  91277. _onCollideObserver: Nullable<Observer<AbstractMesh>>;
  91278. _onCollisionPositionChangeObserver: Nullable<Observer<Vector3>>;
  91279. }
  91280. }
  91281. declare module BABYLON {
  91282. /** @hidden */
  91283. class _FacetDataStorage {
  91284. facetPositions: Vector3[];
  91285. facetNormals: Vector3[];
  91286. facetPartitioning: number[][];
  91287. facetNb: number;
  91288. partitioningSubdivisions: number;
  91289. partitioningBBoxRatio: number;
  91290. facetDataEnabled: boolean;
  91291. facetParameters: any;
  91292. bbSize: Vector3;
  91293. subDiv: {
  91294. max: number;
  91295. X: number;
  91296. Y: number;
  91297. Z: number;
  91298. };
  91299. facetDepthSort: boolean;
  91300. facetDepthSortEnabled: boolean;
  91301. depthSortedIndices: IndicesArray;
  91302. depthSortedFacets: {
  91303. ind: number;
  91304. sqDistance: number;
  91305. }[];
  91306. facetDepthSortFunction: (f1: {
  91307. ind: number;
  91308. sqDistance: number;
  91309. }, f2: {
  91310. ind: number;
  91311. sqDistance: number;
  91312. }) => number;
  91313. facetDepthSortFrom: Vector3;
  91314. facetDepthSortOrigin: Vector3;
  91315. invertedMatrix: Matrix;
  91316. }
  91317. /**
  91318. * @hidden
  91319. **/
  91320. class _InternalAbstractMeshDataInfo {
  91321. _hasVertexAlpha: boolean;
  91322. _useVertexColors: boolean;
  91323. _numBoneInfluencers: number;
  91324. _applyFog: boolean;
  91325. _receiveShadows: boolean;
  91326. _facetData: _FacetDataStorage;
  91327. _visibility: number;
  91328. _skeleton: Nullable<Skeleton>;
  91329. _layerMask: number;
  91330. _computeBonesUsingShaders: boolean;
  91331. _isActive: boolean;
  91332. _onlyForInstances: boolean;
  91333. _isActiveIntermediate: boolean;
  91334. _onlyForInstancesIntermediate: boolean;
  91335. }
  91336. /**
  91337. * Class used to store all common mesh properties
  91338. */
  91339. export class AbstractMesh extends TransformNode implements IDisposable, ICullable, IGetSetVerticesData {
  91340. /** No occlusion */
  91341. static OCCLUSION_TYPE_NONE: number;
  91342. /** Occlusion set to optimisitic */
  91343. static OCCLUSION_TYPE_OPTIMISTIC: number;
  91344. /** Occlusion set to strict */
  91345. static OCCLUSION_TYPE_STRICT: number;
  91346. /** Use an accurante occlusion algorithm */
  91347. static OCCLUSION_ALGORITHM_TYPE_ACCURATE: number;
  91348. /** Use a conservative occlusion algorithm */
  91349. static OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE: number;
  91350. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  91351. * Test order :
  91352. * Is the bounding sphere outside the frustum ?
  91353. * If not, are the bounding box vertices outside the frustum ?
  91354. * It not, then the cullable object is in the frustum.
  91355. */
  91356. static readonly CULLINGSTRATEGY_STANDARD: number;
  91357. /** Culling strategy : Bounding Sphere Only.
  91358. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  91359. * It's also less accurate than the standard because some not visible objects can still be selected.
  91360. * Test : is the bounding sphere outside the frustum ?
  91361. * If not, then the cullable object is in the frustum.
  91362. */
  91363. static readonly CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  91364. /** Culling strategy : Optimistic Inclusion.
  91365. * This in an inclusion test first, then the standard exclusion test.
  91366. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  91367. * This could also be a little slower than the standard test when the tested object center is not the frustum but one of its bounding box vertex is still inside.
  91368. * Anyway, it's as accurate as the standard strategy.
  91369. * Test :
  91370. * Is the cullable object bounding sphere center in the frustum ?
  91371. * If not, apply the default culling strategy.
  91372. */
  91373. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  91374. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  91375. * This in an inclusion test first, then the bounding sphere only exclusion test.
  91376. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  91377. * This could also be a little slower than the BoundingSphereOnly strategy when the tested object center is not in the frustum but its bounding sphere still intersects it.
  91378. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  91379. * Test :
  91380. * Is the cullable object bounding sphere center in the frustum ?
  91381. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  91382. */
  91383. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  91384. /**
  91385. * No billboard
  91386. */
  91387. static readonly BILLBOARDMODE_NONE: number;
  91388. /** Billboard on X axis */
  91389. static readonly BILLBOARDMODE_X: number;
  91390. /** Billboard on Y axis */
  91391. static readonly BILLBOARDMODE_Y: number;
  91392. /** Billboard on Z axis */
  91393. static readonly BILLBOARDMODE_Z: number;
  91394. /** Billboard on all axes */
  91395. static readonly BILLBOARDMODE_ALL: number;
  91396. /** Billboard on using position instead of orientation */
  91397. static readonly BILLBOARDMODE_USE_POSITION: number;
  91398. /** @hidden */
  91399. _internalAbstractMeshDataInfo: _InternalAbstractMeshDataInfo;
  91400. /**
  91401. * The culling strategy to use to check whether the mesh must be rendered or not.
  91402. * This value can be changed at any time and will be used on the next render mesh selection.
  91403. * The possible values are :
  91404. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  91405. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  91406. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  91407. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  91408. * Please read each static variable documentation to get details about the culling process.
  91409. * */
  91410. cullingStrategy: number;
  91411. /**
  91412. * Gets the number of facets in the mesh
  91413. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  91414. */
  91415. readonly facetNb: number;
  91416. /**
  91417. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  91418. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  91419. */
  91420. partitioningSubdivisions: number;
  91421. /**
  91422. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  91423. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  91424. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  91425. */
  91426. partitioningBBoxRatio: number;
  91427. /**
  91428. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  91429. * Works only for updatable meshes.
  91430. * Doesn't work with multi-materials
  91431. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  91432. */
  91433. mustDepthSortFacets: boolean;
  91434. /**
  91435. * The location (Vector3) where the facet depth sort must be computed from.
  91436. * By default, the active camera position.
  91437. * Used only when facet depth sort is enabled
  91438. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  91439. */
  91440. facetDepthSortFrom: Vector3;
  91441. /**
  91442. * gets a boolean indicating if facetData is enabled
  91443. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  91444. */
  91445. readonly isFacetDataEnabled: boolean;
  91446. /** @hidden */
  91447. _updateNonUniformScalingState(value: boolean): boolean;
  91448. /**
  91449. * An event triggered when this mesh collides with another one
  91450. */
  91451. onCollideObservable: Observable<AbstractMesh>;
  91452. /** Set a function to call when this mesh collides with another one */
  91453. onCollide: () => void;
  91454. /**
  91455. * An event triggered when the collision's position changes
  91456. */
  91457. onCollisionPositionChangeObservable: Observable<Vector3>;
  91458. /** Set a function to call when the collision's position changes */
  91459. onCollisionPositionChange: () => void;
  91460. /**
  91461. * An event triggered when material is changed
  91462. */
  91463. onMaterialChangedObservable: Observable<AbstractMesh>;
  91464. /**
  91465. * Gets or sets the orientation for POV movement & rotation
  91466. */
  91467. definedFacingForward: boolean;
  91468. /** @hidden */
  91469. _occlusionQuery: Nullable<WebGLQuery>;
  91470. /** @hidden */
  91471. _renderingGroup: Nullable<RenderingGroup>;
  91472. /**
  91473. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  91474. */
  91475. /**
  91476. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  91477. */
  91478. visibility: number;
  91479. /** Gets or sets the alpha index used to sort transparent meshes
  91480. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  91481. */
  91482. alphaIndex: number;
  91483. /**
  91484. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  91485. */
  91486. isVisible: boolean;
  91487. /**
  91488. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  91489. */
  91490. isPickable: boolean;
  91491. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  91492. showSubMeshesBoundingBox: boolean;
  91493. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  91494. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  91495. */
  91496. isBlocker: boolean;
  91497. /**
  91498. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  91499. */
  91500. enablePointerMoveEvents: boolean;
  91501. /**
  91502. * Specifies the rendering group id for this mesh (0 by default)
  91503. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  91504. */
  91505. renderingGroupId: number;
  91506. private _material;
  91507. /** Gets or sets current material */
  91508. material: Nullable<Material>;
  91509. /**
  91510. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  91511. * @see http://doc.babylonjs.com/babylon101/shadows
  91512. */
  91513. receiveShadows: boolean;
  91514. /** Defines color to use when rendering outline */
  91515. outlineColor: Color3;
  91516. /** Define width to use when rendering outline */
  91517. outlineWidth: number;
  91518. /** Defines color to use when rendering overlay */
  91519. overlayColor: Color3;
  91520. /** Defines alpha to use when rendering overlay */
  91521. overlayAlpha: number;
  91522. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  91523. hasVertexAlpha: boolean;
  91524. /** Gets or sets a boolean indicating that this mesh needs to use vertex color data to render (if this kind of vertex data is available in the geometry) */
  91525. useVertexColors: boolean;
  91526. /**
  91527. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  91528. */
  91529. computeBonesUsingShaders: boolean;
  91530. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  91531. numBoneInfluencers: number;
  91532. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  91533. applyFog: boolean;
  91534. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  91535. useOctreeForRenderingSelection: boolean;
  91536. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  91537. useOctreeForPicking: boolean;
  91538. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  91539. useOctreeForCollisions: boolean;
  91540. /**
  91541. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  91542. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  91543. */
  91544. layerMask: number;
  91545. /**
  91546. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  91547. */
  91548. alwaysSelectAsActiveMesh: boolean;
  91549. /**
  91550. * Gets or sets a boolean indicating that the bounding info does not need to be kept in sync (for performance reason)
  91551. */
  91552. doNotSyncBoundingInfo: boolean;
  91553. /**
  91554. * Gets or sets the current action manager
  91555. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  91556. */
  91557. actionManager: Nullable<AbstractActionManager>;
  91558. private _meshCollisionData;
  91559. /**
  91560. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  91561. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  91562. */
  91563. ellipsoid: Vector3;
  91564. /**
  91565. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  91566. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  91567. */
  91568. ellipsoidOffset: Vector3;
  91569. /**
  91570. * Gets or sets a collision mask used to mask collisions (default is -1).
  91571. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  91572. */
  91573. collisionMask: number;
  91574. /**
  91575. * Gets or sets the current collision group mask (-1 by default).
  91576. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  91577. */
  91578. collisionGroup: number;
  91579. /**
  91580. * Defines edge width used when edgesRenderer is enabled
  91581. * @see https://www.babylonjs-playground.com/#10OJSG#13
  91582. */
  91583. edgesWidth: number;
  91584. /**
  91585. * Defines edge color used when edgesRenderer is enabled
  91586. * @see https://www.babylonjs-playground.com/#10OJSG#13
  91587. */
  91588. edgesColor: Color4;
  91589. /** @hidden */
  91590. _edgesRenderer: Nullable<IEdgesRenderer>;
  91591. /** @hidden */
  91592. _masterMesh: Nullable<AbstractMesh>;
  91593. /** @hidden */
  91594. _boundingInfo: Nullable<BoundingInfo>;
  91595. /** @hidden */
  91596. _renderId: number;
  91597. /**
  91598. * Gets or sets the list of subMeshes
  91599. * @see http://doc.babylonjs.com/how_to/multi_materials
  91600. */
  91601. subMeshes: SubMesh[];
  91602. /** @hidden */
  91603. _intersectionsInProgress: AbstractMesh[];
  91604. /** @hidden */
  91605. _unIndexed: boolean;
  91606. /** @hidden */
  91607. _lightSources: Light[];
  91608. /** Gets the list of lights affecting that mesh */
  91609. readonly lightSources: Light[];
  91610. /** @hidden */
  91611. readonly _positions: Nullable<Vector3[]>;
  91612. /** @hidden */
  91613. _waitingData: {
  91614. lods: Nullable<any>;
  91615. actions: Nullable<any>;
  91616. freezeWorldMatrix: Nullable<boolean>;
  91617. };
  91618. /** @hidden */
  91619. _bonesTransformMatrices: Nullable<Float32Array>;
  91620. /** @hidden */
  91621. _transformMatrixTexture: Nullable<RawTexture>;
  91622. /**
  91623. * Gets or sets a skeleton to apply skining transformations
  91624. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  91625. */
  91626. skeleton: Nullable<Skeleton>;
  91627. /**
  91628. * An event triggered when the mesh is rebuilt.
  91629. */
  91630. onRebuildObservable: Observable<AbstractMesh>;
  91631. /**
  91632. * Creates a new AbstractMesh
  91633. * @param name defines the name of the mesh
  91634. * @param scene defines the hosting scene
  91635. */
  91636. constructor(name: string, scene?: Nullable<Scene>);
  91637. /**
  91638. * Returns the string "AbstractMesh"
  91639. * @returns "AbstractMesh"
  91640. */
  91641. getClassName(): string;
  91642. /**
  91643. * Gets a string representation of the current mesh
  91644. * @param fullDetails defines a boolean indicating if full details must be included
  91645. * @returns a string representation of the current mesh
  91646. */
  91647. toString(fullDetails?: boolean): string;
  91648. /**
  91649. * @hidden
  91650. */
  91651. protected _getEffectiveParent(): Nullable<Node>;
  91652. /** @hidden */
  91653. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  91654. /** @hidden */
  91655. _rebuild(): void;
  91656. /** @hidden */
  91657. _resyncLightSources(): void;
  91658. /** @hidden */
  91659. _resyncLighSource(light: Light): void;
  91660. /** @hidden */
  91661. _unBindEffect(): void;
  91662. /** @hidden */
  91663. _removeLightSource(light: Light, dispose: boolean): void;
  91664. private _markSubMeshesAsDirty;
  91665. /** @hidden */
  91666. _markSubMeshesAsLightDirty(dispose?: boolean): void;
  91667. /** @hidden */
  91668. _markSubMeshesAsAttributesDirty(): void;
  91669. /** @hidden */
  91670. _markSubMeshesAsMiscDirty(): void;
  91671. /**
  91672. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  91673. */
  91674. scaling: Vector3;
  91675. /**
  91676. * Returns true if the mesh is blocked. Implemented by child classes
  91677. */
  91678. readonly isBlocked: boolean;
  91679. /**
  91680. * Returns the mesh itself by default. Implemented by child classes
  91681. * @param camera defines the camera to use to pick the right LOD level
  91682. * @returns the currentAbstractMesh
  91683. */
  91684. getLOD(camera: Camera): Nullable<AbstractMesh>;
  91685. /**
  91686. * Returns 0 by default. Implemented by child classes
  91687. * @returns an integer
  91688. */
  91689. getTotalVertices(): number;
  91690. /**
  91691. * Returns a positive integer : the total number of indices in this mesh geometry.
  91692. * @returns the numner of indices or zero if the mesh has no geometry.
  91693. */
  91694. getTotalIndices(): number;
  91695. /**
  91696. * Returns null by default. Implemented by child classes
  91697. * @returns null
  91698. */
  91699. getIndices(): Nullable<IndicesArray>;
  91700. /**
  91701. * Returns the array of the requested vertex data kind. Implemented by child classes
  91702. * @param kind defines the vertex data kind to use
  91703. * @returns null
  91704. */
  91705. getVerticesData(kind: string): Nullable<FloatArray>;
  91706. /**
  91707. * Sets the vertex data of the mesh geometry for the requested `kind`.
  91708. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  91709. * Note that a new underlying VertexBuffer object is created each call.
  91710. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  91711. * @param kind defines vertex data kind:
  91712. * * VertexBuffer.PositionKind
  91713. * * VertexBuffer.UVKind
  91714. * * VertexBuffer.UV2Kind
  91715. * * VertexBuffer.UV3Kind
  91716. * * VertexBuffer.UV4Kind
  91717. * * VertexBuffer.UV5Kind
  91718. * * VertexBuffer.UV6Kind
  91719. * * VertexBuffer.ColorKind
  91720. * * VertexBuffer.MatricesIndicesKind
  91721. * * VertexBuffer.MatricesIndicesExtraKind
  91722. * * VertexBuffer.MatricesWeightsKind
  91723. * * VertexBuffer.MatricesWeightsExtraKind
  91724. * @param data defines the data source
  91725. * @param updatable defines if the data must be flagged as updatable (or static)
  91726. * @param stride defines the vertex stride (size of an entire vertex). Can be null and in this case will be deduced from vertex data kind
  91727. * @returns the current mesh
  91728. */
  91729. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  91730. /**
  91731. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  91732. * If the mesh has no geometry, it is simply returned as it is.
  91733. * @param kind defines vertex data kind:
  91734. * * VertexBuffer.PositionKind
  91735. * * VertexBuffer.UVKind
  91736. * * VertexBuffer.UV2Kind
  91737. * * VertexBuffer.UV3Kind
  91738. * * VertexBuffer.UV4Kind
  91739. * * VertexBuffer.UV5Kind
  91740. * * VertexBuffer.UV6Kind
  91741. * * VertexBuffer.ColorKind
  91742. * * VertexBuffer.MatricesIndicesKind
  91743. * * VertexBuffer.MatricesIndicesExtraKind
  91744. * * VertexBuffer.MatricesWeightsKind
  91745. * * VertexBuffer.MatricesWeightsExtraKind
  91746. * @param data defines the data source
  91747. * @param updateExtends If `kind` is `PositionKind` and if `updateExtends` is true, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed
  91748. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  91749. * @returns the current mesh
  91750. */
  91751. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  91752. /**
  91753. * Sets the mesh indices,
  91754. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  91755. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  91756. * @param totalVertices Defines the total number of vertices
  91757. * @returns the current mesh
  91758. */
  91759. setIndices(indices: IndicesArray, totalVertices: Nullable<number>): AbstractMesh;
  91760. /**
  91761. * Gets a boolean indicating if specific vertex data is present
  91762. * @param kind defines the vertex data kind to use
  91763. * @returns true is data kind is present
  91764. */
  91765. isVerticesDataPresent(kind: string): boolean;
  91766. /**
  91767. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined.
  91768. * Note that it returns a shallow bounding of the mesh (i.e. it does not include children).
  91769. * To get the full bounding of all children, call `getHierarchyBoundingVectors` instead.
  91770. * @returns a BoundingInfo
  91771. */
  91772. getBoundingInfo(): BoundingInfo;
  91773. /**
  91774. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  91775. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  91776. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  91777. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  91778. * @returns the current mesh
  91779. */
  91780. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): AbstractMesh;
  91781. /**
  91782. * Overwrite the current bounding info
  91783. * @param boundingInfo defines the new bounding info
  91784. * @returns the current mesh
  91785. */
  91786. setBoundingInfo(boundingInfo: BoundingInfo): AbstractMesh;
  91787. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  91788. readonly useBones: boolean;
  91789. /** @hidden */
  91790. _preActivate(): void;
  91791. /** @hidden */
  91792. _preActivateForIntermediateRendering(renderId: number): void;
  91793. /** @hidden */
  91794. _activate(renderId: number, intermediateRendering: boolean): boolean;
  91795. /** @hidden */
  91796. _postActivate(): void;
  91797. /** @hidden */
  91798. _freeze(): void;
  91799. /** @hidden */
  91800. _unFreeze(): void;
  91801. /**
  91802. * Gets the current world matrix
  91803. * @returns a Matrix
  91804. */
  91805. getWorldMatrix(): Matrix;
  91806. /** @hidden */
  91807. _getWorldMatrixDeterminant(): number;
  91808. /**
  91809. * Gets a boolean indicating if this mesh is an instance or a regular mesh
  91810. */
  91811. readonly isAnInstance: boolean;
  91812. /**
  91813. * Gets a boolean indicating if this mesh has instances
  91814. */
  91815. readonly hasInstances: boolean;
  91816. /**
  91817. * Perform relative position change from the point of view of behind the front of the mesh.
  91818. * This is performed taking into account the meshes current rotation, so you do not have to care.
  91819. * Supports definition of mesh facing forward or backward
  91820. * @param amountRight defines the distance on the right axis
  91821. * @param amountUp defines the distance on the up axis
  91822. * @param amountForward defines the distance on the forward axis
  91823. * @returns the current mesh
  91824. */
  91825. movePOV(amountRight: number, amountUp: number, amountForward: number): AbstractMesh;
  91826. /**
  91827. * Calculate relative position change from the point of view of behind the front of the mesh.
  91828. * This is performed taking into account the meshes current rotation, so you do not have to care.
  91829. * Supports definition of mesh facing forward or backward
  91830. * @param amountRight defines the distance on the right axis
  91831. * @param amountUp defines the distance on the up axis
  91832. * @param amountForward defines the distance on the forward axis
  91833. * @returns the new displacement vector
  91834. */
  91835. calcMovePOV(amountRight: number, amountUp: number, amountForward: number): Vector3;
  91836. /**
  91837. * Perform relative rotation change from the point of view of behind the front of the mesh.
  91838. * Supports definition of mesh facing forward or backward
  91839. * @param flipBack defines the flip
  91840. * @param twirlClockwise defines the twirl
  91841. * @param tiltRight defines the tilt
  91842. * @returns the current mesh
  91843. */
  91844. rotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): AbstractMesh;
  91845. /**
  91846. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  91847. * Supports definition of mesh facing forward or backward.
  91848. * @param flipBack defines the flip
  91849. * @param twirlClockwise defines the twirl
  91850. * @param tiltRight defines the tilt
  91851. * @returns the new rotation vector
  91852. */
  91853. calcRotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): Vector3;
  91854. /**
  91855. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  91856. * This means the mesh underlying bounding box and sphere are recomputed.
  91857. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  91858. * @returns the current mesh
  91859. */
  91860. refreshBoundingInfo(applySkeleton?: boolean): AbstractMesh;
  91861. /** @hidden */
  91862. _refreshBoundingInfo(data: Nullable<FloatArray>, bias: Nullable<Vector2>): void;
  91863. /** @hidden */
  91864. _getPositionData(applySkeleton: boolean): Nullable<FloatArray>;
  91865. /** @hidden */
  91866. _updateBoundingInfo(): AbstractMesh;
  91867. /** @hidden */
  91868. _updateSubMeshesBoundingInfo(matrix: DeepImmutable<Matrix>): AbstractMesh;
  91869. /** @hidden */
  91870. protected _afterComputeWorldMatrix(): void;
  91871. /** @hidden */
  91872. readonly _effectiveMesh: AbstractMesh;
  91873. /**
  91874. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  91875. * A mesh is in the frustum if its bounding box intersects the frustum
  91876. * @param frustumPlanes defines the frustum to test
  91877. * @returns true if the mesh is in the frustum planes
  91878. */
  91879. isInFrustum(frustumPlanes: Plane[]): boolean;
  91880. /**
  91881. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  91882. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  91883. * @param frustumPlanes defines the frustum to test
  91884. * @returns true if the mesh is completely in the frustum planes
  91885. */
  91886. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  91887. /**
  91888. * True if the mesh intersects another mesh or a SolidParticle object
  91889. * @param mesh defines a target mesh or SolidParticle to test
  91890. * @param precise Unless the parameter `precise` is set to `true` the intersection is computed according to Axis Aligned Bounding Boxes (AABB), else according to OBB (Oriented BBoxes)
  91891. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  91892. * @returns true if there is an intersection
  91893. */
  91894. intersectsMesh(mesh: AbstractMesh | SolidParticle, precise?: boolean, includeDescendants?: boolean): boolean;
  91895. /**
  91896. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  91897. * @param point defines the point to test
  91898. * @returns true if there is an intersection
  91899. */
  91900. intersectsPoint(point: Vector3): boolean;
  91901. /**
  91902. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  91903. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  91904. */
  91905. checkCollisions: boolean;
  91906. /**
  91907. * Gets Collider object used to compute collisions (not physics)
  91908. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  91909. */
  91910. readonly collider: Nullable<Collider>;
  91911. /**
  91912. * Move the mesh using collision engine
  91913. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  91914. * @param displacement defines the requested displacement vector
  91915. * @returns the current mesh
  91916. */
  91917. moveWithCollisions(displacement: Vector3): AbstractMesh;
  91918. private _onCollisionPositionChange;
  91919. /** @hidden */
  91920. _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): AbstractMesh;
  91921. /** @hidden */
  91922. _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): AbstractMesh;
  91923. /** @hidden */
  91924. _checkCollision(collider: Collider): AbstractMesh;
  91925. /** @hidden */
  91926. _generatePointsArray(): boolean;
  91927. /**
  91928. * Checks if the passed Ray intersects with the mesh
  91929. * @param ray defines the ray to use
  91930. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  91931. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  91932. * @returns the picking info
  91933. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  91934. */
  91935. intersects(ray: Ray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): PickingInfo;
  91936. /**
  91937. * Clones the current mesh
  91938. * @param name defines the mesh name
  91939. * @param newParent defines the new mesh parent
  91940. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  91941. * @returns the new mesh
  91942. */
  91943. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  91944. /**
  91945. * Disposes all the submeshes of the current meshnp
  91946. * @returns the current mesh
  91947. */
  91948. releaseSubMeshes(): AbstractMesh;
  91949. /**
  91950. * Releases resources associated with this abstract mesh.
  91951. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  91952. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  91953. */
  91954. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  91955. /**
  91956. * Adds the passed mesh as a child to the current mesh
  91957. * @param mesh defines the child mesh
  91958. * @returns the current mesh
  91959. */
  91960. addChild(mesh: AbstractMesh): AbstractMesh;
  91961. /**
  91962. * Removes the passed mesh from the current mesh children list
  91963. * @param mesh defines the child mesh
  91964. * @returns the current mesh
  91965. */
  91966. removeChild(mesh: AbstractMesh): AbstractMesh;
  91967. /** @hidden */
  91968. private _initFacetData;
  91969. /**
  91970. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  91971. * This method can be called within the render loop.
  91972. * You don't need to call this method by yourself in the render loop when you update/morph a mesh with the methods CreateXXX() as they automatically manage this computation
  91973. * @returns the current mesh
  91974. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91975. */
  91976. updateFacetData(): AbstractMesh;
  91977. /**
  91978. * Returns the facetLocalNormals array.
  91979. * The normals are expressed in the mesh local spac
  91980. * @returns an array of Vector3
  91981. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91982. */
  91983. getFacetLocalNormals(): Vector3[];
  91984. /**
  91985. * Returns the facetLocalPositions array.
  91986. * The facet positions are expressed in the mesh local space
  91987. * @returns an array of Vector3
  91988. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91989. */
  91990. getFacetLocalPositions(): Vector3[];
  91991. /**
  91992. * Returns the facetLocalPartioning array
  91993. * @returns an array of array of numbers
  91994. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91995. */
  91996. getFacetLocalPartitioning(): number[][];
  91997. /**
  91998. * Returns the i-th facet position in the world system.
  91999. * This method allocates a new Vector3 per call
  92000. * @param i defines the facet index
  92001. * @returns a new Vector3
  92002. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  92003. */
  92004. getFacetPosition(i: number): Vector3;
  92005. /**
  92006. * Sets the reference Vector3 with the i-th facet position in the world system
  92007. * @param i defines the facet index
  92008. * @param ref defines the target vector
  92009. * @returns the current mesh
  92010. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  92011. */
  92012. getFacetPositionToRef(i: number, ref: Vector3): AbstractMesh;
  92013. /**
  92014. * Returns the i-th facet normal in the world system.
  92015. * This method allocates a new Vector3 per call
  92016. * @param i defines the facet index
  92017. * @returns a new Vector3
  92018. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  92019. */
  92020. getFacetNormal(i: number): Vector3;
  92021. /**
  92022. * Sets the reference Vector3 with the i-th facet normal in the world system
  92023. * @param i defines the facet index
  92024. * @param ref defines the target vector
  92025. * @returns the current mesh
  92026. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  92027. */
  92028. getFacetNormalToRef(i: number, ref: Vector3): this;
  92029. /**
  92030. * Returns the facets (in an array) in the same partitioning block than the one the passed coordinates are located (expressed in the mesh local system)
  92031. * @param x defines x coordinate
  92032. * @param y defines y coordinate
  92033. * @param z defines z coordinate
  92034. * @returns the array of facet indexes
  92035. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  92036. */
  92037. getFacetsAtLocalCoordinates(x: number, y: number, z: number): Nullable<number[]>;
  92038. /**
  92039. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  92040. * @param projected sets as the (x,y,z) world projection on the facet
  92041. * @param checkFace if true (default false), only the facet "facing" to (x,y,z) or only the ones "turning their backs", according to the parameter "facing" are returned
  92042. * @param facing if facing and checkFace are true, only the facet "facing" to (x, y, z) are returned : positive dot (x, y, z) * facet position. If facing si false and checkFace is true, only the facet "turning their backs" to (x, y, z) are returned : negative dot (x, y, z) * facet position
  92043. * @param x defines x coordinate
  92044. * @param y defines y coordinate
  92045. * @param z defines z coordinate
  92046. * @returns the face index if found (or null instead)
  92047. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  92048. */
  92049. getClosestFacetAtCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  92050. /**
  92051. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  92052. * @param projected sets as the (x,y,z) local projection on the facet
  92053. * @param checkFace if true (default false), only the facet "facing" to (x,y,z) or only the ones "turning their backs", according to the parameter "facing" are returned
  92054. * @param facing if facing and checkFace are true, only the facet "facing" to (x, y, z) are returned : positive dot (x, y, z) * facet position. If facing si false and checkFace is true, only the facet "turning their backs" to (x, y, z) are returned : negative dot (x, y, z) * facet position
  92055. * @param x defines x coordinate
  92056. * @param y defines y coordinate
  92057. * @param z defines z coordinate
  92058. * @returns the face index if found (or null instead)
  92059. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  92060. */
  92061. getClosestFacetAtLocalCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  92062. /**
  92063. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  92064. * @returns the parameters
  92065. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  92066. */
  92067. getFacetDataParameters(): any;
  92068. /**
  92069. * Disables the feature FacetData and frees the related memory
  92070. * @returns the current mesh
  92071. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  92072. */
  92073. disableFacetData(): AbstractMesh;
  92074. /**
  92075. * Updates the AbstractMesh indices array
  92076. * @param indices defines the data source
  92077. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  92078. * @param gpuMemoryOnly defines a boolean indicating that only the GPU memory must be updated leaving the CPU version of the indices unchanged (false by default)
  92079. * @returns the current mesh
  92080. */
  92081. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  92082. /**
  92083. * Creates new normals data for the mesh
  92084. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  92085. * @returns the current mesh
  92086. */
  92087. createNormals(updatable: boolean): AbstractMesh;
  92088. /**
  92089. * Align the mesh with a normal
  92090. * @param normal defines the normal to use
  92091. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  92092. * @returns the current mesh
  92093. */
  92094. alignWithNormal(normal: Vector3, upDirection?: Vector3): AbstractMesh;
  92095. /** @hidden */
  92096. _checkOcclusionQuery(): boolean;
  92097. /**
  92098. * Disables the mesh edge rendering mode
  92099. * @returns the currentAbstractMesh
  92100. */
  92101. disableEdgesRendering(): AbstractMesh;
  92102. /**
  92103. * Enables the edge rendering mode on the mesh.
  92104. * This mode makes the mesh edges visible
  92105. * @param epsilon defines the maximal distance between two angles to detect a face
  92106. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  92107. * @returns the currentAbstractMesh
  92108. * @see https://www.babylonjs-playground.com/#19O9TU#0
  92109. */
  92110. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  92111. }
  92112. }
  92113. declare module BABYLON {
  92114. /**
  92115. * Interface used to define ActionEvent
  92116. */
  92117. export interface IActionEvent {
  92118. /** The mesh or sprite that triggered the action */
  92119. source: any;
  92120. /** The X mouse cursor position at the time of the event */
  92121. pointerX: number;
  92122. /** The Y mouse cursor position at the time of the event */
  92123. pointerY: number;
  92124. /** The mesh that is currently pointed at (can be null) */
  92125. meshUnderPointer: Nullable<AbstractMesh>;
  92126. /** the original (browser) event that triggered the ActionEvent */
  92127. sourceEvent?: any;
  92128. /** additional data for the event */
  92129. additionalData?: any;
  92130. }
  92131. /**
  92132. * ActionEvent is the event being sent when an action is triggered.
  92133. */
  92134. export class ActionEvent implements IActionEvent {
  92135. /** The mesh or sprite that triggered the action */
  92136. source: any;
  92137. /** The X mouse cursor position at the time of the event */
  92138. pointerX: number;
  92139. /** The Y mouse cursor position at the time of the event */
  92140. pointerY: number;
  92141. /** The mesh that is currently pointed at (can be null) */
  92142. meshUnderPointer: Nullable<AbstractMesh>;
  92143. /** the original (browser) event that triggered the ActionEvent */
  92144. sourceEvent?: any;
  92145. /** additional data for the event */
  92146. additionalData?: any;
  92147. /**
  92148. * Creates a new ActionEvent
  92149. * @param source The mesh or sprite that triggered the action
  92150. * @param pointerX The X mouse cursor position at the time of the event
  92151. * @param pointerY The Y mouse cursor position at the time of the event
  92152. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  92153. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  92154. * @param additionalData additional data for the event
  92155. */
  92156. constructor(
  92157. /** The mesh or sprite that triggered the action */
  92158. source: any,
  92159. /** The X mouse cursor position at the time of the event */
  92160. pointerX: number,
  92161. /** The Y mouse cursor position at the time of the event */
  92162. pointerY: number,
  92163. /** The mesh that is currently pointed at (can be null) */
  92164. meshUnderPointer: Nullable<AbstractMesh>,
  92165. /** the original (browser) event that triggered the ActionEvent */
  92166. sourceEvent?: any,
  92167. /** additional data for the event */
  92168. additionalData?: any);
  92169. /**
  92170. * Helper function to auto-create an ActionEvent from a source mesh.
  92171. * @param source The source mesh that triggered the event
  92172. * @param evt The original (browser) event
  92173. * @param additionalData additional data for the event
  92174. * @returns the new ActionEvent
  92175. */
  92176. static CreateNew(source: AbstractMesh, evt?: Event, additionalData?: any): ActionEvent;
  92177. /**
  92178. * Helper function to auto-create an ActionEvent from a source sprite
  92179. * @param source The source sprite that triggered the event
  92180. * @param scene Scene associated with the sprite
  92181. * @param evt The original (browser) event
  92182. * @param additionalData additional data for the event
  92183. * @returns the new ActionEvent
  92184. */
  92185. static CreateNewFromSprite(source: Sprite, scene: Scene, evt?: Event, additionalData?: any): ActionEvent;
  92186. /**
  92187. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  92188. * @param scene the scene where the event occurred
  92189. * @param evt The original (browser) event
  92190. * @returns the new ActionEvent
  92191. */
  92192. static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent;
  92193. /**
  92194. * Helper function to auto-create an ActionEvent from a primitive
  92195. * @param prim defines the target primitive
  92196. * @param pointerPos defines the pointer position
  92197. * @param evt The original (browser) event
  92198. * @param additionalData additional data for the event
  92199. * @returns the new ActionEvent
  92200. */
  92201. static CreateNewFromPrimitive(prim: any, pointerPos: Vector2, evt?: Event, additionalData?: any): ActionEvent;
  92202. }
  92203. }
  92204. declare module BABYLON {
  92205. /**
  92206. * Abstract class used to decouple action Manager from scene and meshes.
  92207. * Do not instantiate.
  92208. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  92209. */
  92210. export abstract class AbstractActionManager implements IDisposable {
  92211. /** Gets the list of active triggers */
  92212. static Triggers: {
  92213. [key: string]: number;
  92214. };
  92215. /** Gets the cursor to use when hovering items */
  92216. hoverCursor: string;
  92217. /** Gets the list of actions */
  92218. actions: IAction[];
  92219. /**
  92220. * Gets or sets a boolean indicating that the manager is recursive meaning that it can trigger action from children
  92221. */
  92222. isRecursive: boolean;
  92223. /**
  92224. * Releases all associated resources
  92225. */
  92226. abstract dispose(): void;
  92227. /**
  92228. * Does this action manager has pointer triggers
  92229. */
  92230. abstract readonly hasPointerTriggers: boolean;
  92231. /**
  92232. * Does this action manager has pick triggers
  92233. */
  92234. abstract readonly hasPickTriggers: boolean;
  92235. /**
  92236. * Process a specific trigger
  92237. * @param trigger defines the trigger to process
  92238. * @param evt defines the event details to be processed
  92239. */
  92240. abstract processTrigger(trigger: number, evt?: IActionEvent): void;
  92241. /**
  92242. * Does this action manager handles actions of any of the given triggers
  92243. * @param triggers defines the triggers to be tested
  92244. * @return a boolean indicating whether one (or more) of the triggers is handled
  92245. */
  92246. abstract hasSpecificTriggers(triggers: number[]): boolean;
  92247. /**
  92248. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  92249. * speed.
  92250. * @param triggerA defines the trigger to be tested
  92251. * @param triggerB defines the trigger to be tested
  92252. * @return a boolean indicating whether one (or more) of the triggers is handled
  92253. */
  92254. abstract hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  92255. /**
  92256. * Does this action manager handles actions of a given trigger
  92257. * @param trigger defines the trigger to be tested
  92258. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  92259. * @return whether the trigger is handled
  92260. */
  92261. abstract hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  92262. /**
  92263. * Serialize this manager to a JSON object
  92264. * @param name defines the property name to store this manager
  92265. * @returns a JSON representation of this manager
  92266. */
  92267. abstract serialize(name: string): any;
  92268. /**
  92269. * Registers an action to this action manager
  92270. * @param action defines the action to be registered
  92271. * @return the action amended (prepared) after registration
  92272. */
  92273. abstract registerAction(action: IAction): Nullable<IAction>;
  92274. /**
  92275. * Unregisters an action to this action manager
  92276. * @param action defines the action to be unregistered
  92277. * @return a boolean indicating whether the action has been unregistered
  92278. */
  92279. abstract unregisterAction(action: IAction): Boolean;
  92280. /**
  92281. * Does exist one action manager with at least one trigger
  92282. **/
  92283. static readonly HasTriggers: boolean;
  92284. /**
  92285. * Does exist one action manager with at least one pick trigger
  92286. **/
  92287. static readonly HasPickTriggers: boolean;
  92288. /**
  92289. * Does exist one action manager that handles actions of a given trigger
  92290. * @param trigger defines the trigger to be tested
  92291. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  92292. **/
  92293. static HasSpecificTrigger(trigger: number): boolean;
  92294. }
  92295. }
  92296. declare module BABYLON {
  92297. /**
  92298. * Defines how a node can be built from a string name.
  92299. */
  92300. export type NodeConstructor = (name: string, scene: Scene, options?: any) => () => Node;
  92301. /**
  92302. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  92303. */
  92304. export class Node implements IBehaviorAware<Node> {
  92305. /** @hidden */
  92306. static _AnimationRangeFactory: (name: string, from: number, to: number) => AnimationRange;
  92307. private static _NodeConstructors;
  92308. /**
  92309. * Add a new node constructor
  92310. * @param type defines the type name of the node to construct
  92311. * @param constructorFunc defines the constructor function
  92312. */
  92313. static AddNodeConstructor(type: string, constructorFunc: NodeConstructor): void;
  92314. /**
  92315. * Returns a node constructor based on type name
  92316. * @param type defines the type name
  92317. * @param name defines the new node name
  92318. * @param scene defines the hosting scene
  92319. * @param options defines optional options to transmit to constructors
  92320. * @returns the new constructor or null
  92321. */
  92322. static Construct(type: string, name: string, scene: Scene, options?: any): Nullable<() => Node>;
  92323. /**
  92324. * Gets or sets the name of the node
  92325. */
  92326. name: string;
  92327. /**
  92328. * Gets or sets the id of the node
  92329. */
  92330. id: string;
  92331. /**
  92332. * Gets or sets the unique id of the node
  92333. */
  92334. uniqueId: number;
  92335. /**
  92336. * Gets or sets a string used to store user defined state for the node
  92337. */
  92338. state: string;
  92339. /**
  92340. * Gets or sets an object used to store user defined information for the node
  92341. */
  92342. metadata: any;
  92343. /**
  92344. * For internal use only. Please do not use.
  92345. */
  92346. reservedDataStore: any;
  92347. /**
  92348. * List of inspectable custom properties (used by the Inspector)
  92349. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  92350. */
  92351. inspectableCustomProperties: IInspectable[];
  92352. /**
  92353. * Gets or sets a boolean used to define if the node must be serialized
  92354. */
  92355. doNotSerialize: boolean;
  92356. /** @hidden */
  92357. _isDisposed: boolean;
  92358. /**
  92359. * Gets a list of Animations associated with the node
  92360. */
  92361. animations: Animation[];
  92362. protected _ranges: {
  92363. [name: string]: Nullable<AnimationRange>;
  92364. };
  92365. /**
  92366. * Callback raised when the node is ready to be used
  92367. */
  92368. onReady: Nullable<(node: Node) => void>;
  92369. private _isEnabled;
  92370. private _isParentEnabled;
  92371. private _isReady;
  92372. /** @hidden */
  92373. _currentRenderId: number;
  92374. private _parentUpdateId;
  92375. /** @hidden */
  92376. _childUpdateId: number;
  92377. /** @hidden */
  92378. _waitingParentId: Nullable<string>;
  92379. /** @hidden */
  92380. _scene: Scene;
  92381. /** @hidden */
  92382. _cache: any;
  92383. private _parentNode;
  92384. private _children;
  92385. /** @hidden */
  92386. _worldMatrix: Matrix;
  92387. /** @hidden */
  92388. _worldMatrixDeterminant: number;
  92389. /** @hidden */
  92390. _worldMatrixDeterminantIsDirty: boolean;
  92391. /** @hidden */
  92392. private _sceneRootNodesIndex;
  92393. /**
  92394. * Gets a boolean indicating if the node has been disposed
  92395. * @returns true if the node was disposed
  92396. */
  92397. isDisposed(): boolean;
  92398. /**
  92399. * Gets or sets the parent of the node (without keeping the current position in the scene)
  92400. * @see https://doc.babylonjs.com/how_to/parenting
  92401. */
  92402. parent: Nullable<Node>;
  92403. private addToSceneRootNodes;
  92404. private removeFromSceneRootNodes;
  92405. private _animationPropertiesOverride;
  92406. /**
  92407. * Gets or sets the animation properties override
  92408. */
  92409. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  92410. /**
  92411. * Gets a string idenfifying the name of the class
  92412. * @returns "Node" string
  92413. */
  92414. getClassName(): string;
  92415. /** @hidden */
  92416. readonly _isNode: boolean;
  92417. /**
  92418. * An event triggered when the mesh is disposed
  92419. */
  92420. onDisposeObservable: Observable<Node>;
  92421. private _onDisposeObserver;
  92422. /**
  92423. * Sets a callback that will be raised when the node will be disposed
  92424. */
  92425. onDispose: () => void;
  92426. /**
  92427. * Creates a new Node
  92428. * @param name the name and id to be given to this node
  92429. * @param scene the scene this node will be added to
  92430. * @param addToRootNodes the node will be added to scene.rootNodes
  92431. */
  92432. constructor(name: string, scene?: Nullable<Scene>, addToRootNodes?: boolean);
  92433. /**
  92434. * Gets the scene of the node
  92435. * @returns a scene
  92436. */
  92437. getScene(): Scene;
  92438. /**
  92439. * Gets the engine of the node
  92440. * @returns a Engine
  92441. */
  92442. getEngine(): Engine;
  92443. private _behaviors;
  92444. /**
  92445. * Attach a behavior to the node
  92446. * @see http://doc.babylonjs.com/features/behaviour
  92447. * @param behavior defines the behavior to attach
  92448. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  92449. * @returns the current Node
  92450. */
  92451. addBehavior(behavior: Behavior<Node>, attachImmediately?: boolean): Node;
  92452. /**
  92453. * Remove an attached behavior
  92454. * @see http://doc.babylonjs.com/features/behaviour
  92455. * @param behavior defines the behavior to attach
  92456. * @returns the current Node
  92457. */
  92458. removeBehavior(behavior: Behavior<Node>): Node;
  92459. /**
  92460. * Gets the list of attached behaviors
  92461. * @see http://doc.babylonjs.com/features/behaviour
  92462. */
  92463. readonly behaviors: Behavior<Node>[];
  92464. /**
  92465. * Gets an attached behavior by name
  92466. * @param name defines the name of the behavior to look for
  92467. * @see http://doc.babylonjs.com/features/behaviour
  92468. * @returns null if behavior was not found else the requested behavior
  92469. */
  92470. getBehaviorByName(name: string): Nullable<Behavior<Node>>;
  92471. /**
  92472. * Returns the latest update of the World matrix
  92473. * @returns a Matrix
  92474. */
  92475. getWorldMatrix(): Matrix;
  92476. /** @hidden */
  92477. _getWorldMatrixDeterminant(): number;
  92478. /**
  92479. * Returns directly the latest state of the mesh World matrix.
  92480. * A Matrix is returned.
  92481. */
  92482. readonly worldMatrixFromCache: Matrix;
  92483. /** @hidden */
  92484. _initCache(): void;
  92485. /** @hidden */
  92486. updateCache(force?: boolean): void;
  92487. /** @hidden */
  92488. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  92489. /** @hidden */
  92490. _updateCache(ignoreParentClass?: boolean): void;
  92491. /** @hidden */
  92492. _isSynchronized(): boolean;
  92493. /** @hidden */
  92494. _markSyncedWithParent(): void;
  92495. /** @hidden */
  92496. isSynchronizedWithParent(): boolean;
  92497. /** @hidden */
  92498. isSynchronized(): boolean;
  92499. /**
  92500. * Is this node ready to be used/rendered
  92501. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  92502. * @return true if the node is ready
  92503. */
  92504. isReady(completeCheck?: boolean): boolean;
  92505. /**
  92506. * Is this node enabled?
  92507. * If the node has a parent, all ancestors will be checked and false will be returned if any are false (not enabled), otherwise will return true
  92508. * @param checkAncestors indicates if this method should check the ancestors. The default is to check the ancestors. If set to false, the method will return the value of this node without checking ancestors
  92509. * @return whether this node (and its parent) is enabled
  92510. */
  92511. isEnabled(checkAncestors?: boolean): boolean;
  92512. /** @hidden */
  92513. protected _syncParentEnabledState(): void;
  92514. /**
  92515. * Set the enabled state of this node
  92516. * @param value defines the new enabled state
  92517. */
  92518. setEnabled(value: boolean): void;
  92519. /**
  92520. * Is this node a descendant of the given node?
  92521. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  92522. * @param ancestor defines the parent node to inspect
  92523. * @returns a boolean indicating if this node is a descendant of the given node
  92524. */
  92525. isDescendantOf(ancestor: Node): boolean;
  92526. /** @hidden */
  92527. _getDescendants(results: Node[], directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): void;
  92528. /**
  92529. * Will return all nodes that have this node as ascendant
  92530. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered
  92531. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  92532. * @return all children nodes of all types
  92533. */
  92534. getDescendants(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): Node[];
  92535. /**
  92536. * Get all child-meshes of this node
  92537. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered (Default: false)
  92538. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  92539. * @returns an array of AbstractMesh
  92540. */
  92541. getChildMeshes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): AbstractMesh[];
  92542. /**
  92543. * Get all direct children of this node
  92544. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  92545. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered (Default: true)
  92546. * @returns an array of Node
  92547. */
  92548. getChildren(predicate?: (node: Node) => boolean, directDescendantsOnly?: boolean): Node[];
  92549. /** @hidden */
  92550. _setReady(state: boolean): void;
  92551. /**
  92552. * Get an animation by name
  92553. * @param name defines the name of the animation to look for
  92554. * @returns null if not found else the requested animation
  92555. */
  92556. getAnimationByName(name: string): Nullable<Animation>;
  92557. /**
  92558. * Creates an animation range for this node
  92559. * @param name defines the name of the range
  92560. * @param from defines the starting key
  92561. * @param to defines the end key
  92562. */
  92563. createAnimationRange(name: string, from: number, to: number): void;
  92564. /**
  92565. * Delete a specific animation range
  92566. * @param name defines the name of the range to delete
  92567. * @param deleteFrames defines if animation frames from the range must be deleted as well
  92568. */
  92569. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  92570. /**
  92571. * Get an animation range by name
  92572. * @param name defines the name of the animation range to look for
  92573. * @returns null if not found else the requested animation range
  92574. */
  92575. getAnimationRange(name: string): Nullable<AnimationRange>;
  92576. /**
  92577. * Gets the list of all animation ranges defined on this node
  92578. * @returns an array
  92579. */
  92580. getAnimationRanges(): Nullable<AnimationRange>[];
  92581. /**
  92582. * Will start the animation sequence
  92583. * @param name defines the range frames for animation sequence
  92584. * @param loop defines if the animation should loop (false by default)
  92585. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  92586. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  92587. * @returns the object created for this animation. If range does not exist, it will return null
  92588. */
  92589. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  92590. /**
  92591. * Serialize animation ranges into a JSON compatible object
  92592. * @returns serialization object
  92593. */
  92594. serializeAnimationRanges(): any;
  92595. /**
  92596. * Computes the world matrix of the node
  92597. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  92598. * @returns the world matrix
  92599. */
  92600. computeWorldMatrix(force?: boolean): Matrix;
  92601. /**
  92602. * Releases resources associated with this node.
  92603. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  92604. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  92605. */
  92606. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  92607. /**
  92608. * Parse animation range data from a serialization object and store them into a given node
  92609. * @param node defines where to store the animation ranges
  92610. * @param parsedNode defines the serialization object to read data from
  92611. * @param scene defines the hosting scene
  92612. */
  92613. static ParseAnimationRanges(node: Node, parsedNode: any, scene: Scene): void;
  92614. /**
  92615. * Return the minimum and maximum world vectors of the entire hierarchy under current node
  92616. * @param includeDescendants Include bounding info from descendants as well (true by default)
  92617. * @param predicate defines a callback function that can be customize to filter what meshes should be included in the list used to compute the bounding vectors
  92618. * @returns the new bounding vectors
  92619. */
  92620. getHierarchyBoundingVectors(includeDescendants?: boolean, predicate?: Nullable<(abstractMesh: AbstractMesh) => boolean>): {
  92621. min: Vector3;
  92622. max: Vector3;
  92623. };
  92624. }
  92625. }
  92626. declare module BABYLON {
  92627. /**
  92628. * @hidden
  92629. */
  92630. export class _IAnimationState {
  92631. key: number;
  92632. repeatCount: number;
  92633. workValue?: any;
  92634. loopMode?: number;
  92635. offsetValue?: any;
  92636. highLimitValue?: any;
  92637. }
  92638. /**
  92639. * Class used to store any kind of animation
  92640. */
  92641. export class Animation {
  92642. /**Name of the animation */
  92643. name: string;
  92644. /**Property to animate */
  92645. targetProperty: string;
  92646. /**The frames per second of the animation */
  92647. framePerSecond: number;
  92648. /**The data type of the animation */
  92649. dataType: number;
  92650. /**The loop mode of the animation */
  92651. loopMode?: number | undefined;
  92652. /**Specifies if blending should be enabled */
  92653. enableBlending?: boolean | undefined;
  92654. /**
  92655. * Use matrix interpolation instead of using direct key value when animating matrices
  92656. */
  92657. static AllowMatricesInterpolation: boolean;
  92658. /**
  92659. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  92660. */
  92661. static AllowMatrixDecomposeForInterpolation: boolean;
  92662. /**
  92663. * Stores the key frames of the animation
  92664. */
  92665. private _keys;
  92666. /**
  92667. * Stores the easing function of the animation
  92668. */
  92669. private _easingFunction;
  92670. /**
  92671. * @hidden Internal use only
  92672. */
  92673. _runtimeAnimations: RuntimeAnimation[];
  92674. /**
  92675. * The set of event that will be linked to this animation
  92676. */
  92677. private _events;
  92678. /**
  92679. * Stores an array of target property paths
  92680. */
  92681. targetPropertyPath: string[];
  92682. /**
  92683. * Stores the blending speed of the animation
  92684. */
  92685. blendingSpeed: number;
  92686. /**
  92687. * Stores the animation ranges for the animation
  92688. */
  92689. private _ranges;
  92690. /**
  92691. * @hidden Internal use
  92692. */
  92693. static _PrepareAnimation(name: string, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction): Nullable<Animation>;
  92694. /**
  92695. * Sets up an animation
  92696. * @param property The property to animate
  92697. * @param animationType The animation type to apply
  92698. * @param framePerSecond The frames per second of the animation
  92699. * @param easingFunction The easing function used in the animation
  92700. * @returns The created animation
  92701. */
  92702. static CreateAnimation(property: string, animationType: number, framePerSecond: number, easingFunction: EasingFunction): Animation;
  92703. /**
  92704. * Create and start an animation on a node
  92705. * @param name defines the name of the global animation that will be run on all nodes
  92706. * @param node defines the root node where the animation will take place
  92707. * @param targetProperty defines property to animate
  92708. * @param framePerSecond defines the number of frame per second yo use
  92709. * @param totalFrame defines the number of frames in total
  92710. * @param from defines the initial value
  92711. * @param to defines the final value
  92712. * @param loopMode defines which loop mode you want to use (off by default)
  92713. * @param easingFunction defines the easing function to use (linear by default)
  92714. * @param onAnimationEnd defines the callback to call when animation end
  92715. * @returns the animatable created for this animation
  92716. */
  92717. static CreateAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  92718. /**
  92719. * Create and start an animation on a node and its descendants
  92720. * @param name defines the name of the global animation that will be run on all nodes
  92721. * @param node defines the root node where the animation will take place
  92722. * @param directDescendantsOnly if true only direct descendants will be used, if false direct and also indirect (children of children, an so on in a recursive manner) descendants will be used
  92723. * @param targetProperty defines property to animate
  92724. * @param framePerSecond defines the number of frame per second to use
  92725. * @param totalFrame defines the number of frames in total
  92726. * @param from defines the initial value
  92727. * @param to defines the final value
  92728. * @param loopMode defines which loop mode you want to use (off by default)
  92729. * @param easingFunction defines the easing function to use (linear by default)
  92730. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  92731. * @returns the list of animatables created for all nodes
  92732. * @example https://www.babylonjs-playground.com/#MH0VLI
  92733. */
  92734. static CreateAndStartHierarchyAnimation(name: string, node: Node, directDescendantsOnly: boolean, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable[]>;
  92735. /**
  92736. * Creates a new animation, merges it with the existing animations and starts it
  92737. * @param name Name of the animation
  92738. * @param node Node which contains the scene that begins the animations
  92739. * @param targetProperty Specifies which property to animate
  92740. * @param framePerSecond The frames per second of the animation
  92741. * @param totalFrame The total number of frames
  92742. * @param from The frame at the beginning of the animation
  92743. * @param to The frame at the end of the animation
  92744. * @param loopMode Specifies the loop mode of the animation
  92745. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  92746. * @param onAnimationEnd Callback to run once the animation is complete
  92747. * @returns Nullable animation
  92748. */
  92749. static CreateMergeAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  92750. /**
  92751. * Transition property of an host to the target Value
  92752. * @param property The property to transition
  92753. * @param targetValue The target Value of the property
  92754. * @param host The object where the property to animate belongs
  92755. * @param scene Scene used to run the animation
  92756. * @param frameRate Framerate (in frame/s) to use
  92757. * @param transition The transition type we want to use
  92758. * @param duration The duration of the animation, in milliseconds
  92759. * @param onAnimationEnd Callback trigger at the end of the animation
  92760. * @returns Nullable animation
  92761. */
  92762. static TransitionTo(property: string, targetValue: any, host: any, scene: Scene, frameRate: number, transition: Animation, duration: number, onAnimationEnd?: Nullable<() => void>): Nullable<Animatable>;
  92763. /**
  92764. * Return the array of runtime animations currently using this animation
  92765. */
  92766. readonly runtimeAnimations: RuntimeAnimation[];
  92767. /**
  92768. * Specifies if any of the runtime animations are currently running
  92769. */
  92770. readonly hasRunningRuntimeAnimations: boolean;
  92771. /**
  92772. * Initializes the animation
  92773. * @param name Name of the animation
  92774. * @param targetProperty Property to animate
  92775. * @param framePerSecond The frames per second of the animation
  92776. * @param dataType The data type of the animation
  92777. * @param loopMode The loop mode of the animation
  92778. * @param enableBlending Specifies if blending should be enabled
  92779. */
  92780. constructor(
  92781. /**Name of the animation */
  92782. name: string,
  92783. /**Property to animate */
  92784. targetProperty: string,
  92785. /**The frames per second of the animation */
  92786. framePerSecond: number,
  92787. /**The data type of the animation */
  92788. dataType: number,
  92789. /**The loop mode of the animation */
  92790. loopMode?: number | undefined,
  92791. /**Specifies if blending should be enabled */
  92792. enableBlending?: boolean | undefined);
  92793. /**
  92794. * Converts the animation to a string
  92795. * @param fullDetails support for multiple levels of logging within scene loading
  92796. * @returns String form of the animation
  92797. */
  92798. toString(fullDetails?: boolean): string;
  92799. /**
  92800. * Add an event to this animation
  92801. * @param event Event to add
  92802. */
  92803. addEvent(event: AnimationEvent): void;
  92804. /**
  92805. * Remove all events found at the given frame
  92806. * @param frame The frame to remove events from
  92807. */
  92808. removeEvents(frame: number): void;
  92809. /**
  92810. * Retrieves all the events from the animation
  92811. * @returns Events from the animation
  92812. */
  92813. getEvents(): AnimationEvent[];
  92814. /**
  92815. * Creates an animation range
  92816. * @param name Name of the animation range
  92817. * @param from Starting frame of the animation range
  92818. * @param to Ending frame of the animation
  92819. */
  92820. createRange(name: string, from: number, to: number): void;
  92821. /**
  92822. * Deletes an animation range by name
  92823. * @param name Name of the animation range to delete
  92824. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  92825. */
  92826. deleteRange(name: string, deleteFrames?: boolean): void;
  92827. /**
  92828. * Gets the animation range by name, or null if not defined
  92829. * @param name Name of the animation range
  92830. * @returns Nullable animation range
  92831. */
  92832. getRange(name: string): Nullable<AnimationRange>;
  92833. /**
  92834. * Gets the key frames from the animation
  92835. * @returns The key frames of the animation
  92836. */
  92837. getKeys(): Array<IAnimationKey>;
  92838. /**
  92839. * Gets the highest frame rate of the animation
  92840. * @returns Highest frame rate of the animation
  92841. */
  92842. getHighestFrame(): number;
  92843. /**
  92844. * Gets the easing function of the animation
  92845. * @returns Easing function of the animation
  92846. */
  92847. getEasingFunction(): IEasingFunction;
  92848. /**
  92849. * Sets the easing function of the animation
  92850. * @param easingFunction A custom mathematical formula for animation
  92851. */
  92852. setEasingFunction(easingFunction: EasingFunction): void;
  92853. /**
  92854. * Interpolates a scalar linearly
  92855. * @param startValue Start value of the animation curve
  92856. * @param endValue End value of the animation curve
  92857. * @param gradient Scalar amount to interpolate
  92858. * @returns Interpolated scalar value
  92859. */
  92860. floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
  92861. /**
  92862. * Interpolates a scalar cubically
  92863. * @param startValue Start value of the animation curve
  92864. * @param outTangent End tangent of the animation
  92865. * @param endValue End value of the animation curve
  92866. * @param inTangent Start tangent of the animation curve
  92867. * @param gradient Scalar amount to interpolate
  92868. * @returns Interpolated scalar value
  92869. */
  92870. floatInterpolateFunctionWithTangents(startValue: number, outTangent: number, endValue: number, inTangent: number, gradient: number): number;
  92871. /**
  92872. * Interpolates a quaternion using a spherical linear interpolation
  92873. * @param startValue Start value of the animation curve
  92874. * @param endValue End value of the animation curve
  92875. * @param gradient Scalar amount to interpolate
  92876. * @returns Interpolated quaternion value
  92877. */
  92878. quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
  92879. /**
  92880. * Interpolates a quaternion cubically
  92881. * @param startValue Start value of the animation curve
  92882. * @param outTangent End tangent of the animation curve
  92883. * @param endValue End value of the animation curve
  92884. * @param inTangent Start tangent of the animation curve
  92885. * @param gradient Scalar amount to interpolate
  92886. * @returns Interpolated quaternion value
  92887. */
  92888. quaternionInterpolateFunctionWithTangents(startValue: Quaternion, outTangent: Quaternion, endValue: Quaternion, inTangent: Quaternion, gradient: number): Quaternion;
  92889. /**
  92890. * Interpolates a Vector3 linearl
  92891. * @param startValue Start value of the animation curve
  92892. * @param endValue End value of the animation curve
  92893. * @param gradient Scalar amount to interpolate
  92894. * @returns Interpolated scalar value
  92895. */
  92896. vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
  92897. /**
  92898. * Interpolates a Vector3 cubically
  92899. * @param startValue Start value of the animation curve
  92900. * @param outTangent End tangent of the animation
  92901. * @param endValue End value of the animation curve
  92902. * @param inTangent Start tangent of the animation curve
  92903. * @param gradient Scalar amount to interpolate
  92904. * @returns InterpolatedVector3 value
  92905. */
  92906. vector3InterpolateFunctionWithTangents(startValue: Vector3, outTangent: Vector3, endValue: Vector3, inTangent: Vector3, gradient: number): Vector3;
  92907. /**
  92908. * Interpolates a Vector2 linearly
  92909. * @param startValue Start value of the animation curve
  92910. * @param endValue End value of the animation curve
  92911. * @param gradient Scalar amount to interpolate
  92912. * @returns Interpolated Vector2 value
  92913. */
  92914. vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
  92915. /**
  92916. * Interpolates a Vector2 cubically
  92917. * @param startValue Start value of the animation curve
  92918. * @param outTangent End tangent of the animation
  92919. * @param endValue End value of the animation curve
  92920. * @param inTangent Start tangent of the animation curve
  92921. * @param gradient Scalar amount to interpolate
  92922. * @returns Interpolated Vector2 value
  92923. */
  92924. vector2InterpolateFunctionWithTangents(startValue: Vector2, outTangent: Vector2, endValue: Vector2, inTangent: Vector2, gradient: number): Vector2;
  92925. /**
  92926. * Interpolates a size linearly
  92927. * @param startValue Start value of the animation curve
  92928. * @param endValue End value of the animation curve
  92929. * @param gradient Scalar amount to interpolate
  92930. * @returns Interpolated Size value
  92931. */
  92932. sizeInterpolateFunction(startValue: Size, endValue: Size, gradient: number): Size;
  92933. /**
  92934. * Interpolates a Color3 linearly
  92935. * @param startValue Start value of the animation curve
  92936. * @param endValue End value of the animation curve
  92937. * @param gradient Scalar amount to interpolate
  92938. * @returns Interpolated Color3 value
  92939. */
  92940. color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
  92941. /**
  92942. * @hidden Internal use only
  92943. */
  92944. _getKeyValue(value: any): any;
  92945. /**
  92946. * @hidden Internal use only
  92947. */
  92948. _interpolate(currentFrame: number, state: _IAnimationState): any;
  92949. /**
  92950. * Defines the function to use to interpolate matrices
  92951. * @param startValue defines the start matrix
  92952. * @param endValue defines the end matrix
  92953. * @param gradient defines the gradient between both matrices
  92954. * @param result defines an optional target matrix where to store the interpolation
  92955. * @returns the interpolated matrix
  92956. */
  92957. matrixInterpolateFunction(startValue: Matrix, endValue: Matrix, gradient: number, result?: Matrix): Matrix;
  92958. /**
  92959. * Makes a copy of the animation
  92960. * @returns Cloned animation
  92961. */
  92962. clone(): Animation;
  92963. /**
  92964. * Sets the key frames of the animation
  92965. * @param values The animation key frames to set
  92966. */
  92967. setKeys(values: Array<IAnimationKey>): void;
  92968. /**
  92969. * Serializes the animation to an object
  92970. * @returns Serialized object
  92971. */
  92972. serialize(): any;
  92973. /**
  92974. * Float animation type
  92975. */
  92976. private static _ANIMATIONTYPE_FLOAT;
  92977. /**
  92978. * Vector3 animation type
  92979. */
  92980. private static _ANIMATIONTYPE_VECTOR3;
  92981. /**
  92982. * Quaternion animation type
  92983. */
  92984. private static _ANIMATIONTYPE_QUATERNION;
  92985. /**
  92986. * Matrix animation type
  92987. */
  92988. private static _ANIMATIONTYPE_MATRIX;
  92989. /**
  92990. * Color3 animation type
  92991. */
  92992. private static _ANIMATIONTYPE_COLOR3;
  92993. /**
  92994. * Vector2 animation type
  92995. */
  92996. private static _ANIMATIONTYPE_VECTOR2;
  92997. /**
  92998. * Size animation type
  92999. */
  93000. private static _ANIMATIONTYPE_SIZE;
  93001. /**
  93002. * Relative Loop Mode
  93003. */
  93004. private static _ANIMATIONLOOPMODE_RELATIVE;
  93005. /**
  93006. * Cycle Loop Mode
  93007. */
  93008. private static _ANIMATIONLOOPMODE_CYCLE;
  93009. /**
  93010. * Constant Loop Mode
  93011. */
  93012. private static _ANIMATIONLOOPMODE_CONSTANT;
  93013. /**
  93014. * Get the float animation type
  93015. */
  93016. static readonly ANIMATIONTYPE_FLOAT: number;
  93017. /**
  93018. * Get the Vector3 animation type
  93019. */
  93020. static readonly ANIMATIONTYPE_VECTOR3: number;
  93021. /**
  93022. * Get the Vector2 animation type
  93023. */
  93024. static readonly ANIMATIONTYPE_VECTOR2: number;
  93025. /**
  93026. * Get the Size animation type
  93027. */
  93028. static readonly ANIMATIONTYPE_SIZE: number;
  93029. /**
  93030. * Get the Quaternion animation type
  93031. */
  93032. static readonly ANIMATIONTYPE_QUATERNION: number;
  93033. /**
  93034. * Get the Matrix animation type
  93035. */
  93036. static readonly ANIMATIONTYPE_MATRIX: number;
  93037. /**
  93038. * Get the Color3 animation type
  93039. */
  93040. static readonly ANIMATIONTYPE_COLOR3: number;
  93041. /**
  93042. * Get the Relative Loop Mode
  93043. */
  93044. static readonly ANIMATIONLOOPMODE_RELATIVE: number;
  93045. /**
  93046. * Get the Cycle Loop Mode
  93047. */
  93048. static readonly ANIMATIONLOOPMODE_CYCLE: number;
  93049. /**
  93050. * Get the Constant Loop Mode
  93051. */
  93052. static readonly ANIMATIONLOOPMODE_CONSTANT: number;
  93053. /** @hidden */
  93054. static _UniversalLerp(left: any, right: any, amount: number): any;
  93055. /**
  93056. * Parses an animation object and creates an animation
  93057. * @param parsedAnimation Parsed animation object
  93058. * @returns Animation object
  93059. */
  93060. static Parse(parsedAnimation: any): Animation;
  93061. /**
  93062. * Appends the serialized animations from the source animations
  93063. * @param source Source containing the animations
  93064. * @param destination Target to store the animations
  93065. */
  93066. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  93067. }
  93068. }
  93069. declare module BABYLON {
  93070. /**
  93071. * Interface containing an array of animations
  93072. */
  93073. export interface IAnimatable {
  93074. /**
  93075. * Array of animations
  93076. */
  93077. animations: Nullable<Array<Animation>>;
  93078. }
  93079. }
  93080. declare module BABYLON {
  93081. /**
  93082. * This represents all the required information to add a fresnel effect on a material:
  93083. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  93084. */
  93085. export class FresnelParameters {
  93086. private _isEnabled;
  93087. /**
  93088. * Define if the fresnel effect is enable or not.
  93089. */
  93090. isEnabled: boolean;
  93091. /**
  93092. * Define the color used on edges (grazing angle)
  93093. */
  93094. leftColor: Color3;
  93095. /**
  93096. * Define the color used on center
  93097. */
  93098. rightColor: Color3;
  93099. /**
  93100. * Define bias applied to computed fresnel term
  93101. */
  93102. bias: number;
  93103. /**
  93104. * Defined the power exponent applied to fresnel term
  93105. */
  93106. power: number;
  93107. /**
  93108. * Clones the current fresnel and its valuues
  93109. * @returns a clone fresnel configuration
  93110. */
  93111. clone(): FresnelParameters;
  93112. /**
  93113. * Serializes the current fresnel parameters to a JSON representation.
  93114. * @return the JSON serialization
  93115. */
  93116. serialize(): any;
  93117. /**
  93118. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  93119. * @param parsedFresnelParameters Define the JSON representation
  93120. * @returns the parsed parameters
  93121. */
  93122. static Parse(parsedFresnelParameters: any): FresnelParameters;
  93123. }
  93124. }
  93125. declare module BABYLON {
  93126. export function expandToProperty(callback: string, targetKey?: Nullable<string>): (target: any, propertyKey: string) => void;
  93127. export function serialize(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  93128. export function serializeAsTexture(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  93129. export function serializeAsColor3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  93130. export function serializeAsFresnelParameters(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  93131. export function serializeAsVector2(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  93132. export function serializeAsVector3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  93133. export function serializeAsMeshReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  93134. export function serializeAsColorCurves(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  93135. export function serializeAsColor4(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  93136. export function serializeAsImageProcessingConfiguration(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  93137. export function serializeAsQuaternion(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  93138. export function serializeAsMatrix(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  93139. /**
  93140. * Decorator used to define property that can be serialized as reference to a camera
  93141. * @param sourceName defines the name of the property to decorate
  93142. */
  93143. export function serializeAsCameraReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  93144. /**
  93145. * Class used to help serialization objects
  93146. */
  93147. export class SerializationHelper {
  93148. /** @hidden */
  93149. static _ImageProcessingConfigurationParser: (sourceProperty: any) => ImageProcessingConfiguration;
  93150. /** @hidden */
  93151. static _FresnelParametersParser: (sourceProperty: any) => FresnelParameters;
  93152. /** @hidden */
  93153. static _ColorCurvesParser: (sourceProperty: any) => ColorCurves;
  93154. /** @hidden */
  93155. static _TextureParser: (sourceProperty: any, scene: Scene, rootUrl: string) => Nullable<BaseTexture>;
  93156. /**
  93157. * Appends the serialized animations from the source animations
  93158. * @param source Source containing the animations
  93159. * @param destination Target to store the animations
  93160. */
  93161. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  93162. /**
  93163. * Static function used to serialized a specific entity
  93164. * @param entity defines the entity to serialize
  93165. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  93166. * @returns a JSON compatible object representing the serialization of the entity
  93167. */
  93168. static Serialize<T>(entity: T, serializationObject?: any): any;
  93169. /**
  93170. * Creates a new entity from a serialization data object
  93171. * @param creationFunction defines a function used to instanciated the new entity
  93172. * @param source defines the source serialization data
  93173. * @param scene defines the hosting scene
  93174. * @param rootUrl defines the root url for resources
  93175. * @returns a new entity
  93176. */
  93177. static Parse<T>(creationFunction: () => T, source: any, scene: Nullable<Scene>, rootUrl?: Nullable<string>): T;
  93178. /**
  93179. * Clones an object
  93180. * @param creationFunction defines the function used to instanciate the new object
  93181. * @param source defines the source object
  93182. * @returns the cloned object
  93183. */
  93184. static Clone<T>(creationFunction: () => T, source: T): T;
  93185. /**
  93186. * Instanciates a new object based on a source one (some data will be shared between both object)
  93187. * @param creationFunction defines the function used to instanciate the new object
  93188. * @param source defines the source object
  93189. * @returns the new object
  93190. */
  93191. static Instanciate<T>(creationFunction: () => T, source: T): T;
  93192. }
  93193. }
  93194. declare module BABYLON {
  93195. /**
  93196. * CubeMap information grouping all the data for each faces as well as the cubemap size.
  93197. */
  93198. export interface CubeMapInfo {
  93199. /**
  93200. * The pixel array for the front face.
  93201. * This is stored in format, left to right, up to down format.
  93202. */
  93203. front: Nullable<ArrayBufferView>;
  93204. /**
  93205. * The pixel array for the back face.
  93206. * This is stored in format, left to right, up to down format.
  93207. */
  93208. back: Nullable<ArrayBufferView>;
  93209. /**
  93210. * The pixel array for the left face.
  93211. * This is stored in format, left to right, up to down format.
  93212. */
  93213. left: Nullable<ArrayBufferView>;
  93214. /**
  93215. * The pixel array for the right face.
  93216. * This is stored in format, left to right, up to down format.
  93217. */
  93218. right: Nullable<ArrayBufferView>;
  93219. /**
  93220. * The pixel array for the up face.
  93221. * This is stored in format, left to right, up to down format.
  93222. */
  93223. up: Nullable<ArrayBufferView>;
  93224. /**
  93225. * The pixel array for the down face.
  93226. * This is stored in format, left to right, up to down format.
  93227. */
  93228. down: Nullable<ArrayBufferView>;
  93229. /**
  93230. * The size of the cubemap stored.
  93231. *
  93232. * Each faces will be size * size pixels.
  93233. */
  93234. size: number;
  93235. /**
  93236. * The format of the texture.
  93237. *
  93238. * RGBA, RGB.
  93239. */
  93240. format: number;
  93241. /**
  93242. * The type of the texture data.
  93243. *
  93244. * UNSIGNED_INT, FLOAT.
  93245. */
  93246. type: number;
  93247. /**
  93248. * Specifies whether the texture is in gamma space.
  93249. */
  93250. gammaSpace: boolean;
  93251. }
  93252. /**
  93253. * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.
  93254. */
  93255. export class PanoramaToCubeMapTools {
  93256. private static FACE_FRONT;
  93257. private static FACE_BACK;
  93258. private static FACE_RIGHT;
  93259. private static FACE_LEFT;
  93260. private static FACE_DOWN;
  93261. private static FACE_UP;
  93262. /**
  93263. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  93264. *
  93265. * @param float32Array The source data.
  93266. * @param inputWidth The width of the input panorama.
  93267. * @param inputHeight The height of the input panorama.
  93268. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  93269. * @return The cubemap data
  93270. */
  93271. static ConvertPanoramaToCubemap(float32Array: Float32Array, inputWidth: number, inputHeight: number, size: number): CubeMapInfo;
  93272. private static CreateCubemapTexture;
  93273. private static CalcProjectionSpherical;
  93274. }
  93275. }
  93276. declare module BABYLON {
  93277. /**
  93278. * Helper class dealing with the extraction of spherical polynomial dataArray
  93279. * from a cube map.
  93280. */
  93281. export class CubeMapToSphericalPolynomialTools {
  93282. private static FileFaces;
  93283. /**
  93284. * Converts a texture to the according Spherical Polynomial data.
  93285. * This extracts the first 3 orders only as they are the only one used in the lighting.
  93286. *
  93287. * @param texture The texture to extract the information from.
  93288. * @return The Spherical Polynomial data.
  93289. */
  93290. static ConvertCubeMapTextureToSphericalPolynomial(texture: BaseTexture): Nullable<SphericalPolynomial>;
  93291. /**
  93292. * Converts a cubemap to the according Spherical Polynomial data.
  93293. * This extracts the first 3 orders only as they are the only one used in the lighting.
  93294. *
  93295. * @param cubeInfo The Cube map to extract the information from.
  93296. * @return The Spherical Polynomial data.
  93297. */
  93298. static ConvertCubeMapToSphericalPolynomial(cubeInfo: CubeMapInfo): SphericalPolynomial;
  93299. }
  93300. }
  93301. declare module BABYLON {
  93302. /**
  93303. * Class used to manipulate GUIDs
  93304. */
  93305. export class GUID {
  93306. /**
  93307. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  93308. * Be aware Math.random() could cause collisions, but:
  93309. * "All but 6 of the 128 bits of the ID are randomly generated, which means that for any two ids, there's a 1 in 2^^122 (or 5.3x10^^36) chance they'll collide"
  93310. * @returns a pseudo random id
  93311. */
  93312. static RandomId(): string;
  93313. }
  93314. }
  93315. declare module BABYLON {
  93316. /**
  93317. * Base class of all the textures in babylon.
  93318. * It groups all the common properties the materials, post process, lights... might need
  93319. * in order to make a correct use of the texture.
  93320. */
  93321. export class BaseTexture implements IAnimatable {
  93322. /**
  93323. * Default anisotropic filtering level for the application.
  93324. * It is set to 4 as a good tradeoff between perf and quality.
  93325. */
  93326. static DEFAULT_ANISOTROPIC_FILTERING_LEVEL: number;
  93327. /**
  93328. * Gets or sets the unique id of the texture
  93329. */
  93330. uniqueId: number;
  93331. /**
  93332. * Define the name of the texture.
  93333. */
  93334. name: string;
  93335. /**
  93336. * Gets or sets an object used to store user defined information.
  93337. */
  93338. metadata: any;
  93339. /**
  93340. * For internal use only. Please do not use.
  93341. */
  93342. reservedDataStore: any;
  93343. private _hasAlpha;
  93344. /**
  93345. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  93346. */
  93347. hasAlpha: boolean;
  93348. /**
  93349. * Defines if the alpha value should be determined via the rgb values.
  93350. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  93351. */
  93352. getAlphaFromRGB: boolean;
  93353. /**
  93354. * Intensity or strength of the texture.
  93355. * It is commonly used by materials to fine tune the intensity of the texture
  93356. */
  93357. level: number;
  93358. /**
  93359. * Define the UV chanel to use starting from 0 and defaulting to 0.
  93360. * This is part of the texture as textures usually maps to one uv set.
  93361. */
  93362. coordinatesIndex: number;
  93363. private _coordinatesMode;
  93364. /**
  93365. * How a texture is mapped.
  93366. *
  93367. * | Value | Type | Description |
  93368. * | ----- | ----------------------------------- | ----------- |
  93369. * | 0 | EXPLICIT_MODE | |
  93370. * | 1 | SPHERICAL_MODE | |
  93371. * | 2 | PLANAR_MODE | |
  93372. * | 3 | CUBIC_MODE | |
  93373. * | 4 | PROJECTION_MODE | |
  93374. * | 5 | SKYBOX_MODE | |
  93375. * | 6 | INVCUBIC_MODE | |
  93376. * | 7 | EQUIRECTANGULAR_MODE | |
  93377. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  93378. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  93379. */
  93380. coordinatesMode: number;
  93381. /**
  93382. * | Value | Type | Description |
  93383. * | ----- | ------------------ | ----------- |
  93384. * | 0 | CLAMP_ADDRESSMODE | |
  93385. * | 1 | WRAP_ADDRESSMODE | |
  93386. * | 2 | MIRROR_ADDRESSMODE | |
  93387. */
  93388. wrapU: number;
  93389. /**
  93390. * | Value | Type | Description |
  93391. * | ----- | ------------------ | ----------- |
  93392. * | 0 | CLAMP_ADDRESSMODE | |
  93393. * | 1 | WRAP_ADDRESSMODE | |
  93394. * | 2 | MIRROR_ADDRESSMODE | |
  93395. */
  93396. wrapV: number;
  93397. /**
  93398. * | Value | Type | Description |
  93399. * | ----- | ------------------ | ----------- |
  93400. * | 0 | CLAMP_ADDRESSMODE | |
  93401. * | 1 | WRAP_ADDRESSMODE | |
  93402. * | 2 | MIRROR_ADDRESSMODE | |
  93403. */
  93404. wrapR: number;
  93405. /**
  93406. * With compliant hardware and browser (supporting anisotropic filtering)
  93407. * this defines the level of anisotropic filtering in the texture.
  93408. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  93409. */
  93410. anisotropicFilteringLevel: number;
  93411. /**
  93412. * Define if the texture is a cube texture or if false a 2d texture.
  93413. */
  93414. isCube: boolean;
  93415. /**
  93416. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  93417. */
  93418. is3D: boolean;
  93419. /**
  93420. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  93421. * HDR texture are usually stored in linear space.
  93422. * This only impacts the PBR and Background materials
  93423. */
  93424. gammaSpace: boolean;
  93425. /**
  93426. * Gets or sets whether or not the texture contains RGBD data.
  93427. */
  93428. isRGBD: boolean;
  93429. /**
  93430. * Is Z inverted in the texture (useful in a cube texture).
  93431. */
  93432. invertZ: boolean;
  93433. /**
  93434. * Are mip maps generated for this texture or not.
  93435. */
  93436. readonly noMipmap: boolean;
  93437. /**
  93438. * @hidden
  93439. */
  93440. lodLevelInAlpha: boolean;
  93441. /**
  93442. * With prefiltered texture, defined the offset used during the prefiltering steps.
  93443. */
  93444. lodGenerationOffset: number;
  93445. /**
  93446. * With prefiltered texture, defined the scale used during the prefiltering steps.
  93447. */
  93448. lodGenerationScale: number;
  93449. /**
  93450. * With prefiltered texture, defined if the specular generation is based on a linear ramp.
  93451. * By default we are using a log2 of the linear roughness helping to keep a better resolution for
  93452. * average roughness values.
  93453. */
  93454. linearSpecularLOD: boolean;
  93455. /**
  93456. * In case a better definition than spherical harmonics is required for the diffuse part of the environment.
  93457. * You can set the irradiance texture to rely on a texture instead of the spherical approach.
  93458. * This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).
  93459. */
  93460. irradianceTexture: Nullable<BaseTexture>;
  93461. /**
  93462. * Define if the texture is a render target.
  93463. */
  93464. isRenderTarget: boolean;
  93465. /**
  93466. * Define the unique id of the texture in the scene.
  93467. */
  93468. readonly uid: string;
  93469. /**
  93470. * Return a string representation of the texture.
  93471. * @returns the texture as a string
  93472. */
  93473. toString(): string;
  93474. /**
  93475. * Get the class name of the texture.
  93476. * @returns "BaseTexture"
  93477. */
  93478. getClassName(): string;
  93479. /**
  93480. * Define the list of animation attached to the texture.
  93481. */
  93482. animations: Animation[];
  93483. /**
  93484. * An event triggered when the texture is disposed.
  93485. */
  93486. onDisposeObservable: Observable<BaseTexture>;
  93487. private _onDisposeObserver;
  93488. /**
  93489. * Callback triggered when the texture has been disposed.
  93490. * Kept for back compatibility, you can use the onDisposeObservable instead.
  93491. */
  93492. onDispose: () => void;
  93493. /**
  93494. * Define the current state of the loading sequence when in delayed load mode.
  93495. */
  93496. delayLoadState: number;
  93497. private _scene;
  93498. /** @hidden */
  93499. _texture: Nullable<InternalTexture>;
  93500. private _uid;
  93501. /**
  93502. * Define if the texture is preventinga material to render or not.
  93503. * If not and the texture is not ready, the engine will use a default black texture instead.
  93504. */
  93505. readonly isBlocking: boolean;
  93506. /**
  93507. * Instantiates a new BaseTexture.
  93508. * Base class of all the textures in babylon.
  93509. * It groups all the common properties the materials, post process, lights... might need
  93510. * in order to make a correct use of the texture.
  93511. * @param scene Define the scene the texture blongs to
  93512. */
  93513. constructor(scene: Nullable<Scene>);
  93514. /**
  93515. * Get the scene the texture belongs to.
  93516. * @returns the scene or null if undefined
  93517. */
  93518. getScene(): Nullable<Scene>;
  93519. /**
  93520. * Get the texture transform matrix used to offset tile the texture for istance.
  93521. * @returns the transformation matrix
  93522. */
  93523. getTextureMatrix(): Matrix;
  93524. /**
  93525. * Get the texture reflection matrix used to rotate/transform the reflection.
  93526. * @returns the reflection matrix
  93527. */
  93528. getReflectionTextureMatrix(): Matrix;
  93529. /**
  93530. * Get the underlying lower level texture from Babylon.
  93531. * @returns the insternal texture
  93532. */
  93533. getInternalTexture(): Nullable<InternalTexture>;
  93534. /**
  93535. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  93536. * @returns true if ready or not blocking
  93537. */
  93538. isReadyOrNotBlocking(): boolean;
  93539. /**
  93540. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  93541. * @returns true if fully ready
  93542. */
  93543. isReady(): boolean;
  93544. private _cachedSize;
  93545. /**
  93546. * Get the size of the texture.
  93547. * @returns the texture size.
  93548. */
  93549. getSize(): ISize;
  93550. /**
  93551. * Get the base size of the texture.
  93552. * It can be different from the size if the texture has been resized for POT for instance
  93553. * @returns the base size
  93554. */
  93555. getBaseSize(): ISize;
  93556. /**
  93557. * Update the sampling mode of the texture.
  93558. * Default is Trilinear mode.
  93559. *
  93560. * | Value | Type | Description |
  93561. * | ----- | ------------------ | ----------- |
  93562. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  93563. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  93564. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  93565. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  93566. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  93567. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  93568. * | 7 | NEAREST_LINEAR | |
  93569. * | 8 | NEAREST_NEAREST | |
  93570. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  93571. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  93572. * | 11 | LINEAR_LINEAR | |
  93573. * | 12 | LINEAR_NEAREST | |
  93574. *
  93575. * > _mag_: magnification filter (close to the viewer)
  93576. * > _min_: minification filter (far from the viewer)
  93577. * > _mip_: filter used between mip map levels
  93578. *@param samplingMode Define the new sampling mode of the texture
  93579. */
  93580. updateSamplingMode(samplingMode: number): void;
  93581. /**
  93582. * Scales the texture if is `canRescale()`
  93583. * @param ratio the resize factor we want to use to rescale
  93584. */
  93585. scale(ratio: number): void;
  93586. /**
  93587. * Get if the texture can rescale.
  93588. */
  93589. readonly canRescale: boolean;
  93590. /** @hidden */
  93591. _getFromCache(url: Nullable<string>, noMipmap: boolean, sampling?: number, invertY?: boolean): Nullable<InternalTexture>;
  93592. /** @hidden */
  93593. _rebuild(): void;
  93594. /**
  93595. * Triggers the load sequence in delayed load mode.
  93596. */
  93597. delayLoad(): void;
  93598. /**
  93599. * Clones the texture.
  93600. * @returns the cloned texture
  93601. */
  93602. clone(): Nullable<BaseTexture>;
  93603. /**
  93604. * Get the texture underlying type (INT, FLOAT...)
  93605. */
  93606. readonly textureType: number;
  93607. /**
  93608. * Get the texture underlying format (RGB, RGBA...)
  93609. */
  93610. readonly textureFormat: number;
  93611. /**
  93612. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  93613. * This will returns an RGBA array buffer containing either in values (0-255) or
  93614. * float values (0-1) depending of the underlying buffer type.
  93615. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  93616. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  93617. * @param buffer defines a user defined buffer to fill with data (can be null)
  93618. * @returns The Array buffer containing the pixels data.
  93619. */
  93620. readPixels(faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): Nullable<ArrayBufferView>;
  93621. /**
  93622. * Release and destroy the underlying lower level texture aka internalTexture.
  93623. */
  93624. releaseInternalTexture(): void;
  93625. /**
  93626. * Get the polynomial representation of the texture data.
  93627. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  93628. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  93629. */
  93630. sphericalPolynomial: Nullable<SphericalPolynomial>;
  93631. /** @hidden */
  93632. readonly _lodTextureHigh: Nullable<BaseTexture>;
  93633. /** @hidden */
  93634. readonly _lodTextureMid: Nullable<BaseTexture>;
  93635. /** @hidden */
  93636. readonly _lodTextureLow: Nullable<BaseTexture>;
  93637. /**
  93638. * Dispose the texture and release its associated resources.
  93639. */
  93640. dispose(): void;
  93641. /**
  93642. * Serialize the texture into a JSON representation that can be parsed later on.
  93643. * @returns the JSON representation of the texture
  93644. */
  93645. serialize(): any;
  93646. /**
  93647. * Helper function to be called back once a list of texture contains only ready textures.
  93648. * @param textures Define the list of textures to wait for
  93649. * @param callback Define the callback triggered once the entire list will be ready
  93650. */
  93651. static WhenAllReady(textures: BaseTexture[], callback: () => void): void;
  93652. }
  93653. }
  93654. declare module BABYLON {
  93655. /**
  93656. * Class used to store data associated with WebGL texture data for the engine
  93657. * This class should not be used directly
  93658. */
  93659. export class InternalTexture {
  93660. /** @hidden */
  93661. static _UpdateRGBDAsync: (internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number) => Promise<void>;
  93662. /**
  93663. * The source of the texture data is unknown
  93664. */
  93665. static DATASOURCE_UNKNOWN: number;
  93666. /**
  93667. * Texture data comes from an URL
  93668. */
  93669. static DATASOURCE_URL: number;
  93670. /**
  93671. * Texture data is only used for temporary storage
  93672. */
  93673. static DATASOURCE_TEMP: number;
  93674. /**
  93675. * Texture data comes from raw data (ArrayBuffer)
  93676. */
  93677. static DATASOURCE_RAW: number;
  93678. /**
  93679. * Texture content is dynamic (video or dynamic texture)
  93680. */
  93681. static DATASOURCE_DYNAMIC: number;
  93682. /**
  93683. * Texture content is generated by rendering to it
  93684. */
  93685. static DATASOURCE_RENDERTARGET: number;
  93686. /**
  93687. * Texture content is part of a multi render target process
  93688. */
  93689. static DATASOURCE_MULTIRENDERTARGET: number;
  93690. /**
  93691. * Texture data comes from a cube data file
  93692. */
  93693. static DATASOURCE_CUBE: number;
  93694. /**
  93695. * Texture data comes from a raw cube data
  93696. */
  93697. static DATASOURCE_CUBERAW: number;
  93698. /**
  93699. * Texture data come from a prefiltered cube data file
  93700. */
  93701. static DATASOURCE_CUBEPREFILTERED: number;
  93702. /**
  93703. * Texture content is raw 3D data
  93704. */
  93705. static DATASOURCE_RAW3D: number;
  93706. /**
  93707. * Texture content is a depth texture
  93708. */
  93709. static DATASOURCE_DEPTHTEXTURE: number;
  93710. /**
  93711. * Texture data comes from a raw cube data encoded with RGBD
  93712. */
  93713. static DATASOURCE_CUBERAW_RGBD: number;
  93714. /**
  93715. * Defines if the texture is ready
  93716. */
  93717. isReady: boolean;
  93718. /**
  93719. * Defines if the texture is a cube texture
  93720. */
  93721. isCube: boolean;
  93722. /**
  93723. * Defines if the texture contains 3D data
  93724. */
  93725. is3D: boolean;
  93726. /**
  93727. * Defines if the texture contains multiview data
  93728. */
  93729. isMultiview: boolean;
  93730. /**
  93731. * Gets the URL used to load this texture
  93732. */
  93733. url: string;
  93734. /**
  93735. * Gets the sampling mode of the texture
  93736. */
  93737. samplingMode: number;
  93738. /**
  93739. * Gets a boolean indicating if the texture needs mipmaps generation
  93740. */
  93741. generateMipMaps: boolean;
  93742. /**
  93743. * Gets the number of samples used by the texture (WebGL2+ only)
  93744. */
  93745. samples: number;
  93746. /**
  93747. * Gets the type of the texture (int, float...)
  93748. */
  93749. type: number;
  93750. /**
  93751. * Gets the format of the texture (RGB, RGBA...)
  93752. */
  93753. format: number;
  93754. /**
  93755. * Observable called when the texture is loaded
  93756. */
  93757. onLoadedObservable: Observable<InternalTexture>;
  93758. /**
  93759. * Gets the width of the texture
  93760. */
  93761. width: number;
  93762. /**
  93763. * Gets the height of the texture
  93764. */
  93765. height: number;
  93766. /**
  93767. * Gets the depth of the texture
  93768. */
  93769. depth: number;
  93770. /**
  93771. * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)
  93772. */
  93773. baseWidth: number;
  93774. /**
  93775. * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)
  93776. */
  93777. baseHeight: number;
  93778. /**
  93779. * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)
  93780. */
  93781. baseDepth: number;
  93782. /**
  93783. * Gets a boolean indicating if the texture is inverted on Y axis
  93784. */
  93785. invertY: boolean;
  93786. /** @hidden */
  93787. _invertVScale: boolean;
  93788. /** @hidden */
  93789. _associatedChannel: number;
  93790. /** @hidden */
  93791. _dataSource: number;
  93792. /** @hidden */
  93793. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>;
  93794. /** @hidden */
  93795. _bufferView: Nullable<ArrayBufferView>;
  93796. /** @hidden */
  93797. _bufferViewArray: Nullable<ArrayBufferView[]>;
  93798. /** @hidden */
  93799. _bufferViewArrayArray: Nullable<ArrayBufferView[][]>;
  93800. /** @hidden */
  93801. _size: number;
  93802. /** @hidden */
  93803. _extension: string;
  93804. /** @hidden */
  93805. _files: Nullable<string[]>;
  93806. /** @hidden */
  93807. _workingCanvas: Nullable<HTMLCanvasElement>;
  93808. /** @hidden */
  93809. _workingContext: Nullable<CanvasRenderingContext2D>;
  93810. /** @hidden */
  93811. _framebuffer: Nullable<WebGLFramebuffer>;
  93812. /** @hidden */
  93813. _depthStencilBuffer: Nullable<WebGLRenderbuffer>;
  93814. /** @hidden */
  93815. _MSAAFramebuffer: Nullable<WebGLFramebuffer>;
  93816. /** @hidden */
  93817. _MSAARenderBuffer: Nullable<WebGLRenderbuffer>;
  93818. /** @hidden */
  93819. _attachments: Nullable<number[]>;
  93820. /** @hidden */
  93821. _cachedCoordinatesMode: Nullable<number>;
  93822. /** @hidden */
  93823. _cachedWrapU: Nullable<number>;
  93824. /** @hidden */
  93825. _cachedWrapV: Nullable<number>;
  93826. /** @hidden */
  93827. _cachedWrapR: Nullable<number>;
  93828. /** @hidden */
  93829. _cachedAnisotropicFilteringLevel: Nullable<number>;
  93830. /** @hidden */
  93831. _isDisabled: boolean;
  93832. /** @hidden */
  93833. _compression: Nullable<string>;
  93834. /** @hidden */
  93835. _generateStencilBuffer: boolean;
  93836. /** @hidden */
  93837. _generateDepthBuffer: boolean;
  93838. /** @hidden */
  93839. _comparisonFunction: number;
  93840. /** @hidden */
  93841. _sphericalPolynomial: Nullable<SphericalPolynomial>;
  93842. /** @hidden */
  93843. _lodGenerationScale: number;
  93844. /** @hidden */
  93845. _lodGenerationOffset: number;
  93846. /** @hidden */
  93847. _colorTextureArray: Nullable<WebGLTexture>;
  93848. /** @hidden */
  93849. _depthStencilTextureArray: Nullable<WebGLTexture>;
  93850. /** @hidden */
  93851. _lodTextureHigh: Nullable<BaseTexture>;
  93852. /** @hidden */
  93853. _lodTextureMid: Nullable<BaseTexture>;
  93854. /** @hidden */
  93855. _lodTextureLow: Nullable<BaseTexture>;
  93856. /** @hidden */
  93857. _isRGBD: boolean;
  93858. /** @hidden */
  93859. _linearSpecularLOD: boolean;
  93860. /** @hidden */
  93861. _irradianceTexture: Nullable<BaseTexture>;
  93862. /** @hidden */
  93863. _webGLTexture: Nullable<WebGLTexture>;
  93864. /** @hidden */
  93865. _references: number;
  93866. private _engine;
  93867. /**
  93868. * Gets the Engine the texture belongs to.
  93869. * @returns The babylon engine
  93870. */
  93871. getEngine(): Engine;
  93872. /**
  93873. * Gets the data source type of the texture (can be one of the InternalTexture.DATASOURCE_XXXX)
  93874. */
  93875. readonly dataSource: number;
  93876. /**
  93877. * Creates a new InternalTexture
  93878. * @param engine defines the engine to use
  93879. * @param dataSource defines the type of data that will be used
  93880. * @param delayAllocation if the texture allocation should be delayed (default: false)
  93881. */
  93882. constructor(engine: Engine, dataSource: number, delayAllocation?: boolean);
  93883. /**
  93884. * Increments the number of references (ie. the number of Texture that point to it)
  93885. */
  93886. incrementReferences(): void;
  93887. /**
  93888. * Change the size of the texture (not the size of the content)
  93889. * @param width defines the new width
  93890. * @param height defines the new height
  93891. * @param depth defines the new depth (1 by default)
  93892. */
  93893. updateSize(width: int, height: int, depth?: int): void;
  93894. /** @hidden */
  93895. _rebuild(): void;
  93896. /** @hidden */
  93897. _swapAndDie(target: InternalTexture): void;
  93898. /**
  93899. * Dispose the current allocated resources
  93900. */
  93901. dispose(): void;
  93902. }
  93903. }
  93904. declare module BABYLON {
  93905. /**
  93906. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  93907. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  93908. */
  93909. export class EffectFallbacks {
  93910. private _defines;
  93911. private _currentRank;
  93912. private _maxRank;
  93913. private _mesh;
  93914. /**
  93915. * Removes the fallback from the bound mesh.
  93916. */
  93917. unBindMesh(): void;
  93918. /**
  93919. * Adds a fallback on the specified property.
  93920. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  93921. * @param define The name of the define in the shader
  93922. */
  93923. addFallback(rank: number, define: string): void;
  93924. /**
  93925. * Sets the mesh to use CPU skinning when needing to fallback.
  93926. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  93927. * @param mesh The mesh to use the fallbacks.
  93928. */
  93929. addCPUSkinningFallback(rank: number, mesh: AbstractMesh): void;
  93930. /**
  93931. * Checks to see if more fallbacks are still availible.
  93932. */
  93933. readonly hasMoreFallbacks: boolean;
  93934. /**
  93935. * Removes the defines that should be removed when falling back.
  93936. * @param currentDefines defines the current define statements for the shader.
  93937. * @param effect defines the current effect we try to compile
  93938. * @returns The resulting defines with defines of the current rank removed.
  93939. */
  93940. reduce(currentDefines: string, effect: Effect): string;
  93941. }
  93942. /**
  93943. * Options to be used when creating an effect.
  93944. */
  93945. export class EffectCreationOptions {
  93946. /**
  93947. * Atrributes that will be used in the shader.
  93948. */
  93949. attributes: string[];
  93950. /**
  93951. * Uniform varible names that will be set in the shader.
  93952. */
  93953. uniformsNames: string[];
  93954. /**
  93955. * Uniform buffer varible names that will be set in the shader.
  93956. */
  93957. uniformBuffersNames: string[];
  93958. /**
  93959. * Sampler texture variable names that will be set in the shader.
  93960. */
  93961. samplers: string[];
  93962. /**
  93963. * Define statements that will be set in the shader.
  93964. */
  93965. defines: any;
  93966. /**
  93967. * Possible fallbacks for this effect to improve performance when needed.
  93968. */
  93969. fallbacks: Nullable<EffectFallbacks>;
  93970. /**
  93971. * Callback that will be called when the shader is compiled.
  93972. */
  93973. onCompiled: Nullable<(effect: Effect) => void>;
  93974. /**
  93975. * Callback that will be called if an error occurs during shader compilation.
  93976. */
  93977. onError: Nullable<(effect: Effect, errors: string) => void>;
  93978. /**
  93979. * Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  93980. */
  93981. indexParameters: any;
  93982. /**
  93983. * Max number of lights that can be used in the shader.
  93984. */
  93985. maxSimultaneousLights: number;
  93986. /**
  93987. * See https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/transformFeedbackVaryings
  93988. */
  93989. transformFeedbackVaryings: Nullable<string[]>;
  93990. }
  93991. /**
  93992. * Effect containing vertex and fragment shader that can be executed on an object.
  93993. */
  93994. export class Effect implements IDisposable {
  93995. /**
  93996. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  93997. */
  93998. static ShadersRepository: string;
  93999. /**
  94000. * Name of the effect.
  94001. */
  94002. name: any;
  94003. /**
  94004. * String container all the define statements that should be set on the shader.
  94005. */
  94006. defines: string;
  94007. /**
  94008. * Callback that will be called when the shader is compiled.
  94009. */
  94010. onCompiled: Nullable<(effect: Effect) => void>;
  94011. /**
  94012. * Callback that will be called if an error occurs during shader compilation.
  94013. */
  94014. onError: Nullable<(effect: Effect, errors: string) => void>;
  94015. /**
  94016. * Callback that will be called when effect is bound.
  94017. */
  94018. onBind: Nullable<(effect: Effect) => void>;
  94019. /**
  94020. * Unique ID of the effect.
  94021. */
  94022. uniqueId: number;
  94023. /**
  94024. * Observable that will be called when the shader is compiled.
  94025. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  94026. */
  94027. onCompileObservable: Observable<Effect>;
  94028. /**
  94029. * Observable that will be called if an error occurs during shader compilation.
  94030. */
  94031. onErrorObservable: Observable<Effect>;
  94032. /** @hidden */
  94033. _onBindObservable: Nullable<Observable<Effect>>;
  94034. /**
  94035. * Observable that will be called when effect is bound.
  94036. */
  94037. readonly onBindObservable: Observable<Effect>;
  94038. /** @hidden */
  94039. _bonesComputationForcedToCPU: boolean;
  94040. private static _uniqueIdSeed;
  94041. private _engine;
  94042. private _uniformBuffersNames;
  94043. private _uniformsNames;
  94044. private _samplerList;
  94045. private _samplers;
  94046. private _isReady;
  94047. private _compilationError;
  94048. private _attributesNames;
  94049. private _attributes;
  94050. private _uniforms;
  94051. /**
  94052. * Key for the effect.
  94053. * @hidden
  94054. */
  94055. _key: string;
  94056. private _indexParameters;
  94057. private _fallbacks;
  94058. private _vertexSourceCode;
  94059. private _fragmentSourceCode;
  94060. private _vertexSourceCodeOverride;
  94061. private _fragmentSourceCodeOverride;
  94062. private _transformFeedbackVaryings;
  94063. /**
  94064. * Compiled shader to webGL program.
  94065. * @hidden
  94066. */
  94067. _pipelineContext: Nullable<IPipelineContext>;
  94068. private _valueCache;
  94069. private static _baseCache;
  94070. /**
  94071. * Instantiates an effect.
  94072. * An effect can be used to create/manage/execute vertex and fragment shaders.
  94073. * @param baseName Name of the effect.
  94074. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  94075. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  94076. * @param samplers List of sampler variables that will be passed to the shader.
  94077. * @param engine Engine to be used to render the effect
  94078. * @param defines Define statements to be added to the shader.
  94079. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  94080. * @param onCompiled Callback that will be called when the shader is compiled.
  94081. * @param onError Callback that will be called if an error occurs during shader compilation.
  94082. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  94083. */
  94084. constructor(baseName: any, attributesNamesOrOptions: string[] | EffectCreationOptions, uniformsNamesOrEngine: string[] | Engine, samplers?: Nullable<string[]>, engine?: Engine, defines?: Nullable<string>, fallbacks?: Nullable<EffectFallbacks>, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any);
  94085. private _useFinalCode;
  94086. /**
  94087. * Unique key for this effect
  94088. */
  94089. readonly key: string;
  94090. /**
  94091. * If the effect has been compiled and prepared.
  94092. * @returns if the effect is compiled and prepared.
  94093. */
  94094. isReady(): boolean;
  94095. private _isReadyInternal;
  94096. /**
  94097. * The engine the effect was initialized with.
  94098. * @returns the engine.
  94099. */
  94100. getEngine(): Engine;
  94101. /**
  94102. * The pipeline context for this effect
  94103. * @returns the associated pipeline context
  94104. */
  94105. getPipelineContext(): Nullable<IPipelineContext>;
  94106. /**
  94107. * The set of names of attribute variables for the shader.
  94108. * @returns An array of attribute names.
  94109. */
  94110. getAttributesNames(): string[];
  94111. /**
  94112. * Returns the attribute at the given index.
  94113. * @param index The index of the attribute.
  94114. * @returns The location of the attribute.
  94115. */
  94116. getAttributeLocation(index: number): number;
  94117. /**
  94118. * Returns the attribute based on the name of the variable.
  94119. * @param name of the attribute to look up.
  94120. * @returns the attribute location.
  94121. */
  94122. getAttributeLocationByName(name: string): number;
  94123. /**
  94124. * The number of attributes.
  94125. * @returns the numnber of attributes.
  94126. */
  94127. getAttributesCount(): number;
  94128. /**
  94129. * Gets the index of a uniform variable.
  94130. * @param uniformName of the uniform to look up.
  94131. * @returns the index.
  94132. */
  94133. getUniformIndex(uniformName: string): number;
  94134. /**
  94135. * Returns the attribute based on the name of the variable.
  94136. * @param uniformName of the uniform to look up.
  94137. * @returns the location of the uniform.
  94138. */
  94139. getUniform(uniformName: string): Nullable<WebGLUniformLocation>;
  94140. /**
  94141. * Returns an array of sampler variable names
  94142. * @returns The array of sampler variable neames.
  94143. */
  94144. getSamplers(): string[];
  94145. /**
  94146. * The error from the last compilation.
  94147. * @returns the error string.
  94148. */
  94149. getCompilationError(): string;
  94150. /**
  94151. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  94152. * @param func The callback to be used.
  94153. */
  94154. executeWhenCompiled(func: (effect: Effect) => void): void;
  94155. private _checkIsReady;
  94156. /** @hidden */
  94157. _loadVertexShader(vertex: any, callback: (data: any) => void): void;
  94158. /** @hidden */
  94159. _loadFragmentShader(fragment: any, callback: (data: any) => void): void;
  94160. /** @hidden */
  94161. _dumpShadersSource(vertexCode: string, fragmentCode: string, defines: string): void;
  94162. /**
  94163. * Recompiles the webGL program
  94164. * @param vertexSourceCode The source code for the vertex shader.
  94165. * @param fragmentSourceCode The source code for the fragment shader.
  94166. * @param onCompiled Callback called when completed.
  94167. * @param onError Callback called on error.
  94168. * @hidden
  94169. */
  94170. _rebuildProgram(vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (pipelineContext: IPipelineContext) => void, onError: (message: string) => void): void;
  94171. /**
  94172. * Prepares the effect
  94173. * @hidden
  94174. */
  94175. _prepareEffect(): void;
  94176. private _processCompilationErrors;
  94177. /**
  94178. * Checks if the effect is supported. (Must be called after compilation)
  94179. */
  94180. readonly isSupported: boolean;
  94181. /**
  94182. * Binds a texture to the engine to be used as output of the shader.
  94183. * @param channel Name of the output variable.
  94184. * @param texture Texture to bind.
  94185. * @hidden
  94186. */
  94187. _bindTexture(channel: string, texture: InternalTexture): void;
  94188. /**
  94189. * Sets a texture on the engine to be used in the shader.
  94190. * @param channel Name of the sampler variable.
  94191. * @param texture Texture to set.
  94192. */
  94193. setTexture(channel: string, texture: Nullable<BaseTexture>): void;
  94194. /**
  94195. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  94196. * @param channel Name of the sampler variable.
  94197. * @param texture Texture to set.
  94198. */
  94199. setDepthStencilTexture(channel: string, texture: Nullable<RenderTargetTexture>): void;
  94200. /**
  94201. * Sets an array of textures on the engine to be used in the shader.
  94202. * @param channel Name of the variable.
  94203. * @param textures Textures to set.
  94204. */
  94205. setTextureArray(channel: string, textures: BaseTexture[]): void;
  94206. /**
  94207. * Sets a texture to be the input of the specified post process. (To use the output, pass in the next post process in the pipeline)
  94208. * @param channel Name of the sampler variable.
  94209. * @param postProcess Post process to get the input texture from.
  94210. */
  94211. setTextureFromPostProcess(channel: string, postProcess: Nullable<PostProcess>): void;
  94212. /**
  94213. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  94214. * Sets the input texture of the passed in post process to be input of this effect. (To use the output of the passed in post process use setTextureFromPostProcessOutput)
  94215. * @param channel Name of the sampler variable.
  94216. * @param postProcess Post process to get the output texture from.
  94217. */
  94218. setTextureFromPostProcessOutput(channel: string, postProcess: Nullable<PostProcess>): void;
  94219. /** @hidden */
  94220. _cacheMatrix(uniformName: string, matrix: IMatrixLike): boolean;
  94221. /** @hidden */
  94222. _cacheFloat2(uniformName: string, x: number, y: number): boolean;
  94223. /** @hidden */
  94224. _cacheFloat3(uniformName: string, x: number, y: number, z: number): boolean;
  94225. /** @hidden */
  94226. _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): boolean;
  94227. /**
  94228. * Binds a buffer to a uniform.
  94229. * @param buffer Buffer to bind.
  94230. * @param name Name of the uniform variable to bind to.
  94231. */
  94232. bindUniformBuffer(buffer: DataBuffer, name: string): void;
  94233. /**
  94234. * Binds block to a uniform.
  94235. * @param blockName Name of the block to bind.
  94236. * @param index Index to bind.
  94237. */
  94238. bindUniformBlock(blockName: string, index: number): void;
  94239. /**
  94240. * Sets an interger value on a uniform variable.
  94241. * @param uniformName Name of the variable.
  94242. * @param value Value to be set.
  94243. * @returns this effect.
  94244. */
  94245. setInt(uniformName: string, value: number): Effect;
  94246. /**
  94247. * Sets an int array on a uniform variable.
  94248. * @param uniformName Name of the variable.
  94249. * @param array array to be set.
  94250. * @returns this effect.
  94251. */
  94252. setIntArray(uniformName: string, array: Int32Array): Effect;
  94253. /**
  94254. * Sets an int array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  94255. * @param uniformName Name of the variable.
  94256. * @param array array to be set.
  94257. * @returns this effect.
  94258. */
  94259. setIntArray2(uniformName: string, array: Int32Array): Effect;
  94260. /**
  94261. * Sets an int array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  94262. * @param uniformName Name of the variable.
  94263. * @param array array to be set.
  94264. * @returns this effect.
  94265. */
  94266. setIntArray3(uniformName: string, array: Int32Array): Effect;
  94267. /**
  94268. * Sets an int array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  94269. * @param uniformName Name of the variable.
  94270. * @param array array to be set.
  94271. * @returns this effect.
  94272. */
  94273. setIntArray4(uniformName: string, array: Int32Array): Effect;
  94274. /**
  94275. * Sets an float array on a uniform variable.
  94276. * @param uniformName Name of the variable.
  94277. * @param array array to be set.
  94278. * @returns this effect.
  94279. */
  94280. setFloatArray(uniformName: string, array: Float32Array): Effect;
  94281. /**
  94282. * Sets an float array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  94283. * @param uniformName Name of the variable.
  94284. * @param array array to be set.
  94285. * @returns this effect.
  94286. */
  94287. setFloatArray2(uniformName: string, array: Float32Array): Effect;
  94288. /**
  94289. * Sets an float array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  94290. * @param uniformName Name of the variable.
  94291. * @param array array to be set.
  94292. * @returns this effect.
  94293. */
  94294. setFloatArray3(uniformName: string, array: Float32Array): Effect;
  94295. /**
  94296. * Sets an float array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  94297. * @param uniformName Name of the variable.
  94298. * @param array array to be set.
  94299. * @returns this effect.
  94300. */
  94301. setFloatArray4(uniformName: string, array: Float32Array): Effect;
  94302. /**
  94303. * Sets an array on a uniform variable.
  94304. * @param uniformName Name of the variable.
  94305. * @param array array to be set.
  94306. * @returns this effect.
  94307. */
  94308. setArray(uniformName: string, array: number[]): Effect;
  94309. /**
  94310. * Sets an array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  94311. * @param uniformName Name of the variable.
  94312. * @param array array to be set.
  94313. * @returns this effect.
  94314. */
  94315. setArray2(uniformName: string, array: number[]): Effect;
  94316. /**
  94317. * Sets an array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  94318. * @param uniformName Name of the variable.
  94319. * @param array array to be set.
  94320. * @returns this effect.
  94321. */
  94322. setArray3(uniformName: string, array: number[]): Effect;
  94323. /**
  94324. * Sets an array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  94325. * @param uniformName Name of the variable.
  94326. * @param array array to be set.
  94327. * @returns this effect.
  94328. */
  94329. setArray4(uniformName: string, array: number[]): Effect;
  94330. /**
  94331. * Sets matrices on a uniform variable.
  94332. * @param uniformName Name of the variable.
  94333. * @param matrices matrices to be set.
  94334. * @returns this effect.
  94335. */
  94336. setMatrices(uniformName: string, matrices: Float32Array): Effect;
  94337. /**
  94338. * Sets matrix on a uniform variable.
  94339. * @param uniformName Name of the variable.
  94340. * @param matrix matrix to be set.
  94341. * @returns this effect.
  94342. */
  94343. setMatrix(uniformName: string, matrix: IMatrixLike): Effect;
  94344. /**
  94345. * Sets a 3x3 matrix on a uniform variable. (Speicified as [1,2,3,4,5,6,7,8,9] will result in [1,2,3][4,5,6][7,8,9] matrix)
  94346. * @param uniformName Name of the variable.
  94347. * @param matrix matrix to be set.
  94348. * @returns this effect.
  94349. */
  94350. setMatrix3x3(uniformName: string, matrix: Float32Array): Effect;
  94351. /**
  94352. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  94353. * @param uniformName Name of the variable.
  94354. * @param matrix matrix to be set.
  94355. * @returns this effect.
  94356. */
  94357. setMatrix2x2(uniformName: string, matrix: Float32Array): Effect;
  94358. /**
  94359. * Sets a float on a uniform variable.
  94360. * @param uniformName Name of the variable.
  94361. * @param value value to be set.
  94362. * @returns this effect.
  94363. */
  94364. setFloat(uniformName: string, value: number): Effect;
  94365. /**
  94366. * Sets a boolean on a uniform variable.
  94367. * @param uniformName Name of the variable.
  94368. * @param bool value to be set.
  94369. * @returns this effect.
  94370. */
  94371. setBool(uniformName: string, bool: boolean): Effect;
  94372. /**
  94373. * Sets a Vector2 on a uniform variable.
  94374. * @param uniformName Name of the variable.
  94375. * @param vector2 vector2 to be set.
  94376. * @returns this effect.
  94377. */
  94378. setVector2(uniformName: string, vector2: IVector2Like): Effect;
  94379. /**
  94380. * Sets a float2 on a uniform variable.
  94381. * @param uniformName Name of the variable.
  94382. * @param x First float in float2.
  94383. * @param y Second float in float2.
  94384. * @returns this effect.
  94385. */
  94386. setFloat2(uniformName: string, x: number, y: number): Effect;
  94387. /**
  94388. * Sets a Vector3 on a uniform variable.
  94389. * @param uniformName Name of the variable.
  94390. * @param vector3 Value to be set.
  94391. * @returns this effect.
  94392. */
  94393. setVector3(uniformName: string, vector3: IVector3Like): Effect;
  94394. /**
  94395. * Sets a float3 on a uniform variable.
  94396. * @param uniformName Name of the variable.
  94397. * @param x First float in float3.
  94398. * @param y Second float in float3.
  94399. * @param z Third float in float3.
  94400. * @returns this effect.
  94401. */
  94402. setFloat3(uniformName: string, x: number, y: number, z: number): Effect;
  94403. /**
  94404. * Sets a Vector4 on a uniform variable.
  94405. * @param uniformName Name of the variable.
  94406. * @param vector4 Value to be set.
  94407. * @returns this effect.
  94408. */
  94409. setVector4(uniformName: string, vector4: IVector4Like): Effect;
  94410. /**
  94411. * Sets a float4 on a uniform variable.
  94412. * @param uniformName Name of the variable.
  94413. * @param x First float in float4.
  94414. * @param y Second float in float4.
  94415. * @param z Third float in float4.
  94416. * @param w Fourth float in float4.
  94417. * @returns this effect.
  94418. */
  94419. setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect;
  94420. /**
  94421. * Sets a Color3 on a uniform variable.
  94422. * @param uniformName Name of the variable.
  94423. * @param color3 Value to be set.
  94424. * @returns this effect.
  94425. */
  94426. setColor3(uniformName: string, color3: IColor3Like): Effect;
  94427. /**
  94428. * Sets a Color4 on a uniform variable.
  94429. * @param uniformName Name of the variable.
  94430. * @param color3 Value to be set.
  94431. * @param alpha Alpha value to be set.
  94432. * @returns this effect.
  94433. */
  94434. setColor4(uniformName: string, color3: IColor3Like, alpha: number): Effect;
  94435. /**
  94436. * Sets a Color4 on a uniform variable
  94437. * @param uniformName defines the name of the variable
  94438. * @param color4 defines the value to be set
  94439. * @returns this effect.
  94440. */
  94441. setDirectColor4(uniformName: string, color4: IColor4Like): Effect;
  94442. /** Release all associated resources */
  94443. dispose(): void;
  94444. /**
  94445. * This function will add a new shader to the shader store
  94446. * @param name the name of the shader
  94447. * @param pixelShader optional pixel shader content
  94448. * @param vertexShader optional vertex shader content
  94449. */
  94450. static RegisterShader(name: string, pixelShader?: string, vertexShader?: string): void;
  94451. /**
  94452. * Store of each shader (The can be looked up using effect.key)
  94453. */
  94454. static ShadersStore: {
  94455. [key: string]: string;
  94456. };
  94457. /**
  94458. * Store of each included file for a shader (The can be looked up using effect.key)
  94459. */
  94460. static IncludesShadersStore: {
  94461. [key: string]: string;
  94462. };
  94463. /**
  94464. * Resets the cache of effects.
  94465. */
  94466. static ResetCache(): void;
  94467. }
  94468. }
  94469. declare module BABYLON {
  94470. /**
  94471. * Uniform buffer objects.
  94472. *
  94473. * Handles blocks of uniform on the GPU.
  94474. *
  94475. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  94476. *
  94477. * For more information, please refer to :
  94478. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  94479. */
  94480. export class UniformBuffer {
  94481. private _engine;
  94482. private _buffer;
  94483. private _data;
  94484. private _bufferData;
  94485. private _dynamic?;
  94486. private _uniformLocations;
  94487. private _uniformSizes;
  94488. private _uniformLocationPointer;
  94489. private _needSync;
  94490. private _noUBO;
  94491. private _currentEffect;
  94492. private static _MAX_UNIFORM_SIZE;
  94493. private static _tempBuffer;
  94494. /**
  94495. * Lambda to Update a 3x3 Matrix in a uniform buffer.
  94496. * This is dynamic to allow compat with webgl 1 and 2.
  94497. * You will need to pass the name of the uniform as well as the value.
  94498. */
  94499. updateMatrix3x3: (name: string, matrix: Float32Array) => void;
  94500. /**
  94501. * Lambda to Update a 2x2 Matrix in a uniform buffer.
  94502. * This is dynamic to allow compat with webgl 1 and 2.
  94503. * You will need to pass the name of the uniform as well as the value.
  94504. */
  94505. updateMatrix2x2: (name: string, matrix: Float32Array) => void;
  94506. /**
  94507. * Lambda to Update a single float in a uniform buffer.
  94508. * This is dynamic to allow compat with webgl 1 and 2.
  94509. * You will need to pass the name of the uniform as well as the value.
  94510. */
  94511. updateFloat: (name: string, x: number) => void;
  94512. /**
  94513. * Lambda to Update a vec2 of float in a uniform buffer.
  94514. * This is dynamic to allow compat with webgl 1 and 2.
  94515. * You will need to pass the name of the uniform as well as the value.
  94516. */
  94517. updateFloat2: (name: string, x: number, y: number, suffix?: string) => void;
  94518. /**
  94519. * Lambda to Update a vec3 of float in a uniform buffer.
  94520. * This is dynamic to allow compat with webgl 1 and 2.
  94521. * You will need to pass the name of the uniform as well as the value.
  94522. */
  94523. updateFloat3: (name: string, x: number, y: number, z: number, suffix?: string) => void;
  94524. /**
  94525. * Lambda to Update a vec4 of float in a uniform buffer.
  94526. * This is dynamic to allow compat with webgl 1 and 2.
  94527. * You will need to pass the name of the uniform as well as the value.
  94528. */
  94529. updateFloat4: (name: string, x: number, y: number, z: number, w: number, suffix?: string) => void;
  94530. /**
  94531. * Lambda to Update a 4x4 Matrix in a uniform buffer.
  94532. * This is dynamic to allow compat with webgl 1 and 2.
  94533. * You will need to pass the name of the uniform as well as the value.
  94534. */
  94535. updateMatrix: (name: string, mat: Matrix) => void;
  94536. /**
  94537. * Lambda to Update vec3 of float from a Vector in a uniform buffer.
  94538. * This is dynamic to allow compat with webgl 1 and 2.
  94539. * You will need to pass the name of the uniform as well as the value.
  94540. */
  94541. updateVector3: (name: string, vector: Vector3) => void;
  94542. /**
  94543. * Lambda to Update vec4 of float from a Vector in a uniform buffer.
  94544. * This is dynamic to allow compat with webgl 1 and 2.
  94545. * You will need to pass the name of the uniform as well as the value.
  94546. */
  94547. updateVector4: (name: string, vector: Vector4) => void;
  94548. /**
  94549. * Lambda to Update vec3 of float from a Color in a uniform buffer.
  94550. * This is dynamic to allow compat with webgl 1 and 2.
  94551. * You will need to pass the name of the uniform as well as the value.
  94552. */
  94553. updateColor3: (name: string, color: Color3, suffix?: string) => void;
  94554. /**
  94555. * Lambda to Update vec4 of float from a Color in a uniform buffer.
  94556. * This is dynamic to allow compat with webgl 1 and 2.
  94557. * You will need to pass the name of the uniform as well as the value.
  94558. */
  94559. updateColor4: (name: string, color: Color3, alpha: number, suffix?: string) => void;
  94560. /**
  94561. * Instantiates a new Uniform buffer objects.
  94562. *
  94563. * Handles blocks of uniform on the GPU.
  94564. *
  94565. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  94566. *
  94567. * For more information, please refer to :
  94568. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  94569. * @param engine Define the engine the buffer is associated with
  94570. * @param data Define the data contained in the buffer
  94571. * @param dynamic Define if the buffer is updatable
  94572. */
  94573. constructor(engine: Engine, data?: number[], dynamic?: boolean);
  94574. /**
  94575. * Indicates if the buffer is using the WebGL2 UBO implementation,
  94576. * or just falling back on setUniformXXX calls.
  94577. */
  94578. readonly useUbo: boolean;
  94579. /**
  94580. * Indicates if the WebGL underlying uniform buffer is in sync
  94581. * with the javascript cache data.
  94582. */
  94583. readonly isSync: boolean;
  94584. /**
  94585. * Indicates if the WebGL underlying uniform buffer is dynamic.
  94586. * Also, a dynamic UniformBuffer will disable cache verification and always
  94587. * update the underlying WebGL uniform buffer to the GPU.
  94588. * @returns if Dynamic, otherwise false
  94589. */
  94590. isDynamic(): boolean;
  94591. /**
  94592. * The data cache on JS side.
  94593. * @returns the underlying data as a float array
  94594. */
  94595. getData(): Float32Array;
  94596. /**
  94597. * The underlying WebGL Uniform buffer.
  94598. * @returns the webgl buffer
  94599. */
  94600. getBuffer(): Nullable<DataBuffer>;
  94601. /**
  94602. * std140 layout specifies how to align data within an UBO structure.
  94603. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  94604. * for specs.
  94605. */
  94606. private _fillAlignment;
  94607. /**
  94608. * Adds an uniform in the buffer.
  94609. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  94610. * for the layout to be correct !
  94611. * @param name Name of the uniform, as used in the uniform block in the shader.
  94612. * @param size Data size, or data directly.
  94613. */
  94614. addUniform(name: string, size: number | number[]): void;
  94615. /**
  94616. * Adds a Matrix 4x4 to the uniform buffer.
  94617. * @param name Name of the uniform, as used in the uniform block in the shader.
  94618. * @param mat A 4x4 matrix.
  94619. */
  94620. addMatrix(name: string, mat: Matrix): void;
  94621. /**
  94622. * Adds a vec2 to the uniform buffer.
  94623. * @param name Name of the uniform, as used in the uniform block in the shader.
  94624. * @param x Define the x component value of the vec2
  94625. * @param y Define the y component value of the vec2
  94626. */
  94627. addFloat2(name: string, x: number, y: number): void;
  94628. /**
  94629. * Adds a vec3 to the uniform buffer.
  94630. * @param name Name of the uniform, as used in the uniform block in the shader.
  94631. * @param x Define the x component value of the vec3
  94632. * @param y Define the y component value of the vec3
  94633. * @param z Define the z component value of the vec3
  94634. */
  94635. addFloat3(name: string, x: number, y: number, z: number): void;
  94636. /**
  94637. * Adds a vec3 to the uniform buffer.
  94638. * @param name Name of the uniform, as used in the uniform block in the shader.
  94639. * @param color Define the vec3 from a Color
  94640. */
  94641. addColor3(name: string, color: Color3): void;
  94642. /**
  94643. * Adds a vec4 to the uniform buffer.
  94644. * @param name Name of the uniform, as used in the uniform block in the shader.
  94645. * @param color Define the rgb components from a Color
  94646. * @param alpha Define the a component of the vec4
  94647. */
  94648. addColor4(name: string, color: Color3, alpha: number): void;
  94649. /**
  94650. * Adds a vec3 to the uniform buffer.
  94651. * @param name Name of the uniform, as used in the uniform block in the shader.
  94652. * @param vector Define the vec3 components from a Vector
  94653. */
  94654. addVector3(name: string, vector: Vector3): void;
  94655. /**
  94656. * Adds a Matrix 3x3 to the uniform buffer.
  94657. * @param name Name of the uniform, as used in the uniform block in the shader.
  94658. */
  94659. addMatrix3x3(name: string): void;
  94660. /**
  94661. * Adds a Matrix 2x2 to the uniform buffer.
  94662. * @param name Name of the uniform, as used in the uniform block in the shader.
  94663. */
  94664. addMatrix2x2(name: string): void;
  94665. /**
  94666. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  94667. */
  94668. create(): void;
  94669. /** @hidden */
  94670. _rebuild(): void;
  94671. /**
  94672. * Updates the WebGL Uniform Buffer on the GPU.
  94673. * If the `dynamic` flag is set to true, no cache comparison is done.
  94674. * Otherwise, the buffer will be updated only if the cache differs.
  94675. */
  94676. update(): void;
  94677. /**
  94678. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  94679. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  94680. * @param data Define the flattened data
  94681. * @param size Define the size of the data.
  94682. */
  94683. updateUniform(uniformName: string, data: FloatArray, size: number): void;
  94684. private _valueCache;
  94685. private _cacheMatrix;
  94686. private _updateMatrix3x3ForUniform;
  94687. private _updateMatrix3x3ForEffect;
  94688. private _updateMatrix2x2ForEffect;
  94689. private _updateMatrix2x2ForUniform;
  94690. private _updateFloatForEffect;
  94691. private _updateFloatForUniform;
  94692. private _updateFloat2ForEffect;
  94693. private _updateFloat2ForUniform;
  94694. private _updateFloat3ForEffect;
  94695. private _updateFloat3ForUniform;
  94696. private _updateFloat4ForEffect;
  94697. private _updateFloat4ForUniform;
  94698. private _updateMatrixForEffect;
  94699. private _updateMatrixForUniform;
  94700. private _updateVector3ForEffect;
  94701. private _updateVector3ForUniform;
  94702. private _updateVector4ForEffect;
  94703. private _updateVector4ForUniform;
  94704. private _updateColor3ForEffect;
  94705. private _updateColor3ForUniform;
  94706. private _updateColor4ForEffect;
  94707. private _updateColor4ForUniform;
  94708. /**
  94709. * Sets a sampler uniform on the effect.
  94710. * @param name Define the name of the sampler.
  94711. * @param texture Define the texture to set in the sampler
  94712. */
  94713. setTexture(name: string, texture: Nullable<BaseTexture>): void;
  94714. /**
  94715. * Directly updates the value of the uniform in the cache AND on the GPU.
  94716. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  94717. * @param data Define the flattened data
  94718. */
  94719. updateUniformDirectly(uniformName: string, data: FloatArray): void;
  94720. /**
  94721. * Binds this uniform buffer to an effect.
  94722. * @param effect Define the effect to bind the buffer to
  94723. * @param name Name of the uniform block in the shader.
  94724. */
  94725. bindToEffect(effect: Effect, name: string): void;
  94726. /**
  94727. * Disposes the uniform buffer.
  94728. */
  94729. dispose(): void;
  94730. }
  94731. }
  94732. declare module BABYLON {
  94733. /**
  94734. * Class used to work with sound analyzer using fast fourier transform (FFT)
  94735. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  94736. */
  94737. export class Analyser {
  94738. /**
  94739. * Gets or sets the smoothing
  94740. * @ignorenaming
  94741. */
  94742. SMOOTHING: number;
  94743. /**
  94744. * Gets or sets the FFT table size
  94745. * @ignorenaming
  94746. */
  94747. FFT_SIZE: number;
  94748. /**
  94749. * Gets or sets the bar graph amplitude
  94750. * @ignorenaming
  94751. */
  94752. BARGRAPHAMPLITUDE: number;
  94753. /**
  94754. * Gets or sets the position of the debug canvas
  94755. * @ignorenaming
  94756. */
  94757. DEBUGCANVASPOS: {
  94758. x: number;
  94759. y: number;
  94760. };
  94761. /**
  94762. * Gets or sets the debug canvas size
  94763. * @ignorenaming
  94764. */
  94765. DEBUGCANVASSIZE: {
  94766. width: number;
  94767. height: number;
  94768. };
  94769. private _byteFreqs;
  94770. private _byteTime;
  94771. private _floatFreqs;
  94772. private _webAudioAnalyser;
  94773. private _debugCanvas;
  94774. private _debugCanvasContext;
  94775. private _scene;
  94776. private _registerFunc;
  94777. private _audioEngine;
  94778. /**
  94779. * Creates a new analyser
  94780. * @param scene defines hosting scene
  94781. */
  94782. constructor(scene: Scene);
  94783. /**
  94784. * Get the number of data values you will have to play with for the visualization
  94785. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  94786. * @returns a number
  94787. */
  94788. getFrequencyBinCount(): number;
  94789. /**
  94790. * Gets the current frequency data as a byte array
  94791. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  94792. * @returns a Uint8Array
  94793. */
  94794. getByteFrequencyData(): Uint8Array;
  94795. /**
  94796. * Gets the current waveform as a byte array
  94797. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  94798. * @returns a Uint8Array
  94799. */
  94800. getByteTimeDomainData(): Uint8Array;
  94801. /**
  94802. * Gets the current frequency data as a float array
  94803. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  94804. * @returns a Float32Array
  94805. */
  94806. getFloatFrequencyData(): Float32Array;
  94807. /**
  94808. * Renders the debug canvas
  94809. */
  94810. drawDebugCanvas(): void;
  94811. /**
  94812. * Stops rendering the debug canvas and removes it
  94813. */
  94814. stopDebugCanvas(): void;
  94815. /**
  94816. * Connects two audio nodes
  94817. * @param inputAudioNode defines first node to connect
  94818. * @param outputAudioNode defines second node to connect
  94819. */
  94820. connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
  94821. /**
  94822. * Releases all associated resources
  94823. */
  94824. dispose(): void;
  94825. }
  94826. }
  94827. declare module BABYLON {
  94828. /**
  94829. * This represents an audio engine and it is responsible
  94830. * to play, synchronize and analyse sounds throughout the application.
  94831. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  94832. */
  94833. export interface IAudioEngine extends IDisposable {
  94834. /**
  94835. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  94836. */
  94837. readonly canUseWebAudio: boolean;
  94838. /**
  94839. * Gets the current AudioContext if available.
  94840. */
  94841. readonly audioContext: Nullable<AudioContext>;
  94842. /**
  94843. * The master gain node defines the global audio volume of your audio engine.
  94844. */
  94845. readonly masterGain: GainNode;
  94846. /**
  94847. * Gets whether or not mp3 are supported by your browser.
  94848. */
  94849. readonly isMP3supported: boolean;
  94850. /**
  94851. * Gets whether or not ogg are supported by your browser.
  94852. */
  94853. readonly isOGGsupported: boolean;
  94854. /**
  94855. * Defines if Babylon should emit a warning if WebAudio is not supported.
  94856. * @ignoreNaming
  94857. */
  94858. WarnedWebAudioUnsupported: boolean;
  94859. /**
  94860. * Defines if the audio engine relies on a custom unlocked button.
  94861. * In this case, the embedded button will not be displayed.
  94862. */
  94863. useCustomUnlockedButton: boolean;
  94864. /**
  94865. * Gets whether or not the audio engine is unlocked (require first a user gesture on some browser).
  94866. */
  94867. readonly unlocked: boolean;
  94868. /**
  94869. * Event raised when audio has been unlocked on the browser.
  94870. */
  94871. onAudioUnlockedObservable: Observable<AudioEngine>;
  94872. /**
  94873. * Event raised when audio has been locked on the browser.
  94874. */
  94875. onAudioLockedObservable: Observable<AudioEngine>;
  94876. /**
  94877. * Flags the audio engine in Locked state.
  94878. * This happens due to new browser policies preventing audio to autoplay.
  94879. */
  94880. lock(): void;
  94881. /**
  94882. * Unlocks the audio engine once a user action has been done on the dom.
  94883. * This is helpful to resume play once browser policies have been satisfied.
  94884. */
  94885. unlock(): void;
  94886. }
  94887. /**
  94888. * This represents the default audio engine used in babylon.
  94889. * It is responsible to play, synchronize and analyse sounds throughout the application.
  94890. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  94891. */
  94892. export class AudioEngine implements IAudioEngine {
  94893. private _audioContext;
  94894. private _audioContextInitialized;
  94895. private _muteButton;
  94896. private _hostElement;
  94897. /**
  94898. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  94899. */
  94900. canUseWebAudio: boolean;
  94901. /**
  94902. * The master gain node defines the global audio volume of your audio engine.
  94903. */
  94904. masterGain: GainNode;
  94905. /**
  94906. * Defines if Babylon should emit a warning if WebAudio is not supported.
  94907. * @ignoreNaming
  94908. */
  94909. WarnedWebAudioUnsupported: boolean;
  94910. /**
  94911. * Gets whether or not mp3 are supported by your browser.
  94912. */
  94913. isMP3supported: boolean;
  94914. /**
  94915. * Gets whether or not ogg are supported by your browser.
  94916. */
  94917. isOGGsupported: boolean;
  94918. /**
  94919. * Gets whether audio has been unlocked on the device.
  94920. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  94921. * a user interaction has happened.
  94922. */
  94923. unlocked: boolean;
  94924. /**
  94925. * Defines if the audio engine relies on a custom unlocked button.
  94926. * In this case, the embedded button will not be displayed.
  94927. */
  94928. useCustomUnlockedButton: boolean;
  94929. /**
  94930. * Event raised when audio has been unlocked on the browser.
  94931. */
  94932. onAudioUnlockedObservable: Observable<AudioEngine>;
  94933. /**
  94934. * Event raised when audio has been locked on the browser.
  94935. */
  94936. onAudioLockedObservable: Observable<AudioEngine>;
  94937. /**
  94938. * Gets the current AudioContext if available.
  94939. */
  94940. readonly audioContext: Nullable<AudioContext>;
  94941. private _connectedAnalyser;
  94942. /**
  94943. * Instantiates a new audio engine.
  94944. *
  94945. * There should be only one per page as some browsers restrict the number
  94946. * of audio contexts you can create.
  94947. * @param hostElement defines the host element where to display the mute icon if necessary
  94948. */
  94949. constructor(hostElement?: Nullable<HTMLElement>);
  94950. /**
  94951. * Flags the audio engine in Locked state.
  94952. * This happens due to new browser policies preventing audio to autoplay.
  94953. */
  94954. lock(): void;
  94955. /**
  94956. * Unlocks the audio engine once a user action has been done on the dom.
  94957. * This is helpful to resume play once browser policies have been satisfied.
  94958. */
  94959. unlock(): void;
  94960. private _resumeAudioContext;
  94961. private _initializeAudioContext;
  94962. private _tryToRun;
  94963. private _triggerRunningState;
  94964. private _triggerSuspendedState;
  94965. private _displayMuteButton;
  94966. private _moveButtonToTopLeft;
  94967. private _onResize;
  94968. private _hideMuteButton;
  94969. /**
  94970. * Destroy and release the resources associated with the audio ccontext.
  94971. */
  94972. dispose(): void;
  94973. /**
  94974. * Gets the global volume sets on the master gain.
  94975. * @returns the global volume if set or -1 otherwise
  94976. */
  94977. getGlobalVolume(): number;
  94978. /**
  94979. * Sets the global volume of your experience (sets on the master gain).
  94980. * @param newVolume Defines the new global volume of the application
  94981. */
  94982. setGlobalVolume(newVolume: number): void;
  94983. /**
  94984. * Connect the audio engine to an audio analyser allowing some amazing
  94985. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  94986. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  94987. * @param analyser The analyser to connect to the engine
  94988. */
  94989. connectToAnalyser(analyser: Analyser): void;
  94990. }
  94991. }
  94992. declare module BABYLON {
  94993. /**
  94994. * Interface used to present a loading screen while loading a scene
  94995. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  94996. */
  94997. export interface ILoadingScreen {
  94998. /**
  94999. * Function called to display the loading screen
  95000. */
  95001. displayLoadingUI: () => void;
  95002. /**
  95003. * Function called to hide the loading screen
  95004. */
  95005. hideLoadingUI: () => void;
  95006. /**
  95007. * Gets or sets the color to use for the background
  95008. */
  95009. loadingUIBackgroundColor: string;
  95010. /**
  95011. * Gets or sets the text to display while loading
  95012. */
  95013. loadingUIText: string;
  95014. }
  95015. /**
  95016. * Class used for the default loading screen
  95017. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  95018. */
  95019. export class DefaultLoadingScreen implements ILoadingScreen {
  95020. private _renderingCanvas;
  95021. private _loadingText;
  95022. private _loadingDivBackgroundColor;
  95023. private _loadingDiv;
  95024. private _loadingTextDiv;
  95025. /** Gets or sets the logo url to use for the default loading screen */
  95026. static DefaultLogoUrl: string;
  95027. /** Gets or sets the spinner url to use for the default loading screen */
  95028. static DefaultSpinnerUrl: string;
  95029. /**
  95030. * Creates a new default loading screen
  95031. * @param _renderingCanvas defines the canvas used to render the scene
  95032. * @param _loadingText defines the default text to display
  95033. * @param _loadingDivBackgroundColor defines the default background color
  95034. */
  95035. constructor(_renderingCanvas: HTMLCanvasElement, _loadingText?: string, _loadingDivBackgroundColor?: string);
  95036. /**
  95037. * Function called to display the loading screen
  95038. */
  95039. displayLoadingUI(): void;
  95040. /**
  95041. * Function called to hide the loading screen
  95042. */
  95043. hideLoadingUI(): void;
  95044. /**
  95045. * Gets or sets the text to display while loading
  95046. */
  95047. loadingUIText: string;
  95048. /**
  95049. * Gets or sets the color to use for the background
  95050. */
  95051. loadingUIBackgroundColor: string;
  95052. private _resizeLoadingUI;
  95053. }
  95054. }
  95055. declare module BABYLON {
  95056. /** @hidden */
  95057. export class WebGLPipelineContext implements IPipelineContext {
  95058. engine: Engine;
  95059. program: Nullable<WebGLProgram>;
  95060. context?: WebGLRenderingContext;
  95061. vertexShader?: WebGLShader;
  95062. fragmentShader?: WebGLShader;
  95063. isParallelCompiled: boolean;
  95064. onCompiled?: () => void;
  95065. transformFeedback?: WebGLTransformFeedback | null;
  95066. readonly isAsync: boolean;
  95067. readonly isReady: boolean;
  95068. _handlesSpectorRebuildCallback(onCompiled: (program: WebGLProgram) => void): void;
  95069. }
  95070. }
  95071. declare module BABYLON {
  95072. /** @hidden */
  95073. export class WebGLDataBuffer extends DataBuffer {
  95074. private _buffer;
  95075. constructor(resource: WebGLBuffer);
  95076. readonly underlyingResource: any;
  95077. }
  95078. }
  95079. declare module BABYLON {
  95080. /** @hidden */
  95081. export class WebGL2ShaderProcessor implements IShaderProcessor {
  95082. attributeProcessor(attribute: string): string;
  95083. varyingProcessor(varying: string, isFragment: boolean): string;
  95084. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  95085. }
  95086. }
  95087. declare module BABYLON {
  95088. /**
  95089. * This class is used to track a performance counter which is number based.
  95090. * The user has access to many properties which give statistics of different nature.
  95091. *
  95092. * The implementer can track two kinds of Performance Counter: time and count.
  95093. * For time you can optionally call fetchNewFrame() to notify the start of a new frame to monitor, then call beginMonitoring() to start and endMonitoring() to record the lapsed time. endMonitoring takes a newFrame parameter for you to specify if the monitored time should be set for a new frame or accumulated to the current frame being monitored.
  95094. * For count you first have to call fetchNewFrame() to notify the start of a new frame to monitor, then call addCount() how many time required to increment the count value you monitor.
  95095. */
  95096. export class PerfCounter {
  95097. /**
  95098. * Gets or sets a global boolean to turn on and off all the counters
  95099. */
  95100. static Enabled: boolean;
  95101. /**
  95102. * Returns the smallest value ever
  95103. */
  95104. readonly min: number;
  95105. /**
  95106. * Returns the biggest value ever
  95107. */
  95108. readonly max: number;
  95109. /**
  95110. * Returns the average value since the performance counter is running
  95111. */
  95112. readonly average: number;
  95113. /**
  95114. * Returns the average value of the last second the counter was monitored
  95115. */
  95116. readonly lastSecAverage: number;
  95117. /**
  95118. * Returns the current value
  95119. */
  95120. readonly current: number;
  95121. /**
  95122. * Gets the accumulated total
  95123. */
  95124. readonly total: number;
  95125. /**
  95126. * Gets the total value count
  95127. */
  95128. readonly count: number;
  95129. /**
  95130. * Creates a new counter
  95131. */
  95132. constructor();
  95133. /**
  95134. * Call this method to start monitoring a new frame.
  95135. * This scenario is typically used when you accumulate monitoring time many times for a single frame, you call this method at the start of the frame, then beginMonitoring to start recording and endMonitoring(false) to accumulated the recorded time to the PerfCounter or addCount() to accumulate a monitored count.
  95136. */
  95137. fetchNewFrame(): void;
  95138. /**
  95139. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  95140. * @param newCount the count value to add to the monitored count
  95141. * @param fetchResult true when it's the last time in the frame you add to the counter and you wish to update the statistics properties (min/max/average), false if you only want to update statistics.
  95142. */
  95143. addCount(newCount: number, fetchResult: boolean): void;
  95144. /**
  95145. * Start monitoring this performance counter
  95146. */
  95147. beginMonitoring(): void;
  95148. /**
  95149. * Compute the time lapsed since the previous beginMonitoring() call.
  95150. * @param newFrame true by default to fetch the result and monitor a new frame, if false the time monitored will be added to the current frame counter
  95151. */
  95152. endMonitoring(newFrame?: boolean): void;
  95153. private _fetchResult;
  95154. private _startMonitoringTime;
  95155. private _min;
  95156. private _max;
  95157. private _average;
  95158. private _current;
  95159. private _totalValueCount;
  95160. private _totalAccumulated;
  95161. private _lastSecAverage;
  95162. private _lastSecAccumulated;
  95163. private _lastSecTime;
  95164. private _lastSecValueCount;
  95165. }
  95166. }
  95167. declare module BABYLON {
  95168. /**
  95169. * Interface for any object that can request an animation frame
  95170. */
  95171. export interface ICustomAnimationFrameRequester {
  95172. /**
  95173. * This function will be called when the render loop is ready. If this is not populated, the engine's renderloop function will be called
  95174. */
  95175. renderFunction?: Function;
  95176. /**
  95177. * Called to request the next frame to render to
  95178. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame
  95179. */
  95180. requestAnimationFrame: Function;
  95181. /**
  95182. * You can pass this value to cancelAnimationFrame() to cancel the refresh callback request
  95183. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame#Return_value
  95184. */
  95185. requestID?: number;
  95186. }
  95187. }
  95188. declare module BABYLON {
  95189. /**
  95190. * Settings for finer control over video usage
  95191. */
  95192. export interface VideoTextureSettings {
  95193. /**
  95194. * Applies `autoplay` to video, if specified
  95195. */
  95196. autoPlay?: boolean;
  95197. /**
  95198. * Applies `loop` to video, if specified
  95199. */
  95200. loop?: boolean;
  95201. /**
  95202. * Automatically updates internal texture from video at every frame in the render loop
  95203. */
  95204. autoUpdateTexture: boolean;
  95205. /**
  95206. * Image src displayed during the video loading or until the user interacts with the video.
  95207. */
  95208. poster?: string;
  95209. }
  95210. /**
  95211. * If you want to display a video in your scene, this is the special texture for that.
  95212. * This special texture works similar to other textures, with the exception of a few parameters.
  95213. * @see https://doc.babylonjs.com/how_to/video_texture
  95214. */
  95215. export class VideoTexture extends Texture {
  95216. /**
  95217. * Tells whether textures will be updated automatically or user is required to call `updateTexture` manually
  95218. */
  95219. readonly autoUpdateTexture: boolean;
  95220. /**
  95221. * The video instance used by the texture internally
  95222. */
  95223. readonly video: HTMLVideoElement;
  95224. private _onUserActionRequestedObservable;
  95225. /**
  95226. * Event triggerd when a dom action is required by the user to play the video.
  95227. * This happens due to recent changes in browser policies preventing video to auto start.
  95228. */
  95229. readonly onUserActionRequestedObservable: Observable<Texture>;
  95230. private _generateMipMaps;
  95231. private _engine;
  95232. private _stillImageCaptured;
  95233. private _displayingPosterTexture;
  95234. private _settings;
  95235. private _createInternalTextureOnEvent;
  95236. private _frameId;
  95237. /**
  95238. * Creates a video texture.
  95239. * If you want to display a video in your scene, this is the special texture for that.
  95240. * This special texture works similar to other textures, with the exception of a few parameters.
  95241. * @see https://doc.babylonjs.com/how_to/video_texture
  95242. * @param name optional name, will detect from video source, if not defined
  95243. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  95244. * @param scene is obviously the current scene.
  95245. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  95246. * @param invertY is false by default but can be used to invert video on Y axis
  95247. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  95248. * @param settings allows finer control over video usage
  95249. */
  95250. constructor(name: Nullable<string>, src: string | string[] | HTMLVideoElement, scene: Nullable<Scene>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, settings?: VideoTextureSettings);
  95251. private _getName;
  95252. private _getVideo;
  95253. private _createInternalTexture;
  95254. private reset;
  95255. /**
  95256. * @hidden Internal method to initiate `update`.
  95257. */
  95258. _rebuild(): void;
  95259. /**
  95260. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  95261. */
  95262. update(): void;
  95263. /**
  95264. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  95265. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  95266. */
  95267. updateTexture(isVisible: boolean): void;
  95268. protected _updateInternalTexture: () => void;
  95269. /**
  95270. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  95271. * @param url New url.
  95272. */
  95273. updateURL(url: string): void;
  95274. /**
  95275. * Dispose the texture and release its associated resources.
  95276. */
  95277. dispose(): void;
  95278. /**
  95279. * Creates a video texture straight from a stream.
  95280. * @param scene Define the scene the texture should be created in
  95281. * @param stream Define the stream the texture should be created from
  95282. * @returns The created video texture as a promise
  95283. */
  95284. static CreateFromStreamAsync(scene: Scene, stream: MediaStream): Promise<VideoTexture>;
  95285. /**
  95286. * Creates a video texture straight from your WebCam video feed.
  95287. * @param scene Define the scene the texture should be created in
  95288. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  95289. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  95290. * @returns The created video texture as a promise
  95291. */
  95292. static CreateFromWebCamAsync(scene: Scene, constraints: {
  95293. minWidth: number;
  95294. maxWidth: number;
  95295. minHeight: number;
  95296. maxHeight: number;
  95297. deviceId: string;
  95298. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): Promise<VideoTexture>;
  95299. /**
  95300. * Creates a video texture straight from your WebCam video feed.
  95301. * @param scene Define the scene the texture should be created in
  95302. * @param onReady Define a callback to triggered once the texture will be ready
  95303. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  95304. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  95305. */
  95306. static CreateFromWebCam(scene: Scene, onReady: (videoTexture: VideoTexture) => void, constraints: {
  95307. minWidth: number;
  95308. maxWidth: number;
  95309. minHeight: number;
  95310. maxHeight: number;
  95311. deviceId: string;
  95312. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): void;
  95313. }
  95314. }
  95315. declare module BABYLON {
  95316. /**
  95317. * Defines the interface used by objects containing a viewport (like a camera)
  95318. */
  95319. interface IViewportOwnerLike {
  95320. /**
  95321. * Gets or sets the viewport
  95322. */
  95323. viewport: IViewportLike;
  95324. }
  95325. /**
  95326. * Interface for attribute information associated with buffer instanciation
  95327. */
  95328. export class InstancingAttributeInfo {
  95329. /**
  95330. * Index/offset of the attribute in the vertex shader
  95331. */
  95332. index: number;
  95333. /**
  95334. * size of the attribute, 1, 2, 3 or 4
  95335. */
  95336. attributeSize: number;
  95337. /**
  95338. * type of the attribute, gl.BYTE, gl.UNSIGNED_BYTE, gl.SHORT, gl.UNSIGNED_SHORT, gl.FIXED, gl.FLOAT.
  95339. * default is FLOAT
  95340. */
  95341. attribyteType: number;
  95342. /**
  95343. * normalization of fixed-point data. behavior unclear, use FALSE, default is FALSE
  95344. */
  95345. normalized: boolean;
  95346. /**
  95347. * Offset of the data in the Vertex Buffer acting as the instancing buffer
  95348. */
  95349. offset: number;
  95350. /**
  95351. * Name of the GLSL attribute, for debugging purpose only
  95352. */
  95353. attributeName: string;
  95354. }
  95355. /**
  95356. * Define options used to create a depth texture
  95357. */
  95358. export class DepthTextureCreationOptions {
  95359. /** Specifies whether or not a stencil should be allocated in the texture */
  95360. generateStencil?: boolean;
  95361. /** Specifies whether or not bilinear filtering is enable on the texture */
  95362. bilinearFiltering?: boolean;
  95363. /** Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode */
  95364. comparisonFunction?: number;
  95365. /** Specifies if the created texture is a cube texture */
  95366. isCube?: boolean;
  95367. }
  95368. /**
  95369. * Class used to describe the capabilities of the engine relatively to the current browser
  95370. */
  95371. export class EngineCapabilities {
  95372. /** Maximum textures units per fragment shader */
  95373. maxTexturesImageUnits: number;
  95374. /** Maximum texture units per vertex shader */
  95375. maxVertexTextureImageUnits: number;
  95376. /** Maximum textures units in the entire pipeline */
  95377. maxCombinedTexturesImageUnits: number;
  95378. /** Maximum texture size */
  95379. maxTextureSize: number;
  95380. /** Maximum cube texture size */
  95381. maxCubemapTextureSize: number;
  95382. /** Maximum render texture size */
  95383. maxRenderTextureSize: number;
  95384. /** Maximum number of vertex attributes */
  95385. maxVertexAttribs: number;
  95386. /** Maximum number of varyings */
  95387. maxVaryingVectors: number;
  95388. /** Maximum number of uniforms per vertex shader */
  95389. maxVertexUniformVectors: number;
  95390. /** Maximum number of uniforms per fragment shader */
  95391. maxFragmentUniformVectors: number;
  95392. /** Defines if standard derivates (dx/dy) are supported */
  95393. standardDerivatives: boolean;
  95394. /** Defines if s3tc texture compression is supported */
  95395. s3tc: Nullable<WEBGL_compressed_texture_s3tc>;
  95396. /** Defines if pvrtc texture compression is supported */
  95397. pvrtc: any;
  95398. /** Defines if etc1 texture compression is supported */
  95399. etc1: any;
  95400. /** Defines if etc2 texture compression is supported */
  95401. etc2: any;
  95402. /** Defines if astc texture compression is supported */
  95403. astc: any;
  95404. /** Defines if float textures are supported */
  95405. textureFloat: boolean;
  95406. /** Defines if vertex array objects are supported */
  95407. vertexArrayObject: boolean;
  95408. /** Gets the webgl extension for anisotropic filtering (null if not supported) */
  95409. textureAnisotropicFilterExtension: Nullable<EXT_texture_filter_anisotropic>;
  95410. /** Gets the maximum level of anisotropy supported */
  95411. maxAnisotropy: number;
  95412. /** Defines if instancing is supported */
  95413. instancedArrays: boolean;
  95414. /** Defines if 32 bits indices are supported */
  95415. uintIndices: boolean;
  95416. /** Defines if high precision shaders are supported */
  95417. highPrecisionShaderSupported: boolean;
  95418. /** Defines if depth reading in the fragment shader is supported */
  95419. fragmentDepthSupported: boolean;
  95420. /** Defines if float texture linear filtering is supported*/
  95421. textureFloatLinearFiltering: boolean;
  95422. /** Defines if rendering to float textures is supported */
  95423. textureFloatRender: boolean;
  95424. /** Defines if half float textures are supported*/
  95425. textureHalfFloat: boolean;
  95426. /** Defines if half float texture linear filtering is supported*/
  95427. textureHalfFloatLinearFiltering: boolean;
  95428. /** Defines if rendering to half float textures is supported */
  95429. textureHalfFloatRender: boolean;
  95430. /** Defines if textureLOD shader command is supported */
  95431. textureLOD: boolean;
  95432. /** Defines if draw buffers extension is supported */
  95433. drawBuffersExtension: boolean;
  95434. /** Defines if depth textures are supported */
  95435. depthTextureExtension: boolean;
  95436. /** Defines if float color buffer are supported */
  95437. colorBufferFloat: boolean;
  95438. /** Gets disjoint timer query extension (null if not supported) */
  95439. timerQuery: EXT_disjoint_timer_query;
  95440. /** Defines if timestamp can be used with timer query */
  95441. canUseTimestampForTimerQuery: boolean;
  95442. /** Defines if multiview is supported (https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/) */
  95443. multiview: any;
  95444. /** Function used to let the system compiles shaders in background */
  95445. parallelShaderCompile: {
  95446. COMPLETION_STATUS_KHR: number;
  95447. };
  95448. /** Max number of texture samples for MSAA */
  95449. maxMSAASamples: number;
  95450. }
  95451. /** Interface defining initialization parameters for Engine class */
  95452. export interface EngineOptions extends WebGLContextAttributes {
  95453. /**
  95454. * Defines if the engine should no exceed a specified device ratio
  95455. * @see https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio
  95456. */
  95457. limitDeviceRatio?: number;
  95458. /**
  95459. * Defines if webvr should be enabled automatically
  95460. * @see http://doc.babylonjs.com/how_to/webvr_camera
  95461. */
  95462. autoEnableWebVR?: boolean;
  95463. /**
  95464. * Defines if webgl2 should be turned off even if supported
  95465. * @see http://doc.babylonjs.com/features/webgl2
  95466. */
  95467. disableWebGL2Support?: boolean;
  95468. /**
  95469. * Defines if webaudio should be initialized as well
  95470. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  95471. */
  95472. audioEngine?: boolean;
  95473. /**
  95474. * Defines if animations should run using a deterministic lock step
  95475. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  95476. */
  95477. deterministicLockstep?: boolean;
  95478. /** Defines the maximum steps to use with deterministic lock step mode */
  95479. lockstepMaxSteps?: number;
  95480. /**
  95481. * Defines that engine should ignore context lost events
  95482. * If this event happens when this parameter is true, you will have to reload the page to restore rendering
  95483. */
  95484. doNotHandleContextLost?: boolean;
  95485. /**
  95486. * Defines that engine should ignore modifying touch action attribute and style
  95487. * If not handle, you might need to set it up on your side for expected touch devices behavior.
  95488. */
  95489. doNotHandleTouchAction?: boolean;
  95490. /**
  95491. * Defines that engine should compile shaders with high precision floats (if supported). True by default
  95492. */
  95493. useHighPrecisionFloats?: boolean;
  95494. }
  95495. /**
  95496. * Defines the interface used by display changed events
  95497. */
  95498. export interface IDisplayChangedEventArgs {
  95499. /** Gets the vrDisplay object (if any) */
  95500. vrDisplay: Nullable<any>;
  95501. /** Gets a boolean indicating if webVR is supported */
  95502. vrSupported: boolean;
  95503. }
  95504. /**
  95505. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  95506. */
  95507. export class Engine {
  95508. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  95509. static ExceptionList: ({
  95510. key: string;
  95511. capture: string;
  95512. captureConstraint: number;
  95513. targets: string[];
  95514. } | {
  95515. key: string;
  95516. capture: null;
  95517. captureConstraint: null;
  95518. targets: string[];
  95519. })[];
  95520. /** Gets the list of created engines */
  95521. static readonly Instances: Engine[];
  95522. /**
  95523. * Gets the latest created engine
  95524. */
  95525. static readonly LastCreatedEngine: Nullable<Engine>;
  95526. /**
  95527. * Gets the latest created scene
  95528. */
  95529. static readonly LastCreatedScene: Nullable<Scene>;
  95530. /**
  95531. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  95532. * @param flag defines which part of the materials must be marked as dirty
  95533. * @param predicate defines a predicate used to filter which materials should be affected
  95534. */
  95535. static MarkAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  95536. /** @hidden */
  95537. static _TextureLoaders: IInternalTextureLoader[];
  95538. /** Defines that alpha blending is disabled */
  95539. static readonly ALPHA_DISABLE: number;
  95540. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  95541. static readonly ALPHA_ADD: number;
  95542. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  95543. static readonly ALPHA_COMBINE: number;
  95544. /** Defines that alpha blending to DEST - SRC * DEST */
  95545. static readonly ALPHA_SUBTRACT: number;
  95546. /** Defines that alpha blending to SRC * DEST */
  95547. static readonly ALPHA_MULTIPLY: number;
  95548. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  95549. static readonly ALPHA_MAXIMIZED: number;
  95550. /** Defines that alpha blending to SRC + DEST */
  95551. static readonly ALPHA_ONEONE: number;
  95552. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  95553. static readonly ALPHA_PREMULTIPLIED: number;
  95554. /**
  95555. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  95556. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  95557. */
  95558. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  95559. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  95560. static readonly ALPHA_INTERPOLATE: number;
  95561. /**
  95562. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  95563. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  95564. */
  95565. static readonly ALPHA_SCREENMODE: number;
  95566. /** Defines that the ressource is not delayed*/
  95567. static readonly DELAYLOADSTATE_NONE: number;
  95568. /** Defines that the ressource was successfully delay loaded */
  95569. static readonly DELAYLOADSTATE_LOADED: number;
  95570. /** Defines that the ressource is currently delay loading */
  95571. static readonly DELAYLOADSTATE_LOADING: number;
  95572. /** Defines that the ressource is delayed and has not started loading */
  95573. static readonly DELAYLOADSTATE_NOTLOADED: number;
  95574. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  95575. static readonly NEVER: number;
  95576. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn */
  95577. static readonly ALWAYS: number;
  95578. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  95579. static readonly LESS: number;
  95580. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  95581. static readonly EQUAL: number;
  95582. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than or equal to the stored value */
  95583. static readonly LEQUAL: number;
  95584. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  95585. static readonly GREATER: number;
  95586. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than or equal to the stored value */
  95587. static readonly GEQUAL: number;
  95588. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is not equal to the stored value */
  95589. static readonly NOTEQUAL: number;
  95590. /** Passed to stencilOperation to specify that stencil value must be kept */
  95591. static readonly KEEP: number;
  95592. /** Passed to stencilOperation to specify that stencil value must be replaced */
  95593. static readonly REPLACE: number;
  95594. /** Passed to stencilOperation to specify that stencil value must be incremented */
  95595. static readonly INCR: number;
  95596. /** Passed to stencilOperation to specify that stencil value must be decremented */
  95597. static readonly DECR: number;
  95598. /** Passed to stencilOperation to specify that stencil value must be inverted */
  95599. static readonly INVERT: number;
  95600. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  95601. static readonly INCR_WRAP: number;
  95602. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  95603. static readonly DECR_WRAP: number;
  95604. /** Texture is not repeating outside of 0..1 UVs */
  95605. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  95606. /** Texture is repeating outside of 0..1 UVs */
  95607. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  95608. /** Texture is repeating and mirrored */
  95609. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  95610. /** ALPHA */
  95611. static readonly TEXTUREFORMAT_ALPHA: number;
  95612. /** LUMINANCE */
  95613. static readonly TEXTUREFORMAT_LUMINANCE: number;
  95614. /** LUMINANCE_ALPHA */
  95615. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  95616. /** RGB */
  95617. static readonly TEXTUREFORMAT_RGB: number;
  95618. /** RGBA */
  95619. static readonly TEXTUREFORMAT_RGBA: number;
  95620. /** RED */
  95621. static readonly TEXTUREFORMAT_RED: number;
  95622. /** RED (2nd reference) */
  95623. static readonly TEXTUREFORMAT_R: number;
  95624. /** RG */
  95625. static readonly TEXTUREFORMAT_RG: number;
  95626. /** RED_INTEGER */
  95627. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  95628. /** RED_INTEGER (2nd reference) */
  95629. static readonly TEXTUREFORMAT_R_INTEGER: number;
  95630. /** RG_INTEGER */
  95631. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  95632. /** RGB_INTEGER */
  95633. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  95634. /** RGBA_INTEGER */
  95635. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  95636. /** UNSIGNED_BYTE */
  95637. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  95638. /** UNSIGNED_BYTE (2nd reference) */
  95639. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  95640. /** FLOAT */
  95641. static readonly TEXTURETYPE_FLOAT: number;
  95642. /** HALF_FLOAT */
  95643. static readonly TEXTURETYPE_HALF_FLOAT: number;
  95644. /** BYTE */
  95645. static readonly TEXTURETYPE_BYTE: number;
  95646. /** SHORT */
  95647. static readonly TEXTURETYPE_SHORT: number;
  95648. /** UNSIGNED_SHORT */
  95649. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  95650. /** INT */
  95651. static readonly TEXTURETYPE_INT: number;
  95652. /** UNSIGNED_INT */
  95653. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  95654. /** UNSIGNED_SHORT_4_4_4_4 */
  95655. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  95656. /** UNSIGNED_SHORT_5_5_5_1 */
  95657. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  95658. /** UNSIGNED_SHORT_5_6_5 */
  95659. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  95660. /** UNSIGNED_INT_2_10_10_10_REV */
  95661. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  95662. /** UNSIGNED_INT_24_8 */
  95663. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  95664. /** UNSIGNED_INT_10F_11F_11F_REV */
  95665. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  95666. /** UNSIGNED_INT_5_9_9_9_REV */
  95667. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  95668. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  95669. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  95670. /** nearest is mag = nearest and min = nearest and mip = linear */
  95671. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  95672. /** Bilinear is mag = linear and min = linear and mip = nearest */
  95673. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  95674. /** Trilinear is mag = linear and min = linear and mip = linear */
  95675. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  95676. /** nearest is mag = nearest and min = nearest and mip = linear */
  95677. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  95678. /** Bilinear is mag = linear and min = linear and mip = nearest */
  95679. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  95680. /** Trilinear is mag = linear and min = linear and mip = linear */
  95681. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  95682. /** mag = nearest and min = nearest and mip = nearest */
  95683. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  95684. /** mag = nearest and min = linear and mip = nearest */
  95685. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  95686. /** mag = nearest and min = linear and mip = linear */
  95687. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  95688. /** mag = nearest and min = linear and mip = none */
  95689. static readonly TEXTURE_NEAREST_LINEAR: number;
  95690. /** mag = nearest and min = nearest and mip = none */
  95691. static readonly TEXTURE_NEAREST_NEAREST: number;
  95692. /** mag = linear and min = nearest and mip = nearest */
  95693. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  95694. /** mag = linear and min = nearest and mip = linear */
  95695. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  95696. /** mag = linear and min = linear and mip = none */
  95697. static readonly TEXTURE_LINEAR_LINEAR: number;
  95698. /** mag = linear and min = nearest and mip = none */
  95699. static readonly TEXTURE_LINEAR_NEAREST: number;
  95700. /** Explicit coordinates mode */
  95701. static readonly TEXTURE_EXPLICIT_MODE: number;
  95702. /** Spherical coordinates mode */
  95703. static readonly TEXTURE_SPHERICAL_MODE: number;
  95704. /** Planar coordinates mode */
  95705. static readonly TEXTURE_PLANAR_MODE: number;
  95706. /** Cubic coordinates mode */
  95707. static readonly TEXTURE_CUBIC_MODE: number;
  95708. /** Projection coordinates mode */
  95709. static readonly TEXTURE_PROJECTION_MODE: number;
  95710. /** Skybox coordinates mode */
  95711. static readonly TEXTURE_SKYBOX_MODE: number;
  95712. /** Inverse Cubic coordinates mode */
  95713. static readonly TEXTURE_INVCUBIC_MODE: number;
  95714. /** Equirectangular coordinates mode */
  95715. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  95716. /** Equirectangular Fixed coordinates mode */
  95717. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  95718. /** Equirectangular Fixed Mirrored coordinates mode */
  95719. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  95720. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  95721. static readonly SCALEMODE_FLOOR: number;
  95722. /** Defines that texture rescaling will look for the nearest power of 2 size */
  95723. static readonly SCALEMODE_NEAREST: number;
  95724. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  95725. static readonly SCALEMODE_CEILING: number;
  95726. /**
  95727. * Returns the current npm package of the sdk
  95728. */
  95729. static readonly NpmPackage: string;
  95730. /**
  95731. * Returns the current version of the framework
  95732. */
  95733. static readonly Version: string;
  95734. /**
  95735. * Returns a string describing the current engine
  95736. */
  95737. readonly description: string;
  95738. /**
  95739. * Gets or sets the epsilon value used by collision engine
  95740. */
  95741. static CollisionsEpsilon: number;
  95742. /**
  95743. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  95744. */
  95745. static ShadersRepository: string;
  95746. /**
  95747. * Method called to create the default loading screen.
  95748. * This can be overriden in your own app.
  95749. * @param canvas The rendering canvas element
  95750. * @returns The loading screen
  95751. */
  95752. static DefaultLoadingScreenFactory(canvas: HTMLCanvasElement): ILoadingScreen;
  95753. /**
  95754. * Method called to create the default rescale post process on each engine.
  95755. */
  95756. static _RescalePostProcessFactory: Nullable<(engine: Engine) => PostProcess>;
  95757. /** @hidden */
  95758. _shaderProcessor: IShaderProcessor;
  95759. /**
  95760. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  95761. */
  95762. forcePOTTextures: boolean;
  95763. /**
  95764. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  95765. */
  95766. isFullscreen: boolean;
  95767. /**
  95768. * Gets a boolean indicating if the pointer is currently locked
  95769. */
  95770. isPointerLock: boolean;
  95771. /**
  95772. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  95773. */
  95774. cullBackFaces: boolean;
  95775. /**
  95776. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  95777. */
  95778. renderEvenInBackground: boolean;
  95779. /**
  95780. * Gets or sets a boolean indicating that cache can be kept between frames
  95781. */
  95782. preventCacheWipeBetweenFrames: boolean;
  95783. /**
  95784. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  95785. **/
  95786. enableOfflineSupport: boolean;
  95787. /**
  95788. * Gets or sets a boolean to enable/disable checking manifest if IndexedDB support is enabled (js will always consider the database is up to date)
  95789. **/
  95790. disableManifestCheck: boolean;
  95791. /**
  95792. * Gets the list of created scenes
  95793. */
  95794. scenes: Scene[];
  95795. /**
  95796. * Event raised when a new scene is created
  95797. */
  95798. onNewSceneAddedObservable: Observable<Scene>;
  95799. /**
  95800. * Gets the list of created postprocesses
  95801. */
  95802. postProcesses: PostProcess[];
  95803. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  95804. validateShaderPrograms: boolean;
  95805. /**
  95806. * Observable event triggered each time the rendering canvas is resized
  95807. */
  95808. onResizeObservable: Observable<Engine>;
  95809. /**
  95810. * Observable event triggered each time the canvas loses focus
  95811. */
  95812. onCanvasBlurObservable: Observable<Engine>;
  95813. /**
  95814. * Observable event triggered each time the canvas gains focus
  95815. */
  95816. onCanvasFocusObservable: Observable<Engine>;
  95817. /**
  95818. * Observable event triggered each time the canvas receives pointerout event
  95819. */
  95820. onCanvasPointerOutObservable: Observable<PointerEvent>;
  95821. /**
  95822. * Observable event triggered before each texture is initialized
  95823. */
  95824. onBeforeTextureInitObservable: Observable<Texture>;
  95825. /**
  95826. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  95827. */
  95828. disableUniformBuffers: boolean;
  95829. /** @hidden */
  95830. _uniformBuffers: UniformBuffer[];
  95831. /**
  95832. * Gets a boolean indicating that the engine supports uniform buffers
  95833. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  95834. */
  95835. readonly supportsUniformBuffers: boolean;
  95836. /**
  95837. * Observable raised when the engine begins a new frame
  95838. */
  95839. onBeginFrameObservable: Observable<Engine>;
  95840. /**
  95841. * If set, will be used to request the next animation frame for the render loop
  95842. */
  95843. customAnimationFrameRequester: Nullable<ICustomAnimationFrameRequester>;
  95844. /**
  95845. * Observable raised when the engine ends the current frame
  95846. */
  95847. onEndFrameObservable: Observable<Engine>;
  95848. /**
  95849. * Observable raised when the engine is about to compile a shader
  95850. */
  95851. onBeforeShaderCompilationObservable: Observable<Engine>;
  95852. /**
  95853. * Observable raised when the engine has jsut compiled a shader
  95854. */
  95855. onAfterShaderCompilationObservable: Observable<Engine>;
  95856. /** @hidden */
  95857. _gl: WebGLRenderingContext;
  95858. private _renderingCanvas;
  95859. private _windowIsBackground;
  95860. protected _webGLVersion: number;
  95861. protected _highPrecisionShadersAllowed: boolean;
  95862. /** @hidden */
  95863. readonly _shouldUseHighPrecisionShader: boolean;
  95864. /**
  95865. * Gets a boolean indicating that only power of 2 textures are supported
  95866. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  95867. */
  95868. readonly needPOTTextures: boolean;
  95869. /** @hidden */
  95870. _badOS: boolean;
  95871. /** @hidden */
  95872. _badDesktopOS: boolean;
  95873. /**
  95874. * Gets the audio engine
  95875. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  95876. * @ignorenaming
  95877. */
  95878. static audioEngine: IAudioEngine;
  95879. /**
  95880. * Default AudioEngine factory responsible of creating the Audio Engine.
  95881. * By default, this will create a BabylonJS Audio Engine if the workload has been embedded.
  95882. */
  95883. static AudioEngineFactory: (hostElement: Nullable<HTMLElement>) => IAudioEngine;
  95884. /**
  95885. * Default offline support factory responsible of creating a tool used to store data locally.
  95886. * By default, this will create a Database object if the workload has been embedded.
  95887. */
  95888. static OfflineProviderFactory: (urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck: boolean) => IOfflineProvider;
  95889. private _onFocus;
  95890. private _onBlur;
  95891. private _onCanvasPointerOut;
  95892. private _onCanvasBlur;
  95893. private _onCanvasFocus;
  95894. private _onFullscreenChange;
  95895. private _onPointerLockChange;
  95896. private _hardwareScalingLevel;
  95897. /** @hidden */
  95898. _caps: EngineCapabilities;
  95899. private _pointerLockRequested;
  95900. private _isStencilEnable;
  95901. protected _colorWrite: boolean;
  95902. private _loadingScreen;
  95903. /** @hidden */
  95904. _drawCalls: PerfCounter;
  95905. private _glVersion;
  95906. private _glRenderer;
  95907. private _glVendor;
  95908. private _videoTextureSupported;
  95909. private _renderingQueueLaunched;
  95910. private _activeRenderLoops;
  95911. private _deterministicLockstep;
  95912. private _lockstepMaxSteps;
  95913. /**
  95914. * Observable signaled when a context lost event is raised
  95915. */
  95916. onContextLostObservable: Observable<Engine>;
  95917. /**
  95918. * Observable signaled when a context restored event is raised
  95919. */
  95920. onContextRestoredObservable: Observable<Engine>;
  95921. private _onContextLost;
  95922. private _onContextRestored;
  95923. private _contextWasLost;
  95924. /** @hidden */
  95925. _doNotHandleContextLost: boolean;
  95926. /**
  95927. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  95928. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  95929. */
  95930. doNotHandleContextLost: boolean;
  95931. private _performanceMonitor;
  95932. private _fps;
  95933. private _deltaTime;
  95934. /**
  95935. * Turn this value on if you want to pause FPS computation when in background
  95936. */
  95937. disablePerformanceMonitorInBackground: boolean;
  95938. /**
  95939. * Gets the performance monitor attached to this engine
  95940. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  95941. */
  95942. readonly performanceMonitor: PerformanceMonitor;
  95943. /**
  95944. * Gets or sets a boolean indicating that vertex array object must be disabled even if they are supported
  95945. */
  95946. disableVertexArrayObjects: boolean;
  95947. /** @hidden */
  95948. protected _depthCullingState: _DepthCullingState;
  95949. /** @hidden */
  95950. protected _stencilState: _StencilState;
  95951. /** @hidden */
  95952. protected _alphaState: _AlphaState;
  95953. /** @hidden */
  95954. protected _alphaMode: number;
  95955. /** @hidden */
  95956. _internalTexturesCache: InternalTexture[];
  95957. /** @hidden */
  95958. protected _activeChannel: number;
  95959. private _currentTextureChannel;
  95960. /** @hidden */
  95961. protected _boundTexturesCache: {
  95962. [key: string]: Nullable<InternalTexture>;
  95963. };
  95964. /** @hidden */
  95965. protected _currentEffect: Nullable<Effect>;
  95966. /** @hidden */
  95967. protected _currentProgram: Nullable<WebGLProgram>;
  95968. private _compiledEffects;
  95969. private _vertexAttribArraysEnabled;
  95970. /** @hidden */
  95971. protected _cachedViewport: Nullable<IViewportLike>;
  95972. private _cachedVertexArrayObject;
  95973. /** @hidden */
  95974. protected _cachedVertexBuffers: any;
  95975. /** @hidden */
  95976. protected _cachedIndexBuffer: Nullable<DataBuffer>;
  95977. /** @hidden */
  95978. protected _cachedEffectForVertexBuffers: Nullable<Effect>;
  95979. /** @hidden */
  95980. _currentRenderTarget: Nullable<InternalTexture>;
  95981. private _uintIndicesCurrentlySet;
  95982. private _currentBoundBuffer;
  95983. /** @hidden */
  95984. protected _currentFramebuffer: Nullable<WebGLFramebuffer>;
  95985. private _currentBufferPointers;
  95986. private _currentInstanceLocations;
  95987. private _currentInstanceBuffers;
  95988. private _textureUnits;
  95989. /** @hidden */
  95990. _workingCanvas: Nullable<HTMLCanvasElement>;
  95991. /** @hidden */
  95992. _workingContext: Nullable<CanvasRenderingContext2D>;
  95993. private _rescalePostProcess;
  95994. private _dummyFramebuffer;
  95995. private _externalData;
  95996. /** @hidden */
  95997. _bindedRenderFunction: any;
  95998. private _vaoRecordInProgress;
  95999. private _mustWipeVertexAttributes;
  96000. private _emptyTexture;
  96001. private _emptyCubeTexture;
  96002. private _emptyTexture3D;
  96003. /** @hidden */
  96004. _frameHandler: number;
  96005. private _nextFreeTextureSlots;
  96006. private _maxSimultaneousTextures;
  96007. private _activeRequests;
  96008. private _texturesSupported;
  96009. /** @hidden */
  96010. _textureFormatInUse: Nullable<string>;
  96011. /**
  96012. * Gets the list of texture formats supported
  96013. */
  96014. readonly texturesSupported: Array<string>;
  96015. /**
  96016. * Gets the list of texture formats in use
  96017. */
  96018. readonly textureFormatInUse: Nullable<string>;
  96019. /**
  96020. * Gets the current viewport
  96021. */
  96022. readonly currentViewport: Nullable<IViewportLike>;
  96023. /**
  96024. * Gets the default empty texture
  96025. */
  96026. readonly emptyTexture: InternalTexture;
  96027. /**
  96028. * Gets the default empty 3D texture
  96029. */
  96030. readonly emptyTexture3D: InternalTexture;
  96031. /**
  96032. * Gets the default empty cube texture
  96033. */
  96034. readonly emptyCubeTexture: InternalTexture;
  96035. /**
  96036. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  96037. */
  96038. readonly premultipliedAlpha: boolean;
  96039. /**
  96040. * Creates a new engine
  96041. * @param canvasOrContext defines the canvas or WebGL context to use for rendering. If you provide a WebGL context, Babylon.js will not hook events on the canvas (like pointers, keyboards, etc...) so no event observables will be available. This is mostly used when Babylon.js is used as a plugin on a system which alreay used the WebGL context
  96042. * @param antialias defines enable antialiasing (default: false)
  96043. * @param options defines further options to be sent to the getContext() function
  96044. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  96045. */
  96046. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  96047. /**
  96048. * Initializes a webVR display and starts listening to display change events
  96049. * The onVRDisplayChangedObservable will be notified upon these changes
  96050. * @returns The onVRDisplayChangedObservable
  96051. */
  96052. initWebVR(): Observable<IDisplayChangedEventArgs>;
  96053. /** @hidden */
  96054. _prepareVRComponent(): void;
  96055. /** @hidden */
  96056. _connectVREvents(canvas: HTMLCanvasElement, document: any): void;
  96057. /** @hidden */
  96058. _submitVRFrame(): void;
  96059. /**
  96060. * Call this function to leave webVR mode
  96061. * Will do nothing if webVR is not supported or if there is no webVR device
  96062. * @see http://doc.babylonjs.com/how_to/webvr_camera
  96063. */
  96064. disableVR(): void;
  96065. /**
  96066. * Gets a boolean indicating that the system is in VR mode and is presenting
  96067. * @returns true if VR mode is engaged
  96068. */
  96069. isVRPresenting(): boolean;
  96070. /** @hidden */
  96071. _requestVRFrame(): void;
  96072. private _disableTouchAction;
  96073. private _rebuildInternalTextures;
  96074. private _rebuildEffects;
  96075. /**
  96076. * Gets a boolean indicating if all created effects are ready
  96077. * @returns true if all effects are ready
  96078. */
  96079. areAllEffectsReady(): boolean;
  96080. private _rebuildBuffers;
  96081. private _initGLContext;
  96082. /**
  96083. * Gets version of the current webGL context
  96084. */
  96085. readonly webGLVersion: number;
  96086. /**
  96087. * Gets a string idenfifying the name of the class
  96088. * @returns "Engine" string
  96089. */
  96090. getClassName(): string;
  96091. /**
  96092. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  96093. */
  96094. readonly isStencilEnable: boolean;
  96095. /** @hidden */
  96096. _prepareWorkingCanvas(): void;
  96097. /**
  96098. * Reset the texture cache to empty state
  96099. */
  96100. resetTextureCache(): void;
  96101. /**
  96102. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  96103. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  96104. * @returns true if engine is in deterministic lock step mode
  96105. */
  96106. isDeterministicLockStep(): boolean;
  96107. /**
  96108. * Gets the max steps when engine is running in deterministic lock step
  96109. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  96110. * @returns the max steps
  96111. */
  96112. getLockstepMaxSteps(): number;
  96113. /**
  96114. * Gets an object containing information about the current webGL context
  96115. * @returns an object containing the vender, the renderer and the version of the current webGL context
  96116. */
  96117. getGlInfo(): {
  96118. vendor: string;
  96119. renderer: string;
  96120. version: string;
  96121. };
  96122. /**
  96123. * Gets current aspect ratio
  96124. * @param viewportOwner defines the camera to use to get the aspect ratio
  96125. * @param useScreen defines if screen size must be used (or the current render target if any)
  96126. * @returns a number defining the aspect ratio
  96127. */
  96128. getAspectRatio(viewportOwner: IViewportOwnerLike, useScreen?: boolean): number;
  96129. /**
  96130. * Gets current screen aspect ratio
  96131. * @returns a number defining the aspect ratio
  96132. */
  96133. getScreenAspectRatio(): number;
  96134. /**
  96135. * Gets the current render width
  96136. * @param useScreen defines if screen size must be used (or the current render target if any)
  96137. * @returns a number defining the current render width
  96138. */
  96139. getRenderWidth(useScreen?: boolean): number;
  96140. /**
  96141. * Gets the current render height
  96142. * @param useScreen defines if screen size must be used (or the current render target if any)
  96143. * @returns a number defining the current render height
  96144. */
  96145. getRenderHeight(useScreen?: boolean): number;
  96146. /**
  96147. * Gets the HTML canvas attached with the current webGL context
  96148. * @returns a HTML canvas
  96149. */
  96150. getRenderingCanvas(): Nullable<HTMLCanvasElement>;
  96151. /**
  96152. * Gets host window
  96153. * @returns the host window object
  96154. */
  96155. getHostWindow(): Window;
  96156. /**
  96157. * Gets host document
  96158. * @returns the host document object
  96159. */
  96160. getHostDocument(): Document;
  96161. /**
  96162. * Gets the client rect of the HTML canvas attached with the current webGL context
  96163. * @returns a client rectanglee
  96164. */
  96165. getRenderingCanvasClientRect(): Nullable<ClientRect>;
  96166. /**
  96167. * Defines the hardware scaling level.
  96168. * By default the hardware scaling level is computed from the window device ratio.
  96169. * if level = 1 then the engine will render at the exact resolution of the canvas. If level = 0.5 then the engine will render at twice the size of the canvas.
  96170. * @param level defines the level to use
  96171. */
  96172. setHardwareScalingLevel(level: number): void;
  96173. /**
  96174. * Gets the current hardware scaling level.
  96175. * By default the hardware scaling level is computed from the window device ratio.
  96176. * if level = 1 then the engine will render at the exact resolution of the canvas. If level = 0.5 then the engine will render at twice the size of the canvas.
  96177. * @returns a number indicating the current hardware scaling level
  96178. */
  96179. getHardwareScalingLevel(): number;
  96180. /**
  96181. * Gets the list of loaded textures
  96182. * @returns an array containing all loaded textures
  96183. */
  96184. getLoadedTexturesCache(): InternalTexture[];
  96185. /**
  96186. * Gets the object containing all engine capabilities
  96187. * @returns the EngineCapabilities object
  96188. */
  96189. getCaps(): EngineCapabilities;
  96190. /**
  96191. * Gets the current depth function
  96192. * @returns a number defining the depth function
  96193. */
  96194. getDepthFunction(): Nullable<number>;
  96195. /**
  96196. * Sets the current depth function
  96197. * @param depthFunc defines the function to use
  96198. */
  96199. setDepthFunction(depthFunc: number): void;
  96200. /**
  96201. * Sets the current depth function to GREATER
  96202. */
  96203. setDepthFunctionToGreater(): void;
  96204. /**
  96205. * Sets the current depth function to GEQUAL
  96206. */
  96207. setDepthFunctionToGreaterOrEqual(): void;
  96208. /**
  96209. * Sets the current depth function to LESS
  96210. */
  96211. setDepthFunctionToLess(): void;
  96212. private _cachedStencilBuffer;
  96213. private _cachedStencilFunction;
  96214. private _cachedStencilMask;
  96215. private _cachedStencilOperationPass;
  96216. private _cachedStencilOperationFail;
  96217. private _cachedStencilOperationDepthFail;
  96218. private _cachedStencilReference;
  96219. /**
  96220. * Caches the the state of the stencil buffer
  96221. */
  96222. cacheStencilState(): void;
  96223. /**
  96224. * Restores the state of the stencil buffer
  96225. */
  96226. restoreStencilState(): void;
  96227. /**
  96228. * Sets the current depth function to LEQUAL
  96229. */
  96230. setDepthFunctionToLessOrEqual(): void;
  96231. /**
  96232. * Gets a boolean indicating if stencil buffer is enabled
  96233. * @returns the current stencil buffer state
  96234. */
  96235. getStencilBuffer(): boolean;
  96236. /**
  96237. * Enable or disable the stencil buffer
  96238. * @param enable defines if the stencil buffer must be enabled or disabled
  96239. */
  96240. setStencilBuffer(enable: boolean): void;
  96241. /**
  96242. * Gets the current stencil mask
  96243. * @returns a number defining the new stencil mask to use
  96244. */
  96245. getStencilMask(): number;
  96246. /**
  96247. * Sets the current stencil mask
  96248. * @param mask defines the new stencil mask to use
  96249. */
  96250. setStencilMask(mask: number): void;
  96251. /**
  96252. * Gets the current stencil function
  96253. * @returns a number defining the stencil function to use
  96254. */
  96255. getStencilFunction(): number;
  96256. /**
  96257. * Gets the current stencil reference value
  96258. * @returns a number defining the stencil reference value to use
  96259. */
  96260. getStencilFunctionReference(): number;
  96261. /**
  96262. * Gets the current stencil mask
  96263. * @returns a number defining the stencil mask to use
  96264. */
  96265. getStencilFunctionMask(): number;
  96266. /**
  96267. * Sets the current stencil function
  96268. * @param stencilFunc defines the new stencil function to use
  96269. */
  96270. setStencilFunction(stencilFunc: number): void;
  96271. /**
  96272. * Sets the current stencil reference
  96273. * @param reference defines the new stencil reference to use
  96274. */
  96275. setStencilFunctionReference(reference: number): void;
  96276. /**
  96277. * Sets the current stencil mask
  96278. * @param mask defines the new stencil mask to use
  96279. */
  96280. setStencilFunctionMask(mask: number): void;
  96281. /**
  96282. * Gets the current stencil operation when stencil fails
  96283. * @returns a number defining stencil operation to use when stencil fails
  96284. */
  96285. getStencilOperationFail(): number;
  96286. /**
  96287. * Gets the current stencil operation when depth fails
  96288. * @returns a number defining stencil operation to use when depth fails
  96289. */
  96290. getStencilOperationDepthFail(): number;
  96291. /**
  96292. * Gets the current stencil operation when stencil passes
  96293. * @returns a number defining stencil operation to use when stencil passes
  96294. */
  96295. getStencilOperationPass(): number;
  96296. /**
  96297. * Sets the stencil operation to use when stencil fails
  96298. * @param operation defines the stencil operation to use when stencil fails
  96299. */
  96300. setStencilOperationFail(operation: number): void;
  96301. /**
  96302. * Sets the stencil operation to use when depth fails
  96303. * @param operation defines the stencil operation to use when depth fails
  96304. */
  96305. setStencilOperationDepthFail(operation: number): void;
  96306. /**
  96307. * Sets the stencil operation to use when stencil passes
  96308. * @param operation defines the stencil operation to use when stencil passes
  96309. */
  96310. setStencilOperationPass(operation: number): void;
  96311. /**
  96312. * Sets a boolean indicating if the dithering state is enabled or disabled
  96313. * @param value defines the dithering state
  96314. */
  96315. setDitheringState(value: boolean): void;
  96316. /**
  96317. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  96318. * @param value defines the rasterizer state
  96319. */
  96320. setRasterizerState(value: boolean): void;
  96321. /**
  96322. * stop executing a render loop function and remove it from the execution array
  96323. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  96324. */
  96325. stopRenderLoop(renderFunction?: () => void): void;
  96326. /** @hidden */
  96327. _renderLoop(): void;
  96328. /**
  96329. * Can be used to override the current requestAnimationFrame requester.
  96330. * @hidden
  96331. */
  96332. protected _queueNewFrame(bindedRenderFunction: any, requester?: any): number;
  96333. /**
  96334. * Register and execute a render loop. The engine can have more than one render function
  96335. * @param renderFunction defines the function to continuously execute
  96336. */
  96337. runRenderLoop(renderFunction: () => void): void;
  96338. /**
  96339. * Toggle full screen mode
  96340. * @param requestPointerLock defines if a pointer lock should be requested from the user
  96341. */
  96342. switchFullscreen(requestPointerLock: boolean): void;
  96343. /**
  96344. * Enters full screen mode
  96345. * @param requestPointerLock defines if a pointer lock should be requested from the user
  96346. */
  96347. enterFullscreen(requestPointerLock: boolean): void;
  96348. /**
  96349. * Exits full screen mode
  96350. */
  96351. exitFullscreen(): void;
  96352. /**
  96353. * Enters Pointerlock mode
  96354. */
  96355. enterPointerlock(): void;
  96356. /**
  96357. * Exits Pointerlock mode
  96358. */
  96359. exitPointerlock(): void;
  96360. /**
  96361. * Clear the current render buffer or the current render target (if any is set up)
  96362. * @param color defines the color to use
  96363. * @param backBuffer defines if the back buffer must be cleared
  96364. * @param depth defines if the depth buffer must be cleared
  96365. * @param stencil defines if the stencil buffer must be cleared
  96366. */
  96367. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  96368. /**
  96369. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  96370. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  96371. * @param y defines the y-coordinate of the corner of the clear rectangle
  96372. * @param width defines the width of the clear rectangle
  96373. * @param height defines the height of the clear rectangle
  96374. * @param clearColor defines the clear color
  96375. */
  96376. scissorClear(x: number, y: number, width: number, height: number, clearColor: IColor4Like): void;
  96377. /**
  96378. * Enable scissor test on a specific rectangle (ie. render will only be executed on a specific portion of the screen)
  96379. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  96380. * @param y defines the y-coordinate of the corner of the clear rectangle
  96381. * @param width defines the width of the clear rectangle
  96382. * @param height defines the height of the clear rectangle
  96383. */
  96384. enableScissor(x: number, y: number, width: number, height: number): void;
  96385. /**
  96386. * Disable previously set scissor test rectangle
  96387. */
  96388. disableScissor(): void;
  96389. private _viewportCached;
  96390. /** @hidden */
  96391. _viewport(x: number, y: number, width: number, height: number): void;
  96392. /**
  96393. * Set the WebGL's viewport
  96394. * @param viewport defines the viewport element to be used
  96395. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  96396. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  96397. */
  96398. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  96399. /**
  96400. * Directly set the WebGL Viewport
  96401. * @param x defines the x coordinate of the viewport (in screen space)
  96402. * @param y defines the y coordinate of the viewport (in screen space)
  96403. * @param width defines the width of the viewport (in screen space)
  96404. * @param height defines the height of the viewport (in screen space)
  96405. * @return the current viewport Object (if any) that is being replaced by this call. You can restore this viewport later on to go back to the original state
  96406. */
  96407. setDirectViewport(x: number, y: number, width: number, height: number): Nullable<IViewportLike>;
  96408. /**
  96409. * Begin a new frame
  96410. */
  96411. beginFrame(): void;
  96412. /**
  96413. * Enf the current frame
  96414. */
  96415. endFrame(): void;
  96416. /**
  96417. * Resize the view according to the canvas' size
  96418. */
  96419. resize(): void;
  96420. /**
  96421. * Force a specific size of the canvas
  96422. * @param width defines the new canvas' width
  96423. * @param height defines the new canvas' height
  96424. */
  96425. setSize(width: number, height: number): void;
  96426. /**
  96427. * Binds the frame buffer to the specified texture.
  96428. * @param texture The texture to render to or null for the default canvas
  96429. * @param faceIndex The face of the texture to render to in case of cube texture
  96430. * @param requiredWidth The width of the target to render to
  96431. * @param requiredHeight The height of the target to render to
  96432. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  96433. * @param depthStencilTexture The depth stencil texture to use to render
  96434. * @param lodLevel defines le lod level to bind to the frame buffer
  96435. */
  96436. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean, depthStencilTexture?: InternalTexture, lodLevel?: number): void;
  96437. /** @hidden */
  96438. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  96439. /**
  96440. * Unbind the current render target texture from the webGL context
  96441. * @param texture defines the render target texture to unbind
  96442. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  96443. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  96444. */
  96445. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  96446. /**
  96447. * Force the mipmap generation for the given render target texture
  96448. * @param texture defines the render target texture to use
  96449. */
  96450. generateMipMapsForCubemap(texture: InternalTexture): void;
  96451. /**
  96452. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  96453. */
  96454. flushFramebuffer(): void;
  96455. /**
  96456. * Unbind the current render target and bind the default framebuffer
  96457. */
  96458. restoreDefaultFramebuffer(): void;
  96459. /**
  96460. * Create an uniform buffer
  96461. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  96462. * @param elements defines the content of the uniform buffer
  96463. * @returns the webGL uniform buffer
  96464. */
  96465. createUniformBuffer(elements: FloatArray): DataBuffer;
  96466. /**
  96467. * Create a dynamic uniform buffer
  96468. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  96469. * @param elements defines the content of the uniform buffer
  96470. * @returns the webGL uniform buffer
  96471. */
  96472. createDynamicUniformBuffer(elements: FloatArray): DataBuffer;
  96473. /**
  96474. * Update an existing uniform buffer
  96475. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  96476. * @param uniformBuffer defines the target uniform buffer
  96477. * @param elements defines the content to update
  96478. * @param offset defines the offset in the uniform buffer where update should start
  96479. * @param count defines the size of the data to update
  96480. */
  96481. updateUniformBuffer(uniformBuffer: DataBuffer, elements: FloatArray, offset?: number, count?: number): void;
  96482. private _resetVertexBufferBinding;
  96483. /**
  96484. * Creates a vertex buffer
  96485. * @param data the data for the vertex buffer
  96486. * @returns the new WebGL static buffer
  96487. */
  96488. createVertexBuffer(data: DataArray): DataBuffer;
  96489. /**
  96490. * Creates a dynamic vertex buffer
  96491. * @param data the data for the dynamic vertex buffer
  96492. * @returns the new WebGL dynamic buffer
  96493. */
  96494. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  96495. /**
  96496. * Update a dynamic index buffer
  96497. * @param indexBuffer defines the target index buffer
  96498. * @param indices defines the data to update
  96499. * @param offset defines the offset in the target index buffer where update should start
  96500. */
  96501. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  96502. /**
  96503. * Updates a dynamic vertex buffer.
  96504. * @param vertexBuffer the vertex buffer to update
  96505. * @param data the data used to update the vertex buffer
  96506. * @param byteOffset the byte offset of the data
  96507. * @param byteLength the byte length of the data
  96508. */
  96509. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  96510. private _resetIndexBufferBinding;
  96511. /**
  96512. * Creates a new index buffer
  96513. * @param indices defines the content of the index buffer
  96514. * @param updatable defines if the index buffer must be updatable
  96515. * @returns a new webGL buffer
  96516. */
  96517. createIndexBuffer(indices: IndicesArray, updatable?: boolean): DataBuffer;
  96518. protected _normalizeIndexData(indices: IndicesArray): Uint16Array | Uint32Array;
  96519. /**
  96520. * Bind a webGL buffer to the webGL context
  96521. * @param buffer defines the buffer to bind
  96522. */
  96523. bindArrayBuffer(buffer: Nullable<DataBuffer>): void;
  96524. /**
  96525. * Bind an uniform buffer to the current webGL context
  96526. * @param buffer defines the buffer to bind
  96527. */
  96528. bindUniformBuffer(buffer: Nullable<DataBuffer>): void;
  96529. /**
  96530. * Bind a buffer to the current webGL context at a given location
  96531. * @param buffer defines the buffer to bind
  96532. * @param location defines the index where to bind the buffer
  96533. */
  96534. bindUniformBufferBase(buffer: DataBuffer, location: number): void;
  96535. /**
  96536. * Bind a specific block at a given index in a specific shader program
  96537. * @param pipelineContext defines the pipeline context to use
  96538. * @param blockName defines the block name
  96539. * @param index defines the index where to bind the block
  96540. */
  96541. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  96542. private bindIndexBuffer;
  96543. private bindBuffer;
  96544. /**
  96545. * update the bound buffer with the given data
  96546. * @param data defines the data to update
  96547. */
  96548. updateArrayBuffer(data: Float32Array): void;
  96549. private _vertexAttribPointer;
  96550. private _bindIndexBufferWithCache;
  96551. private _bindVertexBuffersAttributes;
  96552. /**
  96553. * Records a vertex array object
  96554. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  96555. * @param vertexBuffers defines the list of vertex buffers to store
  96556. * @param indexBuffer defines the index buffer to store
  96557. * @param effect defines the effect to store
  96558. * @returns the new vertex array object
  96559. */
  96560. recordVertexArrayObject(vertexBuffers: {
  96561. [key: string]: VertexBuffer;
  96562. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): WebGLVertexArrayObject;
  96563. /**
  96564. * Bind a specific vertex array object
  96565. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  96566. * @param vertexArrayObject defines the vertex array object to bind
  96567. * @param indexBuffer defines the index buffer to bind
  96568. */
  96569. bindVertexArrayObject(vertexArrayObject: WebGLVertexArrayObject, indexBuffer: Nullable<DataBuffer>): void;
  96570. /**
  96571. * Bind webGl buffers directly to the webGL context
  96572. * @param vertexBuffer defines the vertex buffer to bind
  96573. * @param indexBuffer defines the index buffer to bind
  96574. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  96575. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  96576. * @param effect defines the effect associated with the vertex buffer
  96577. */
  96578. bindBuffersDirectly(vertexBuffer: DataBuffer, indexBuffer: DataBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
  96579. private _unbindVertexArrayObject;
  96580. /**
  96581. * Bind a list of vertex buffers to the webGL context
  96582. * @param vertexBuffers defines the list of vertex buffers to bind
  96583. * @param indexBuffer defines the index buffer to bind
  96584. * @param effect defines the effect associated with the vertex buffers
  96585. */
  96586. bindBuffers(vertexBuffers: {
  96587. [key: string]: Nullable<VertexBuffer>;
  96588. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): void;
  96589. /**
  96590. * Unbind all instance attributes
  96591. */
  96592. unbindInstanceAttributes(): void;
  96593. /**
  96594. * Release and free the memory of a vertex array object
  96595. * @param vao defines the vertex array object to delete
  96596. */
  96597. releaseVertexArrayObject(vao: WebGLVertexArrayObject): void;
  96598. /** @hidden */
  96599. _releaseBuffer(buffer: DataBuffer): boolean;
  96600. protected _deleteBuffer(buffer: DataBuffer): void;
  96601. /**
  96602. * Creates a webGL buffer to use with instanciation
  96603. * @param capacity defines the size of the buffer
  96604. * @returns the webGL buffer
  96605. */
  96606. createInstancesBuffer(capacity: number): DataBuffer;
  96607. /**
  96608. * Delete a webGL buffer used with instanciation
  96609. * @param buffer defines the webGL buffer to delete
  96610. */
  96611. deleteInstancesBuffer(buffer: WebGLBuffer): void;
  96612. /**
  96613. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  96614. * @param instancesBuffer defines the webGL buffer to update and bind
  96615. * @param data defines the data to store in the buffer
  96616. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  96617. */
  96618. updateAndBindInstancesBuffer(instancesBuffer: DataBuffer, data: Float32Array, offsetLocations: number[] | InstancingAttributeInfo[]): void;
  96619. /**
  96620. * Apply all cached states (depth, culling, stencil and alpha)
  96621. */
  96622. applyStates(): void;
  96623. /**
  96624. * Send a draw order
  96625. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  96626. * @param indexStart defines the starting index
  96627. * @param indexCount defines the number of index to draw
  96628. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  96629. */
  96630. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  96631. /**
  96632. * Draw a list of points
  96633. * @param verticesStart defines the index of first vertex to draw
  96634. * @param verticesCount defines the count of vertices to draw
  96635. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  96636. */
  96637. drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void;
  96638. /**
  96639. * Draw a list of unindexed primitives
  96640. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  96641. * @param verticesStart defines the index of first vertex to draw
  96642. * @param verticesCount defines the count of vertices to draw
  96643. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  96644. */
  96645. drawUnIndexed(useTriangles: boolean, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  96646. /**
  96647. * Draw a list of indexed primitives
  96648. * @param fillMode defines the primitive to use
  96649. * @param indexStart defines the starting index
  96650. * @param indexCount defines the number of index to draw
  96651. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  96652. */
  96653. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  96654. /**
  96655. * Draw a list of unindexed primitives
  96656. * @param fillMode defines the primitive to use
  96657. * @param verticesStart defines the index of first vertex to draw
  96658. * @param verticesCount defines the count of vertices to draw
  96659. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  96660. */
  96661. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  96662. private _drawMode;
  96663. /** @hidden */
  96664. _releaseEffect(effect: Effect): void;
  96665. /** @hidden */
  96666. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  96667. /**
  96668. * Create a new effect (used to store vertex/fragment shaders)
  96669. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  96670. * @param attributesNamesOrOptions defines either a list of attribute names or an EffectCreationOptions object
  96671. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  96672. * @param samplers defines an array of string used to represent textures
  96673. * @param defines defines the string containing the defines to use to compile the shaders
  96674. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  96675. * @param onCompiled defines a function to call when the effect creation is successful
  96676. * @param onError defines a function to call when the effect creation has failed
  96677. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  96678. * @returns the new Effect
  96679. */
  96680. createEffect(baseName: any, attributesNamesOrOptions: string[] | EffectCreationOptions, uniformsNamesOrEngine: string[] | Engine, samplers?: string[], defines?: string, fallbacks?: EffectFallbacks, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any): Effect;
  96681. protected static _concatenateShader(source: string, defines: Nullable<string>, shaderVersion?: string): string;
  96682. private _compileShader;
  96683. private _compileRawShader;
  96684. /**
  96685. * Directly creates a webGL program
  96686. * @param pipelineContext defines the pipeline context to attach to
  96687. * @param vertexCode defines the vertex shader code to use
  96688. * @param fragmentCode defines the fragment shader code to use
  96689. * @param context defines the webGL context to use (if not set, the current one will be used)
  96690. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  96691. * @returns the new webGL program
  96692. */
  96693. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  96694. /**
  96695. * Creates a webGL program
  96696. * @param pipelineContext defines the pipeline context to attach to
  96697. * @param vertexCode defines the vertex shader code to use
  96698. * @param fragmentCode defines the fragment shader code to use
  96699. * @param defines defines the string containing the defines to use to compile the shaders
  96700. * @param context defines the webGL context to use (if not set, the current one will be used)
  96701. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  96702. * @returns the new webGL program
  96703. */
  96704. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  96705. /**
  96706. * Creates a new pipeline context
  96707. * @returns the new pipeline
  96708. */
  96709. createPipelineContext(): IPipelineContext;
  96710. private _createShaderProgram;
  96711. private _finalizePipelineContext;
  96712. /** @hidden */
  96713. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  96714. /** @hidden */
  96715. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  96716. /** @hidden */
  96717. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  96718. /**
  96719. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  96720. * @param pipelineContext defines the pipeline context to use
  96721. * @param uniformsNames defines the list of uniform names
  96722. * @returns an array of webGL uniform locations
  96723. */
  96724. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  96725. /**
  96726. * Gets the lsit of active attributes for a given webGL program
  96727. * @param pipelineContext defines the pipeline context to use
  96728. * @param attributesNames defines the list of attribute names to get
  96729. * @returns an array of indices indicating the offset of each attribute
  96730. */
  96731. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  96732. /**
  96733. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  96734. * @param effect defines the effect to activate
  96735. */
  96736. enableEffect(effect: Nullable<Effect>): void;
  96737. /**
  96738. * Set the value of an uniform to an array of int32
  96739. * @param uniform defines the webGL uniform location where to store the value
  96740. * @param array defines the array of int32 to store
  96741. */
  96742. setIntArray(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  96743. /**
  96744. * Set the value of an uniform to an array of int32 (stored as vec2)
  96745. * @param uniform defines the webGL uniform location where to store the value
  96746. * @param array defines the array of int32 to store
  96747. */
  96748. setIntArray2(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  96749. /**
  96750. * Set the value of an uniform to an array of int32 (stored as vec3)
  96751. * @param uniform defines the webGL uniform location where to store the value
  96752. * @param array defines the array of int32 to store
  96753. */
  96754. setIntArray3(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  96755. /**
  96756. * Set the value of an uniform to an array of int32 (stored as vec4)
  96757. * @param uniform defines the webGL uniform location where to store the value
  96758. * @param array defines the array of int32 to store
  96759. */
  96760. setIntArray4(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  96761. /**
  96762. * Set the value of an uniform to an array of float32
  96763. * @param uniform defines the webGL uniform location where to store the value
  96764. * @param array defines the array of float32 to store
  96765. */
  96766. setFloatArray(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  96767. /**
  96768. * Set the value of an uniform to an array of float32 (stored as vec2)
  96769. * @param uniform defines the webGL uniform location where to store the value
  96770. * @param array defines the array of float32 to store
  96771. */
  96772. setFloatArray2(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  96773. /**
  96774. * Set the value of an uniform to an array of float32 (stored as vec3)
  96775. * @param uniform defines the webGL uniform location where to store the value
  96776. * @param array defines the array of float32 to store
  96777. */
  96778. setFloatArray3(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  96779. /**
  96780. * Set the value of an uniform to an array of float32 (stored as vec4)
  96781. * @param uniform defines the webGL uniform location where to store the value
  96782. * @param array defines the array of float32 to store
  96783. */
  96784. setFloatArray4(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  96785. /**
  96786. * Set the value of an uniform to an array of number
  96787. * @param uniform defines the webGL uniform location where to store the value
  96788. * @param array defines the array of number to store
  96789. */
  96790. setArray(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  96791. /**
  96792. * Set the value of an uniform to an array of number (stored as vec2)
  96793. * @param uniform defines the webGL uniform location where to store the value
  96794. * @param array defines the array of number to store
  96795. */
  96796. setArray2(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  96797. /**
  96798. * Set the value of an uniform to an array of number (stored as vec3)
  96799. * @param uniform defines the webGL uniform location where to store the value
  96800. * @param array defines the array of number to store
  96801. */
  96802. setArray3(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  96803. /**
  96804. * Set the value of an uniform to an array of number (stored as vec4)
  96805. * @param uniform defines the webGL uniform location where to store the value
  96806. * @param array defines the array of number to store
  96807. */
  96808. setArray4(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  96809. /**
  96810. * Set the value of an uniform to an array of float32 (stored as matrices)
  96811. * @param uniform defines the webGL uniform location where to store the value
  96812. * @param matrices defines the array of float32 to store
  96813. */
  96814. setMatrices(uniform: Nullable<WebGLUniformLocation>, matrices: Float32Array): void;
  96815. /**
  96816. * Set the value of an uniform to a matrix (3x3)
  96817. * @param uniform defines the webGL uniform location where to store the value
  96818. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  96819. */
  96820. setMatrix3x3(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  96821. /**
  96822. * Set the value of an uniform to a matrix (2x2)
  96823. * @param uniform defines the webGL uniform location where to store the value
  96824. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  96825. */
  96826. setMatrix2x2(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  96827. /**
  96828. * Set the value of an uniform to a number (int)
  96829. * @param uniform defines the webGL uniform location where to store the value
  96830. * @param value defines the int number to store
  96831. */
  96832. setInt(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  96833. /**
  96834. * Set the value of an uniform to a number (float)
  96835. * @param uniform defines the webGL uniform location where to store the value
  96836. * @param value defines the float number to store
  96837. */
  96838. setFloat(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  96839. /**
  96840. * Set the value of an uniform to a vec2
  96841. * @param uniform defines the webGL uniform location where to store the value
  96842. * @param x defines the 1st component of the value
  96843. * @param y defines the 2nd component of the value
  96844. */
  96845. setFloat2(uniform: Nullable<WebGLUniformLocation>, x: number, y: number): void;
  96846. /**
  96847. * Set the value of an uniform to a vec3
  96848. * @param uniform defines the webGL uniform location where to store the value
  96849. * @param x defines the 1st component of the value
  96850. * @param y defines the 2nd component of the value
  96851. * @param z defines the 3rd component of the value
  96852. */
  96853. setFloat3(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number): void;
  96854. /**
  96855. * Set the value of an uniform to a boolean
  96856. * @param uniform defines the webGL uniform location where to store the value
  96857. * @param bool defines the boolean to store
  96858. */
  96859. setBool(uniform: Nullable<WebGLUniformLocation>, bool: number): void;
  96860. /**
  96861. * Set the value of an uniform to a vec4
  96862. * @param uniform defines the webGL uniform location where to store the value
  96863. * @param x defines the 1st component of the value
  96864. * @param y defines the 2nd component of the value
  96865. * @param z defines the 3rd component of the value
  96866. * @param w defines the 4th component of the value
  96867. */
  96868. setFloat4(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number, w: number): void;
  96869. /**
  96870. * Sets a Color4 on a uniform variable
  96871. * @param uniform defines the uniform location
  96872. * @param color4 defines the value to be set
  96873. */
  96874. setDirectColor4(uniform: Nullable<WebGLUniformLocation>, color4: IColor4Like): void;
  96875. /**
  96876. * Set various states to the webGL context
  96877. * @param culling defines backface culling state
  96878. * @param zOffset defines the value to apply to zOffset (0 by default)
  96879. * @param force defines if states must be applied even if cache is up to date
  96880. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  96881. */
  96882. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  96883. /**
  96884. * Set the z offset to apply to current rendering
  96885. * @param value defines the offset to apply
  96886. */
  96887. setZOffset(value: number): void;
  96888. /**
  96889. * Gets the current value of the zOffset
  96890. * @returns the current zOffset state
  96891. */
  96892. getZOffset(): number;
  96893. /**
  96894. * Enable or disable depth buffering
  96895. * @param enable defines the state to set
  96896. */
  96897. setDepthBuffer(enable: boolean): void;
  96898. /**
  96899. * Gets a boolean indicating if depth writing is enabled
  96900. * @returns the current depth writing state
  96901. */
  96902. getDepthWrite(): boolean;
  96903. /**
  96904. * Enable or disable depth writing
  96905. * @param enable defines the state to set
  96906. */
  96907. setDepthWrite(enable: boolean): void;
  96908. /**
  96909. * Enable or disable color writing
  96910. * @param enable defines the state to set
  96911. */
  96912. setColorWrite(enable: boolean): void;
  96913. /**
  96914. * Gets a boolean indicating if color writing is enabled
  96915. * @returns the current color writing state
  96916. */
  96917. getColorWrite(): boolean;
  96918. /**
  96919. * Sets alpha constants used by some alpha blending modes
  96920. * @param r defines the red component
  96921. * @param g defines the green component
  96922. * @param b defines the blue component
  96923. * @param a defines the alpha component
  96924. */
  96925. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  96926. /**
  96927. * Sets the current alpha mode
  96928. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  96929. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  96930. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  96931. */
  96932. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  96933. /**
  96934. * Gets the current alpha mode
  96935. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  96936. * @returns the current alpha mode
  96937. */
  96938. getAlphaMode(): number;
  96939. /**
  96940. * Clears the list of texture accessible through engine.
  96941. * This can help preventing texture load conflict due to name collision.
  96942. */
  96943. clearInternalTexturesCache(): void;
  96944. /**
  96945. * Force the entire cache to be cleared
  96946. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  96947. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  96948. */
  96949. wipeCaches(bruteForce?: boolean): void;
  96950. /**
  96951. * Set the compressed texture format to use, based on the formats you have, and the formats
  96952. * supported by the hardware / browser.
  96953. *
  96954. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  96955. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  96956. * to API arguments needed to compressed textures. This puts the burden on the container
  96957. * generator to house the arcane code for determining these for current & future formats.
  96958. *
  96959. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  96960. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  96961. *
  96962. * Note: The result of this call is not taken into account when a texture is base64.
  96963. *
  96964. * @param formatsAvailable defines the list of those format families you have created
  96965. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  96966. *
  96967. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  96968. * @returns The extension selected.
  96969. */
  96970. setTextureFormatToUse(formatsAvailable: Array<string>): Nullable<string>;
  96971. /** @hidden */
  96972. _getSamplingParameters(samplingMode: number, generateMipMaps: boolean): {
  96973. min: number;
  96974. mag: number;
  96975. };
  96976. /** @hidden */
  96977. _createTexture(): WebGLTexture;
  96978. /**
  96979. * Usually called from Texture.ts.
  96980. * Passed information to create a WebGLTexture
  96981. * @param urlArg defines a value which contains one of the following:
  96982. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  96983. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  96984. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  96985. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  96986. * @param invertY when true, image is flipped when loaded. You probably want true. Certain compressed textures may invert this if their default is inverted (eg. ktx)
  96987. * @param scene needed for loading to the correct scene
  96988. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  96989. * @param onLoad optional callback to be called upon successful completion
  96990. * @param onError optional callback to be called upon failure
  96991. * @param buffer a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), HTMLImageElement (image format), or a Blob
  96992. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  96993. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  96994. * @param forcedExtension defines the extension to use to pick the right loader
  96995. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  96996. * @returns a InternalTexture for assignment back into BABYLON.Texture
  96997. */
  96998. createTexture(urlArg: Nullable<string>, noMipmap: boolean, invertY: boolean, scene: Nullable<Scene>, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message: string, exception: any) => void>, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>, fallback?: Nullable<InternalTexture>, format?: Nullable<number>, forcedExtension?: Nullable<string>, excludeLoaders?: Array<IInternalTextureLoader>): InternalTexture;
  96999. /**
  97000. * @hidden
  97001. * Rescales a texture
  97002. * @param source input texutre
  97003. * @param destination destination texture
  97004. * @param scene scene to use to render the resize
  97005. * @param internalFormat format to use when resizing
  97006. * @param onComplete callback to be called when resize has completed
  97007. */
  97008. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<Scene>, internalFormat: number, onComplete: () => void): void;
  97009. private _unpackFlipYCached;
  97010. /**
  97011. * In case you are sharing the context with other applications, it might
  97012. * be interested to not cache the unpack flip y state to ensure a consistent
  97013. * value would be set.
  97014. */
  97015. enableUnpackFlipYCached: boolean;
  97016. /** @hidden */
  97017. _unpackFlipY(value: boolean): void;
  97018. /** @hidden */
  97019. _getUnpackAlignement(): number;
  97020. /**
  97021. * Creates a dynamic texture
  97022. * @param width defines the width of the texture
  97023. * @param height defines the height of the texture
  97024. * @param generateMipMaps defines if the engine should generate the mip levels
  97025. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  97026. * @returns the dynamic texture inside an InternalTexture
  97027. */
  97028. createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): InternalTexture;
  97029. /**
  97030. * Update the sampling mode of a given texture
  97031. * @param samplingMode defines the required sampling mode
  97032. * @param texture defines the texture to update
  97033. */
  97034. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  97035. /**
  97036. * Update the content of a dynamic texture
  97037. * @param texture defines the texture to update
  97038. * @param canvas defines the canvas containing the source
  97039. * @param invertY defines if data must be stored with Y axis inverted
  97040. * @param premulAlpha defines if alpha is stored as premultiplied
  97041. * @param format defines the format of the data
  97042. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  97043. */
  97044. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number, forceBindTexture?: boolean): void;
  97045. /**
  97046. * Update a video texture
  97047. * @param texture defines the texture to update
  97048. * @param video defines the video element to use
  97049. * @param invertY defines if data must be stored with Y axis inverted
  97050. */
  97051. updateVideoTexture(texture: Nullable<InternalTexture>, video: HTMLVideoElement, invertY: boolean): void;
  97052. /**
  97053. * Updates a depth texture Comparison Mode and Function.
  97054. * If the comparison Function is equal to 0, the mode will be set to none.
  97055. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  97056. * @param texture The texture to set the comparison function for
  97057. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  97058. */
  97059. updateTextureComparisonFunction(texture: InternalTexture, comparisonFunction: number): void;
  97060. /** @hidden */
  97061. _setupDepthStencilTexture(internalTexture: InternalTexture, size: number | {
  97062. width: number;
  97063. height: number;
  97064. }, generateStencil: boolean, bilinearFiltering: boolean, comparisonFunction: number): void;
  97065. /**
  97066. * Creates a depth stencil texture.
  97067. * This is only available in WebGL 2 or with the depth texture extension available.
  97068. * @param size The size of face edge in the texture.
  97069. * @param options The options defining the texture.
  97070. * @returns The texture
  97071. */
  97072. createDepthStencilTexture(size: number | {
  97073. width: number;
  97074. height: number;
  97075. }, options: DepthTextureCreationOptions): InternalTexture;
  97076. /**
  97077. * Creates a depth stencil texture.
  97078. * This is only available in WebGL 2 or with the depth texture extension available.
  97079. * @param size The size of face edge in the texture.
  97080. * @param options The options defining the texture.
  97081. * @returns The texture
  97082. */
  97083. private _createDepthStencilTexture;
  97084. /**
  97085. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  97086. * @param renderTarget The render target to set the frame buffer for
  97087. */
  97088. setFrameBufferDepthStencilTexture(renderTarget: RenderTargetTexture): void;
  97089. /**
  97090. * Creates a new render target texture
  97091. * @param size defines the size of the texture
  97092. * @param options defines the options used to create the texture
  97093. * @returns a new render target texture stored in an InternalTexture
  97094. */
  97095. createRenderTargetTexture(size: number | {
  97096. width: number;
  97097. height: number;
  97098. }, options: boolean | RenderTargetCreationOptions): InternalTexture;
  97099. /** @hidden */
  97100. _setupFramebufferDepthAttachments(generateStencilBuffer: boolean, generateDepthBuffer: boolean, width: number, height: number, samples?: number): Nullable<WebGLRenderbuffer>;
  97101. /**
  97102. * Updates the sample count of a render target texture
  97103. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  97104. * @param texture defines the texture to update
  97105. * @param samples defines the sample count to set
  97106. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  97107. */
  97108. updateRenderTargetTextureSampleCount(texture: Nullable<InternalTexture>, samples: number): number;
  97109. /** @hidden */
  97110. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  97111. /** @hidden */
  97112. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number, babylonInternalFormat?: number, useTextureWidthAndHeight?: boolean): void;
  97113. /** @hidden */
  97114. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  97115. /** @hidden */
  97116. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  97117. /**
  97118. * @hidden
  97119. */
  97120. _setCubeMapTextureParams(loadMipmap: boolean): void;
  97121. protected _prepareWebGLTextureContinuation(texture: InternalTexture, scene: Nullable<Scene>, noMipmap: boolean, isCompressed: boolean, samplingMode: number): void;
  97122. private _prepareWebGLTexture;
  97123. /** @hidden */
  97124. _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView;
  97125. /** @hidden */
  97126. _releaseFramebufferObjects(texture: InternalTexture): void;
  97127. /** @hidden */
  97128. _releaseTexture(texture: InternalTexture): void;
  97129. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  97130. protected _setProgram(program: WebGLProgram): void;
  97131. protected _boundUniforms: {
  97132. [key: number]: WebGLUniformLocation;
  97133. };
  97134. /**
  97135. * Binds an effect to the webGL context
  97136. * @param effect defines the effect to bind
  97137. */
  97138. bindSamplers(effect: Effect): void;
  97139. private _activateCurrentTexture;
  97140. /** @hidden */
  97141. _bindTextureDirectly(target: number, texture: Nullable<InternalTexture>, forTextureDataUpdate?: boolean, force?: boolean): boolean;
  97142. /** @hidden */
  97143. _bindTexture(channel: number, texture: Nullable<InternalTexture>): void;
  97144. /**
  97145. * Sets a texture to the webGL context from a postprocess
  97146. * @param channel defines the channel to use
  97147. * @param postProcess defines the source postprocess
  97148. */
  97149. setTextureFromPostProcess(channel: number, postProcess: Nullable<PostProcess>): void;
  97150. /**
  97151. * Binds the output of the passed in post process to the texture channel specified
  97152. * @param channel The channel the texture should be bound to
  97153. * @param postProcess The post process which's output should be bound
  97154. */
  97155. setTextureFromPostProcessOutput(channel: number, postProcess: Nullable<PostProcess>): void;
  97156. /**
  97157. * Unbind all textures from the webGL context
  97158. */
  97159. unbindAllTextures(): void;
  97160. /**
  97161. * Sets a texture to the according uniform.
  97162. * @param channel The texture channel
  97163. * @param uniform The uniform to set
  97164. * @param texture The texture to apply
  97165. */
  97166. setTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<BaseTexture>): void;
  97167. /**
  97168. * Sets a depth stencil texture from a render target to the according uniform.
  97169. * @param channel The texture channel
  97170. * @param uniform The uniform to set
  97171. * @param texture The render target texture containing the depth stencil texture to apply
  97172. */
  97173. setDepthStencilTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<RenderTargetTexture>): void;
  97174. private _bindSamplerUniformToChannel;
  97175. private _getTextureWrapMode;
  97176. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  97177. /**
  97178. * Sets an array of texture to the webGL context
  97179. * @param channel defines the channel where the texture array must be set
  97180. * @param uniform defines the associated uniform location
  97181. * @param textures defines the array of textures to bind
  97182. */
  97183. setTextureArray(channel: number, uniform: Nullable<WebGLUniformLocation>, textures: BaseTexture[]): void;
  97184. /** @hidden */
  97185. _setAnisotropicLevel(target: number, texture: BaseTexture): void;
  97186. private _setTextureParameterFloat;
  97187. private _setTextureParameterInteger;
  97188. /**
  97189. * Reads pixels from the current frame buffer. Please note that this function can be slow
  97190. * @param x defines the x coordinate of the rectangle where pixels must be read
  97191. * @param y defines the y coordinate of the rectangle where pixels must be read
  97192. * @param width defines the width of the rectangle where pixels must be read
  97193. * @param height defines the height of the rectangle where pixels must be read
  97194. * @returns a Uint8Array containing RGBA colors
  97195. */
  97196. readPixels(x: number, y: number, width: number, height: number): Uint8Array;
  97197. /**
  97198. * Add an externaly attached data from its key.
  97199. * This method call will fail and return false, if such key already exists.
  97200. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  97201. * @param key the unique key that identifies the data
  97202. * @param data the data object to associate to the key for this Engine instance
  97203. * @return true if no such key were already present and the data was added successfully, false otherwise
  97204. */
  97205. addExternalData<T>(key: string, data: T): boolean;
  97206. /**
  97207. * Get an externaly attached data from its key
  97208. * @param key the unique key that identifies the data
  97209. * @return the associated data, if present (can be null), or undefined if not present
  97210. */
  97211. getExternalData<T>(key: string): T;
  97212. /**
  97213. * Get an externaly attached data from its key, create it using a factory if it's not already present
  97214. * @param key the unique key that identifies the data
  97215. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  97216. * @return the associated data, can be null if the factory returned null.
  97217. */
  97218. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  97219. /**
  97220. * Remove an externaly attached data from the Engine instance
  97221. * @param key the unique key that identifies the data
  97222. * @return true if the data was successfully removed, false if it doesn't exist
  97223. */
  97224. removeExternalData(key: string): boolean;
  97225. /**
  97226. * Unbind all vertex attributes from the webGL context
  97227. */
  97228. unbindAllAttributes(): void;
  97229. /**
  97230. * Force the engine to release all cached effects. This means that next effect compilation will have to be done completely even if a similar effect was already compiled
  97231. */
  97232. releaseEffects(): void;
  97233. /**
  97234. * Dispose and release all associated resources
  97235. */
  97236. dispose(): void;
  97237. /**
  97238. * Display the loading screen
  97239. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  97240. */
  97241. displayLoadingUI(): void;
  97242. /**
  97243. * Hide the loading screen
  97244. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  97245. */
  97246. hideLoadingUI(): void;
  97247. /**
  97248. * Gets the current loading screen object
  97249. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  97250. */
  97251. /**
  97252. * Sets the current loading screen object
  97253. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  97254. */
  97255. loadingScreen: ILoadingScreen;
  97256. /**
  97257. * Sets the current loading screen text
  97258. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  97259. */
  97260. loadingUIText: string;
  97261. /**
  97262. * Sets the current loading screen background color
  97263. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  97264. */
  97265. loadingUIBackgroundColor: string;
  97266. /**
  97267. * Attach a new callback raised when context lost event is fired
  97268. * @param callback defines the callback to call
  97269. */
  97270. attachContextLostEvent(callback: ((event: WebGLContextEvent) => void)): void;
  97271. /**
  97272. * Attach a new callback raised when context restored event is fired
  97273. * @param callback defines the callback to call
  97274. */
  97275. attachContextRestoredEvent(callback: ((event: WebGLContextEvent) => void)): void;
  97276. /**
  97277. * Gets the source code of the vertex shader associated with a specific webGL program
  97278. * @param program defines the program to use
  97279. * @returns a string containing the source code of the vertex shader associated with the program
  97280. */
  97281. getVertexShaderSource(program: WebGLProgram): Nullable<string>;
  97282. /**
  97283. * Gets the source code of the fragment shader associated with a specific webGL program
  97284. * @param program defines the program to use
  97285. * @returns a string containing the source code of the fragment shader associated with the program
  97286. */
  97287. getFragmentShaderSource(program: WebGLProgram): Nullable<string>;
  97288. /**
  97289. * Get the current error code of the webGL context
  97290. * @returns the error code
  97291. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  97292. */
  97293. getError(): number;
  97294. /**
  97295. * Gets the current framerate
  97296. * @returns a number representing the framerate
  97297. */
  97298. getFps(): number;
  97299. /**
  97300. * Gets the time spent between current and previous frame
  97301. * @returns a number representing the delta time in ms
  97302. */
  97303. getDeltaTime(): number;
  97304. private _measureFps;
  97305. /** @hidden */
  97306. _readTexturePixels(texture: InternalTexture, width: number, height: number, faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): ArrayBufferView;
  97307. private _canRenderToFloatFramebuffer;
  97308. private _canRenderToHalfFloatFramebuffer;
  97309. private _canRenderToFramebuffer;
  97310. /** @hidden */
  97311. _getWebGLTextureType(type: number): number;
  97312. /** @hidden */
  97313. _getInternalFormat(format: number): number;
  97314. /** @hidden */
  97315. _getRGBABufferInternalSizedFormat(type: number, format?: number): number;
  97316. /** @hidden */
  97317. _getRGBAMultiSampleBufferFormat(type: number): number;
  97318. /** @hidden */
  97319. _loadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: any) => void): IFileRequest;
  97320. /** @hidden */
  97321. _loadFileAsync(url: string, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  97322. /**
  97323. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  97324. * @returns true if the engine can be created
  97325. * @ignorenaming
  97326. */
  97327. static isSupported(): boolean;
  97328. /**
  97329. * Find the next highest power of two.
  97330. * @param x Number to start search from.
  97331. * @return Next highest power of two.
  97332. */
  97333. static CeilingPOT(x: number): number;
  97334. /**
  97335. * Find the next lowest power of two.
  97336. * @param x Number to start search from.
  97337. * @return Next lowest power of two.
  97338. */
  97339. static FloorPOT(x: number): number;
  97340. /**
  97341. * Find the nearest power of two.
  97342. * @param x Number to start search from.
  97343. * @return Next nearest power of two.
  97344. */
  97345. static NearestPOT(x: number): number;
  97346. /**
  97347. * Get the closest exponent of two
  97348. * @param value defines the value to approximate
  97349. * @param max defines the maximum value to return
  97350. * @param mode defines how to define the closest value
  97351. * @returns closest exponent of two of the given value
  97352. */
  97353. static GetExponentOfTwo(value: number, max: number, mode?: number): number;
  97354. /**
  97355. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  97356. * @param func - the function to be called
  97357. * @param requester - the object that will request the next frame. Falls back to window.
  97358. * @returns frame number
  97359. */
  97360. static QueueNewFrame(func: () => void, requester?: any): number;
  97361. /**
  97362. * Ask the browser to promote the current element to pointerlock mode
  97363. * @param element defines the DOM element to promote
  97364. */
  97365. static _RequestPointerlock(element: HTMLElement): void;
  97366. /**
  97367. * Asks the browser to exit pointerlock mode
  97368. */
  97369. static _ExitPointerlock(): void;
  97370. /**
  97371. * Ask the browser to promote the current element to fullscreen rendering mode
  97372. * @param element defines the DOM element to promote
  97373. */
  97374. static _RequestFullscreen(element: HTMLElement): void;
  97375. /**
  97376. * Asks the browser to exit fullscreen mode
  97377. */
  97378. static _ExitFullscreen(): void;
  97379. }
  97380. }
  97381. declare module BABYLON {
  97382. /**
  97383. * The engine store class is responsible to hold all the instances of Engine and Scene created
  97384. * during the life time of the application.
  97385. */
  97386. export class EngineStore {
  97387. /** Gets the list of created engines */
  97388. static Instances: Engine[];
  97389. /** @hidden */
  97390. static _LastCreatedScene: Nullable<Scene>;
  97391. /**
  97392. * Gets the latest created engine
  97393. */
  97394. static readonly LastCreatedEngine: Nullable<Engine>;
  97395. /**
  97396. * Gets the latest created scene
  97397. */
  97398. static readonly LastCreatedScene: Nullable<Scene>;
  97399. /**
  97400. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  97401. * @ignorenaming
  97402. */
  97403. static UseFallbackTexture: boolean;
  97404. /**
  97405. * Texture content used if a texture cannot loaded
  97406. * @ignorenaming
  97407. */
  97408. static FallbackTexture: string;
  97409. }
  97410. }
  97411. declare module BABYLON {
  97412. /**
  97413. * Helper class that provides a small promise polyfill
  97414. */
  97415. export class PromisePolyfill {
  97416. /**
  97417. * Static function used to check if the polyfill is required
  97418. * If this is the case then the function will inject the polyfill to window.Promise
  97419. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  97420. */
  97421. static Apply(force?: boolean): void;
  97422. }
  97423. }
  97424. declare module BABYLON {
  97425. /**
  97426. * Interface for screenshot methods with describe argument called `size` as object with options
  97427. * @link https://doc.babylonjs.com/api/classes/babylon.screenshottools
  97428. */
  97429. export interface IScreenshotSize {
  97430. /**
  97431. * number in pixels for canvas height
  97432. */
  97433. height?: number;
  97434. /**
  97435. * multiplier allowing render at a higher or lower resolution
  97436. * If value is defined then height and width will be ignored and taken from camera
  97437. */
  97438. precision?: number;
  97439. /**
  97440. * number in pixels for canvas width
  97441. */
  97442. width?: number;
  97443. }
  97444. }
  97445. declare module BABYLON {
  97446. interface IColor4Like {
  97447. r: float;
  97448. g: float;
  97449. b: float;
  97450. a: float;
  97451. }
  97452. /**
  97453. * Class containing a set of static utilities functions
  97454. */
  97455. export class Tools {
  97456. /**
  97457. * Gets or sets the base URL to use to load assets
  97458. */
  97459. static BaseUrl: string;
  97460. /**
  97461. * Enable/Disable Custom HTTP Request Headers globally.
  97462. * default = false
  97463. * @see CustomRequestHeaders
  97464. */
  97465. static UseCustomRequestHeaders: boolean;
  97466. /**
  97467. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  97468. * i.e. when loading files, where the server/service expects an Authorization header
  97469. */
  97470. static CustomRequestHeaders: {
  97471. [key: string]: string;
  97472. };
  97473. /**
  97474. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  97475. */
  97476. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  97477. /**
  97478. * Default behaviour for cors in the application.
  97479. * It can be a string if the expected behavior is identical in the entire app.
  97480. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  97481. */
  97482. static CorsBehavior: string | ((url: string | string[]) => string);
  97483. /**
  97484. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  97485. * @ignorenaming
  97486. */
  97487. static UseFallbackTexture: boolean;
  97488. /**
  97489. * Use this object to register external classes like custom textures or material
  97490. * to allow the laoders to instantiate them
  97491. */
  97492. static RegisteredExternalClasses: {
  97493. [key: string]: Object;
  97494. };
  97495. /**
  97496. * Texture content used if a texture cannot loaded
  97497. * @ignorenaming
  97498. */
  97499. static fallbackTexture: string;
  97500. /**
  97501. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  97502. * @param u defines the coordinate on X axis
  97503. * @param v defines the coordinate on Y axis
  97504. * @param width defines the width of the source data
  97505. * @param height defines the height of the source data
  97506. * @param pixels defines the source byte array
  97507. * @param color defines the output color
  97508. */
  97509. static FetchToRef(u: number, v: number, width: number, height: number, pixels: Uint8Array, color: IColor4Like): void;
  97510. /**
  97511. * Interpolates between a and b via alpha
  97512. * @param a The lower value (returned when alpha = 0)
  97513. * @param b The upper value (returned when alpha = 1)
  97514. * @param alpha The interpolation-factor
  97515. * @return The mixed value
  97516. */
  97517. static Mix(a: number, b: number, alpha: number): number;
  97518. /**
  97519. * Tries to instantiate a new object from a given class name
  97520. * @param className defines the class name to instantiate
  97521. * @returns the new object or null if the system was not able to do the instantiation
  97522. */
  97523. static Instantiate(className: string): any;
  97524. /**
  97525. * Provides a slice function that will work even on IE
  97526. * @param data defines the array to slice
  97527. * @param start defines the start of the data (optional)
  97528. * @param end defines the end of the data (optional)
  97529. * @returns the new sliced array
  97530. */
  97531. static Slice<T>(data: T, start?: number, end?: number): T;
  97532. /**
  97533. * Polyfill for setImmediate
  97534. * @param action defines the action to execute after the current execution block
  97535. */
  97536. static SetImmediate(action: () => void): void;
  97537. /**
  97538. * Function indicating if a number is an exponent of 2
  97539. * @param value defines the value to test
  97540. * @returns true if the value is an exponent of 2
  97541. */
  97542. static IsExponentOfTwo(value: number): boolean;
  97543. private static _tmpFloatArray;
  97544. /**
  97545. * Returns the nearest 32-bit single precision float representation of a Number
  97546. * @param value A Number. If the parameter is of a different type, it will get converted
  97547. * to a number or to NaN if it cannot be converted
  97548. * @returns number
  97549. */
  97550. static FloatRound(value: number): number;
  97551. /**
  97552. * Extracts the filename from a path
  97553. * @param path defines the path to use
  97554. * @returns the filename
  97555. */
  97556. static GetFilename(path: string): string;
  97557. /**
  97558. * Extracts the "folder" part of a path (everything before the filename).
  97559. * @param uri The URI to extract the info from
  97560. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  97561. * @returns The "folder" part of the path
  97562. */
  97563. static GetFolderPath(uri: string, returnUnchangedIfNoSlash?: boolean): string;
  97564. /**
  97565. * Extracts text content from a DOM element hierarchy
  97566. * Back Compat only, please use DomManagement.GetDOMTextContent instead.
  97567. */
  97568. static GetDOMTextContent: typeof DomManagement.GetDOMTextContent;
  97569. /**
  97570. * Convert an angle in radians to degrees
  97571. * @param angle defines the angle to convert
  97572. * @returns the angle in degrees
  97573. */
  97574. static ToDegrees(angle: number): number;
  97575. /**
  97576. * Convert an angle in degrees to radians
  97577. * @param angle defines the angle to convert
  97578. * @returns the angle in radians
  97579. */
  97580. static ToRadians(angle: number): number;
  97581. /**
  97582. * Encode a buffer to a base64 string
  97583. * @param buffer defines the buffer to encode
  97584. * @returns the encoded string
  97585. */
  97586. static EncodeArrayBufferTobase64(buffer: ArrayBuffer): string;
  97587. /**
  97588. * Returns an array if obj is not an array
  97589. * @param obj defines the object to evaluate as an array
  97590. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  97591. * @returns either obj directly if obj is an array or a new array containing obj
  97592. */
  97593. static MakeArray(obj: any, allowsNullUndefined?: boolean): Nullable<Array<any>>;
  97594. /**
  97595. * Gets the pointer prefix to use
  97596. * @returns "pointer" if touch is enabled. Else returns "mouse"
  97597. */
  97598. static GetPointerPrefix(): string;
  97599. /**
  97600. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  97601. * @param url define the url we are trying
  97602. * @param element define the dom element where to configure the cors policy
  97603. */
  97604. static SetCorsBehavior(url: string | string[], element: {
  97605. crossOrigin: string | null;
  97606. }): void;
  97607. /**
  97608. * Removes unwanted characters from an url
  97609. * @param url defines the url to clean
  97610. * @returns the cleaned url
  97611. */
  97612. static CleanUrl(url: string): string;
  97613. /**
  97614. * Gets or sets a function used to pre-process url before using them to load assets
  97615. */
  97616. static PreprocessUrl: (url: string) => string;
  97617. /**
  97618. * Loads an image as an HTMLImageElement.
  97619. * @param input url string, ArrayBuffer, or Blob to load
  97620. * @param onLoad callback called when the image successfully loads
  97621. * @param onError callback called when the image fails to load
  97622. * @param offlineProvider offline provider for caching
  97623. * @returns the HTMLImageElement of the loaded image
  97624. */
  97625. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>): HTMLImageElement;
  97626. /**
  97627. * Loads a file
  97628. * @param url url string, ArrayBuffer, or Blob to load
  97629. * @param onSuccess callback called when the file successfully loads
  97630. * @param onProgress callback called while file is loading (if the server supports this mode)
  97631. * @param offlineProvider defines the offline provider for caching
  97632. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  97633. * @param onError callback called when the file fails to load
  97634. * @returns a file request object
  97635. */
  97636. static LoadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: any) => void): IFileRequest;
  97637. /**
  97638. * Loads a file from a url
  97639. * @param url the file url to load
  97640. * @returns a promise containing an ArrayBuffer corrisponding to the loaded file
  97641. */
  97642. static LoadFileAsync(url: string): Promise<ArrayBuffer>;
  97643. /**
  97644. * Load a script (identified by an url). When the url returns, the
  97645. * content of this file is added into a new script element, attached to the DOM (body element)
  97646. * @param scriptUrl defines the url of the script to laod
  97647. * @param onSuccess defines the callback called when the script is loaded
  97648. * @param onError defines the callback to call if an error occurs
  97649. * @param scriptId defines the id of the script element
  97650. */
  97651. static LoadScript(scriptUrl: string, onSuccess: () => void, onError?: (message?: string, exception?: any) => void, scriptId?: string): void;
  97652. /**
  97653. * Load an asynchronous script (identified by an url). When the url returns, the
  97654. * content of this file is added into a new script element, attached to the DOM (body element)
  97655. * @param scriptUrl defines the url of the script to laod
  97656. * @param scriptId defines the id of the script element
  97657. * @returns a promise request object
  97658. */
  97659. static LoadScriptAsync(scriptUrl: string, scriptId?: string): Promise<boolean>;
  97660. /**
  97661. * Loads a file from a blob
  97662. * @param fileToLoad defines the blob to use
  97663. * @param callback defines the callback to call when data is loaded
  97664. * @param progressCallback defines the callback to call during loading process
  97665. * @returns a file request object
  97666. */
  97667. static ReadFileAsDataURL(fileToLoad: Blob, callback: (data: any) => void, progressCallback: (ev: ProgressEvent) => any): IFileRequest;
  97668. /**
  97669. * Loads a file
  97670. * @param fileToLoad defines the file to load
  97671. * @param callback defines the callback to call when data is loaded
  97672. * @param progressCallBack defines the callback to call during loading process
  97673. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  97674. * @returns a file request object
  97675. */
  97676. static ReadFile(fileToLoad: File, callback: (data: any) => void, progressCallBack?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): IFileRequest;
  97677. /**
  97678. * Creates a data url from a given string content
  97679. * @param content defines the content to convert
  97680. * @returns the new data url link
  97681. */
  97682. static FileAsURL(content: string): string;
  97683. /**
  97684. * Format the given number to a specific decimal format
  97685. * @param value defines the number to format
  97686. * @param decimals defines the number of decimals to use
  97687. * @returns the formatted string
  97688. */
  97689. static Format(value: number, decimals?: number): string;
  97690. /**
  97691. * Tries to copy an object by duplicating every property
  97692. * @param source defines the source object
  97693. * @param destination defines the target object
  97694. * @param doNotCopyList defines a list of properties to avoid
  97695. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  97696. */
  97697. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  97698. /**
  97699. * Gets a boolean indicating if the given object has no own property
  97700. * @param obj defines the object to test
  97701. * @returns true if object has no own property
  97702. */
  97703. static IsEmpty(obj: any): boolean;
  97704. /**
  97705. * Function used to register events at window level
  97706. * @param windowElement defines the Window object to use
  97707. * @param events defines the events to register
  97708. */
  97709. static RegisterTopRootEvents(windowElement: Window, events: {
  97710. name: string;
  97711. handler: Nullable<(e: FocusEvent) => any>;
  97712. }[]): void;
  97713. /**
  97714. * Function used to unregister events from window level
  97715. * @param windowElement defines the Window object to use
  97716. * @param events defines the events to unregister
  97717. */
  97718. static UnregisterTopRootEvents(windowElement: Window, events: {
  97719. name: string;
  97720. handler: Nullable<(e: FocusEvent) => any>;
  97721. }[]): void;
  97722. /**
  97723. * @ignore
  97724. */
  97725. static _ScreenshotCanvas: HTMLCanvasElement;
  97726. /**
  97727. * Dumps the current bound framebuffer
  97728. * @param width defines the rendering width
  97729. * @param height defines the rendering height
  97730. * @param engine defines the hosting engine
  97731. * @param successCallback defines the callback triggered once the data are available
  97732. * @param mimeType defines the mime type of the result
  97733. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  97734. */
  97735. static DumpFramebuffer(width: number, height: number, engine: Engine, successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  97736. /**
  97737. * Converts the canvas data to blob.
  97738. * This acts as a polyfill for browsers not supporting the to blob function.
  97739. * @param canvas Defines the canvas to extract the data from
  97740. * @param successCallback Defines the callback triggered once the data are available
  97741. * @param mimeType Defines the mime type of the result
  97742. */
  97743. static ToBlob(canvas: HTMLCanvasElement, successCallback: (blob: Nullable<Blob>) => void, mimeType?: string): void;
  97744. /**
  97745. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  97746. * @param successCallback defines the callback triggered once the data are available
  97747. * @param mimeType defines the mime type of the result
  97748. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  97749. */
  97750. static EncodeScreenshotCanvasData(successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  97751. /**
  97752. * Downloads a blob in the browser
  97753. * @param blob defines the blob to download
  97754. * @param fileName defines the name of the downloaded file
  97755. */
  97756. static Download(blob: Blob, fileName: string): void;
  97757. /**
  97758. * Captures a screenshot of the current rendering
  97759. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  97760. * @param engine defines the rendering engine
  97761. * @param camera defines the source camera
  97762. * @param size This parameter can be set to a single number or to an object with the
  97763. * following (optional) properties: precision, width, height. If a single number is passed,
  97764. * it will be used for both width and height. If an object is passed, the screenshot size
  97765. * will be derived from the parameters. The precision property is a multiplier allowing
  97766. * rendering at a higher or lower resolution
  97767. * @param successCallback defines the callback receives a single parameter which contains the
  97768. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  97769. * src parameter of an <img> to display it
  97770. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  97771. * Check your browser for supported MIME types
  97772. */
  97773. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  97774. /**
  97775. * Captures a screenshot of the current rendering
  97776. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  97777. * @param engine defines the rendering engine
  97778. * @param camera defines the source camera
  97779. * @param size This parameter can be set to a single number or to an object with the
  97780. * following (optional) properties: precision, width, height. If a single number is passed,
  97781. * it will be used for both width and height. If an object is passed, the screenshot size
  97782. * will be derived from the parameters. The precision property is a multiplier allowing
  97783. * rendering at a higher or lower resolution
  97784. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  97785. * Check your browser for supported MIME types
  97786. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  97787. * to the src parameter of an <img> to display it
  97788. */
  97789. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string): Promise<string>;
  97790. /**
  97791. * Generates an image screenshot from the specified camera.
  97792. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  97793. * @param engine The engine to use for rendering
  97794. * @param camera The camera to use for rendering
  97795. * @param size This parameter can be set to a single number or to an object with the
  97796. * following (optional) properties: precision, width, height. If a single number is passed,
  97797. * it will be used for both width and height. If an object is passed, the screenshot size
  97798. * will be derived from the parameters. The precision property is a multiplier allowing
  97799. * rendering at a higher or lower resolution
  97800. * @param successCallback The callback receives a single parameter which contains the
  97801. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  97802. * src parameter of an <img> to display it
  97803. * @param mimeType The MIME type of the screenshot image (default: image/png).
  97804. * Check your browser for supported MIME types
  97805. * @param samples Texture samples (default: 1)
  97806. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  97807. * @param fileName A name for for the downloaded file.
  97808. */
  97809. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  97810. /**
  97811. * Generates an image screenshot from the specified camera.
  97812. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  97813. * @param engine The engine to use for rendering
  97814. * @param camera The camera to use for rendering
  97815. * @param size This parameter can be set to a single number or to an object with the
  97816. * following (optional) properties: precision, width, height. If a single number is passed,
  97817. * it will be used for both width and height. If an object is passed, the screenshot size
  97818. * will be derived from the parameters. The precision property is a multiplier allowing
  97819. * rendering at a higher or lower resolution
  97820. * @param mimeType The MIME type of the screenshot image (default: image/png).
  97821. * Check your browser for supported MIME types
  97822. * @param samples Texture samples (default: 1)
  97823. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  97824. * @param fileName A name for for the downloaded file.
  97825. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  97826. * to the src parameter of an <img> to display it
  97827. */
  97828. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  97829. /**
  97830. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  97831. * Be aware Math.random() could cause collisions, but:
  97832. * "All but 6 of the 128 bits of the ID are randomly generated, which means that for any two ids, there's a 1 in 2^^122 (or 5.3x10^^36) chance they'll collide"
  97833. * @returns a pseudo random id
  97834. */
  97835. static RandomId(): string;
  97836. /**
  97837. * Test if the given uri is a base64 string
  97838. * @param uri The uri to test
  97839. * @return True if the uri is a base64 string or false otherwise
  97840. */
  97841. static IsBase64(uri: string): boolean;
  97842. /**
  97843. * Decode the given base64 uri.
  97844. * @param uri The uri to decode
  97845. * @return The decoded base64 data.
  97846. */
  97847. static DecodeBase64(uri: string): ArrayBuffer;
  97848. /**
  97849. * Gets the absolute url.
  97850. * @param url the input url
  97851. * @return the absolute url
  97852. */
  97853. static GetAbsoluteUrl(url: string): string;
  97854. /**
  97855. * No log
  97856. */
  97857. static readonly NoneLogLevel: number;
  97858. /**
  97859. * Only message logs
  97860. */
  97861. static readonly MessageLogLevel: number;
  97862. /**
  97863. * Only warning logs
  97864. */
  97865. static readonly WarningLogLevel: number;
  97866. /**
  97867. * Only error logs
  97868. */
  97869. static readonly ErrorLogLevel: number;
  97870. /**
  97871. * All logs
  97872. */
  97873. static readonly AllLogLevel: number;
  97874. /**
  97875. * Gets a value indicating the number of loading errors
  97876. * @ignorenaming
  97877. */
  97878. static readonly errorsCount: number;
  97879. /**
  97880. * Callback called when a new log is added
  97881. */
  97882. static OnNewCacheEntry: (entry: string) => void;
  97883. /**
  97884. * Log a message to the console
  97885. * @param message defines the message to log
  97886. */
  97887. static Log(message: string): void;
  97888. /**
  97889. * Write a warning message to the console
  97890. * @param message defines the message to log
  97891. */
  97892. static Warn(message: string): void;
  97893. /**
  97894. * Write an error message to the console
  97895. * @param message defines the message to log
  97896. */
  97897. static Error(message: string): void;
  97898. /**
  97899. * Gets current log cache (list of logs)
  97900. */
  97901. static readonly LogCache: string;
  97902. /**
  97903. * Clears the log cache
  97904. */
  97905. static ClearLogCache(): void;
  97906. /**
  97907. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  97908. */
  97909. static LogLevels: number;
  97910. /**
  97911. * Checks if the window object exists
  97912. * Back Compat only, please use DomManagement.IsWindowObjectExist instead.
  97913. */
  97914. static IsWindowObjectExist: typeof DomManagement.IsWindowObjectExist;
  97915. /**
  97916. * No performance log
  97917. */
  97918. static readonly PerformanceNoneLogLevel: number;
  97919. /**
  97920. * Use user marks to log performance
  97921. */
  97922. static readonly PerformanceUserMarkLogLevel: number;
  97923. /**
  97924. * Log performance to the console
  97925. */
  97926. static readonly PerformanceConsoleLogLevel: number;
  97927. private static _performance;
  97928. /**
  97929. * Sets the current performance log level
  97930. */
  97931. static PerformanceLogLevel: number;
  97932. private static _StartPerformanceCounterDisabled;
  97933. private static _EndPerformanceCounterDisabled;
  97934. private static _StartUserMark;
  97935. private static _EndUserMark;
  97936. private static _StartPerformanceConsole;
  97937. private static _EndPerformanceConsole;
  97938. /**
  97939. * Starts a performance counter
  97940. */
  97941. static StartPerformanceCounter: (counterName: string, condition?: boolean) => void;
  97942. /**
  97943. * Ends a specific performance coutner
  97944. */
  97945. static EndPerformanceCounter: (counterName: string, condition?: boolean) => void;
  97946. /**
  97947. * Gets either window.performance.now() if supported or Date.now() else
  97948. */
  97949. static readonly Now: number;
  97950. /**
  97951. * This method will return the name of the class used to create the instance of the given object.
  97952. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  97953. * @param object the object to get the class name from
  97954. * @param isType defines if the object is actually a type
  97955. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  97956. */
  97957. static GetClassName(object: any, isType?: boolean): string;
  97958. /**
  97959. * Gets the first element of an array satisfying a given predicate
  97960. * @param array defines the array to browse
  97961. * @param predicate defines the predicate to use
  97962. * @returns null if not found or the element
  97963. */
  97964. static First<T>(array: Array<T>, predicate: (item: T) => boolean): Nullable<T>;
  97965. /**
  97966. * This method will return the name of the full name of the class, including its owning module (if any).
  97967. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator or implementing a method getClassName():string (in which case the module won't be specified).
  97968. * @param object the object to get the class name from
  97969. * @param isType defines if the object is actually a type
  97970. * @return a string that can have two forms: "moduleName.className" if module was specified when the class' Name was registered or "className" if there was not module specified.
  97971. * @ignorenaming
  97972. */
  97973. static getFullClassName(object: any, isType?: boolean): Nullable<string>;
  97974. /**
  97975. * Returns a promise that resolves after the given amount of time.
  97976. * @param delay Number of milliseconds to delay
  97977. * @returns Promise that resolves after the given amount of time
  97978. */
  97979. static DelayAsync(delay: number): Promise<void>;
  97980. }
  97981. /**
  97982. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  97983. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  97984. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  97985. * @param name The name of the class, case should be preserved
  97986. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  97987. */
  97988. export function className(name: string, module?: string): (target: Object) => void;
  97989. /**
  97990. * An implementation of a loop for asynchronous functions.
  97991. */
  97992. export class AsyncLoop {
  97993. /**
  97994. * Defines the number of iterations for the loop
  97995. */
  97996. iterations: number;
  97997. /**
  97998. * Defines the current index of the loop.
  97999. */
  98000. index: number;
  98001. private _done;
  98002. private _fn;
  98003. private _successCallback;
  98004. /**
  98005. * Constructor.
  98006. * @param iterations the number of iterations.
  98007. * @param func the function to run each iteration
  98008. * @param successCallback the callback that will be called upon succesful execution
  98009. * @param offset starting offset.
  98010. */
  98011. constructor(
  98012. /**
  98013. * Defines the number of iterations for the loop
  98014. */
  98015. iterations: number, func: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number);
  98016. /**
  98017. * Execute the next iteration. Must be called after the last iteration was finished.
  98018. */
  98019. executeNext(): void;
  98020. /**
  98021. * Break the loop and run the success callback.
  98022. */
  98023. breakLoop(): void;
  98024. /**
  98025. * Create and run an async loop.
  98026. * @param iterations the number of iterations.
  98027. * @param fn the function to run each iteration
  98028. * @param successCallback the callback that will be called upon succesful execution
  98029. * @param offset starting offset.
  98030. * @returns the created async loop object
  98031. */
  98032. static Run(iterations: number, fn: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number): AsyncLoop;
  98033. /**
  98034. * A for-loop that will run a given number of iterations synchronous and the rest async.
  98035. * @param iterations total number of iterations
  98036. * @param syncedIterations number of synchronous iterations in each async iteration.
  98037. * @param fn the function to call each iteration.
  98038. * @param callback a success call back that will be called when iterating stops.
  98039. * @param breakFunction a break condition (optional)
  98040. * @param timeout timeout settings for the setTimeout function. default - 0.
  98041. * @returns the created async loop object
  98042. */
  98043. static SyncAsyncForLoop(iterations: number, syncedIterations: number, fn: (iteration: number) => void, callback: () => void, breakFunction?: () => boolean, timeout?: number): AsyncLoop;
  98044. }
  98045. }
  98046. declare module BABYLON {
  98047. /** @hidden */
  98048. export interface ICollisionCoordinator {
  98049. createCollider(): Collider;
  98050. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: Nullable<AbstractMesh>, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  98051. init(scene: Scene): void;
  98052. }
  98053. /** @hidden */
  98054. export class DefaultCollisionCoordinator implements ICollisionCoordinator {
  98055. private _scene;
  98056. private _scaledPosition;
  98057. private _scaledVelocity;
  98058. private _finalPosition;
  98059. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  98060. createCollider(): Collider;
  98061. init(scene: Scene): void;
  98062. private _collideWithWorld;
  98063. }
  98064. }
  98065. declare module BABYLON {
  98066. /**
  98067. * Class used to manage all inputs for the scene.
  98068. */
  98069. export class InputManager {
  98070. /** The distance in pixel that you have to move to prevent some events */
  98071. static DragMovementThreshold: number;
  98072. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  98073. static LongPressDelay: number;
  98074. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  98075. static DoubleClickDelay: number;
  98076. /** If you need to check double click without raising a single click at first click, enable this flag */
  98077. static ExclusiveDoubleClickMode: boolean;
  98078. private _wheelEventName;
  98079. private _onPointerMove;
  98080. private _onPointerDown;
  98081. private _onPointerUp;
  98082. private _initClickEvent;
  98083. private _initActionManager;
  98084. private _delayedSimpleClick;
  98085. private _delayedSimpleClickTimeout;
  98086. private _previousDelayedSimpleClickTimeout;
  98087. private _meshPickProceed;
  98088. private _previousButtonPressed;
  98089. private _currentPickResult;
  98090. private _previousPickResult;
  98091. private _totalPointersPressed;
  98092. private _doubleClickOccured;
  98093. private _pointerOverMesh;
  98094. private _pickedDownMesh;
  98095. private _pickedUpMesh;
  98096. private _pointerX;
  98097. private _pointerY;
  98098. private _unTranslatedPointerX;
  98099. private _unTranslatedPointerY;
  98100. private _startingPointerPosition;
  98101. private _previousStartingPointerPosition;
  98102. private _startingPointerTime;
  98103. private _previousStartingPointerTime;
  98104. private _pointerCaptures;
  98105. private _onKeyDown;
  98106. private _onKeyUp;
  98107. private _onCanvasFocusObserver;
  98108. private _onCanvasBlurObserver;
  98109. private _scene;
  98110. /**
  98111. * Creates a new InputManager
  98112. * @param scene defines the hosting scene
  98113. */
  98114. constructor(scene: Scene);
  98115. /**
  98116. * Gets the mesh that is currently under the pointer
  98117. */
  98118. readonly meshUnderPointer: Nullable<AbstractMesh>;
  98119. /**
  98120. * Gets the pointer coordinates in 2D without any translation (ie. straight out of the pointer event)
  98121. */
  98122. readonly unTranslatedPointer: Vector2;
  98123. /**
  98124. * Gets or sets the current on-screen X position of the pointer
  98125. */
  98126. pointerX: number;
  98127. /**
  98128. * Gets or sets the current on-screen Y position of the pointer
  98129. */
  98130. pointerY: number;
  98131. private _updatePointerPosition;
  98132. private _processPointerMove;
  98133. private _setRayOnPointerInfo;
  98134. private _checkPrePointerObservable;
  98135. /**
  98136. * Use this method to simulate a pointer move on a mesh
  98137. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  98138. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  98139. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  98140. */
  98141. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  98142. /**
  98143. * Use this method to simulate a pointer down on a mesh
  98144. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  98145. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  98146. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  98147. */
  98148. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  98149. private _processPointerDown;
  98150. /** @hidden */
  98151. _isPointerSwiping(): boolean;
  98152. /**
  98153. * Use this method to simulate a pointer up on a mesh
  98154. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  98155. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  98156. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  98157. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  98158. */
  98159. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): void;
  98160. private _processPointerUp;
  98161. /**
  98162. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  98163. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  98164. * @returns true if the pointer was captured
  98165. */
  98166. isPointerCaptured(pointerId?: number): boolean;
  98167. /**
  98168. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  98169. * @param attachUp defines if you want to attach events to pointerup
  98170. * @param attachDown defines if you want to attach events to pointerdown
  98171. * @param attachMove defines if you want to attach events to pointermove
  98172. */
  98173. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  98174. /**
  98175. * Detaches all event handlers
  98176. */
  98177. detachControl(): void;
  98178. /**
  98179. * Force the value of meshUnderPointer
  98180. * @param mesh defines the mesh to use
  98181. */
  98182. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  98183. /**
  98184. * Gets the mesh under the pointer
  98185. * @returns a Mesh or null if no mesh is under the pointer
  98186. */
  98187. getPointerOverMesh(): Nullable<AbstractMesh>;
  98188. }
  98189. }
  98190. declare module BABYLON {
  98191. /**
  98192. * Helper class used to generate session unique ID
  98193. */
  98194. export class UniqueIdGenerator {
  98195. private static _UniqueIdCounter;
  98196. /**
  98197. * Gets an unique (relatively to the current scene) Id
  98198. */
  98199. static readonly UniqueId: number;
  98200. }
  98201. }
  98202. declare module BABYLON {
  98203. /**
  98204. * This class defines the direct association between an animation and a target
  98205. */
  98206. export class TargetedAnimation {
  98207. /**
  98208. * Animation to perform
  98209. */
  98210. animation: Animation;
  98211. /**
  98212. * Target to animate
  98213. */
  98214. target: any;
  98215. /**
  98216. * Serialize the object
  98217. * @returns the JSON object representing the current entity
  98218. */
  98219. serialize(): any;
  98220. }
  98221. /**
  98222. * Use this class to create coordinated animations on multiple targets
  98223. */
  98224. export class AnimationGroup implements IDisposable {
  98225. /** The name of the animation group */
  98226. name: string;
  98227. private _scene;
  98228. private _targetedAnimations;
  98229. private _animatables;
  98230. private _from;
  98231. private _to;
  98232. private _isStarted;
  98233. private _isPaused;
  98234. private _speedRatio;
  98235. private _loopAnimation;
  98236. /**
  98237. * Gets or sets the unique id of the node
  98238. */
  98239. uniqueId: number;
  98240. /**
  98241. * This observable will notify when one animation have ended
  98242. */
  98243. onAnimationEndObservable: Observable<TargetedAnimation>;
  98244. /**
  98245. * Observer raised when one animation loops
  98246. */
  98247. onAnimationLoopObservable: Observable<TargetedAnimation>;
  98248. /**
  98249. * This observable will notify when all animations have ended.
  98250. */
  98251. onAnimationGroupEndObservable: Observable<AnimationGroup>;
  98252. /**
  98253. * This observable will notify when all animations have paused.
  98254. */
  98255. onAnimationGroupPauseObservable: Observable<AnimationGroup>;
  98256. /**
  98257. * This observable will notify when all animations are playing.
  98258. */
  98259. onAnimationGroupPlayObservable: Observable<AnimationGroup>;
  98260. /**
  98261. * Gets the first frame
  98262. */
  98263. readonly from: number;
  98264. /**
  98265. * Gets the last frame
  98266. */
  98267. readonly to: number;
  98268. /**
  98269. * Define if the animations are started
  98270. */
  98271. readonly isStarted: boolean;
  98272. /**
  98273. * Gets a value indicating that the current group is playing
  98274. */
  98275. readonly isPlaying: boolean;
  98276. /**
  98277. * Gets or sets the speed ratio to use for all animations
  98278. */
  98279. /**
  98280. * Gets or sets the speed ratio to use for all animations
  98281. */
  98282. speedRatio: number;
  98283. /**
  98284. * Gets or sets if all animations should loop or not
  98285. */
  98286. loopAnimation: boolean;
  98287. /**
  98288. * Gets the targeted animations for this animation group
  98289. */
  98290. readonly targetedAnimations: Array<TargetedAnimation>;
  98291. /**
  98292. * returning the list of animatables controlled by this animation group.
  98293. */
  98294. readonly animatables: Array<Animatable>;
  98295. /**
  98296. * Instantiates a new Animation Group.
  98297. * This helps managing several animations at once.
  98298. * @see http://doc.babylonjs.com/how_to/group
  98299. * @param name Defines the name of the group
  98300. * @param scene Defines the scene the group belongs to
  98301. */
  98302. constructor(
  98303. /** The name of the animation group */
  98304. name: string, scene?: Nullable<Scene>);
  98305. /**
  98306. * Add an animation (with its target) in the group
  98307. * @param animation defines the animation we want to add
  98308. * @param target defines the target of the animation
  98309. * @returns the TargetedAnimation object
  98310. */
  98311. addTargetedAnimation(animation: Animation, target: any): TargetedAnimation;
  98312. /**
  98313. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  98314. * It can add constant keys at begin or end
  98315. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  98316. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  98317. * @returns the animation group
  98318. */
  98319. normalize(beginFrame?: Nullable<number>, endFrame?: Nullable<number>): AnimationGroup;
  98320. /**
  98321. * Start all animations on given targets
  98322. * @param loop defines if animations must loop
  98323. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  98324. * @param from defines the from key (optional)
  98325. * @param to defines the to key (optional)
  98326. * @returns the current animation group
  98327. */
  98328. start(loop?: boolean, speedRatio?: number, from?: number, to?: number): AnimationGroup;
  98329. /**
  98330. * Pause all animations
  98331. * @returns the animation group
  98332. */
  98333. pause(): AnimationGroup;
  98334. /**
  98335. * Play all animations to initial state
  98336. * This function will start() the animations if they were not started or will restart() them if they were paused
  98337. * @param loop defines if animations must loop
  98338. * @returns the animation group
  98339. */
  98340. play(loop?: boolean): AnimationGroup;
  98341. /**
  98342. * Reset all animations to initial state
  98343. * @returns the animation group
  98344. */
  98345. reset(): AnimationGroup;
  98346. /**
  98347. * Restart animations from key 0
  98348. * @returns the animation group
  98349. */
  98350. restart(): AnimationGroup;
  98351. /**
  98352. * Stop all animations
  98353. * @returns the animation group
  98354. */
  98355. stop(): AnimationGroup;
  98356. /**
  98357. * Set animation weight for all animatables
  98358. * @param weight defines the weight to use
  98359. * @return the animationGroup
  98360. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  98361. */
  98362. setWeightForAllAnimatables(weight: number): AnimationGroup;
  98363. /**
  98364. * Synchronize and normalize all animatables with a source animatable
  98365. * @param root defines the root animatable to synchronize with
  98366. * @return the animationGroup
  98367. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  98368. */
  98369. syncAllAnimationsWith(root: Animatable): AnimationGroup;
  98370. /**
  98371. * Goes to a specific frame in this animation group
  98372. * @param frame the frame number to go to
  98373. * @return the animationGroup
  98374. */
  98375. goToFrame(frame: number): AnimationGroup;
  98376. /**
  98377. * Dispose all associated resources
  98378. */
  98379. dispose(): void;
  98380. private _checkAnimationGroupEnded;
  98381. /**
  98382. * Clone the current animation group and returns a copy
  98383. * @param newName defines the name of the new group
  98384. * @param targetConverter defines an optional function used to convert current animation targets to new ones
  98385. * @returns the new aniamtion group
  98386. */
  98387. clone(newName: string, targetConverter?: (oldTarget: any) => any): AnimationGroup;
  98388. /**
  98389. * Serializes the animationGroup to an object
  98390. * @returns Serialized object
  98391. */
  98392. serialize(): any;
  98393. /**
  98394. * Returns a new AnimationGroup object parsed from the source provided.
  98395. * @param parsedAnimationGroup defines the source
  98396. * @param scene defines the scene that will receive the animationGroup
  98397. * @returns a new AnimationGroup
  98398. */
  98399. static Parse(parsedAnimationGroup: any, scene: Scene): AnimationGroup;
  98400. /**
  98401. * Returns the string "AnimationGroup"
  98402. * @returns "AnimationGroup"
  98403. */
  98404. getClassName(): string;
  98405. /**
  98406. * Creates a detailled string about the object
  98407. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  98408. * @returns a string representing the object
  98409. */
  98410. toString(fullDetails?: boolean): string;
  98411. }
  98412. }
  98413. declare module BABYLON {
  98414. /**
  98415. * Define an interface for all classes that will hold resources
  98416. */
  98417. export interface IDisposable {
  98418. /**
  98419. * Releases all held resources
  98420. */
  98421. dispose(): void;
  98422. }
  98423. /** Interface defining initialization parameters for Scene class */
  98424. export interface SceneOptions {
  98425. /**
  98426. * Defines that scene should keep up-to-date a map of geometry to enable fast look-up by uniqueId
  98427. * It will improve performance when the number of geometries becomes important.
  98428. */
  98429. useGeometryUniqueIdsMap?: boolean;
  98430. /**
  98431. * Defines that each material of the scene should keep up-to-date a map of referencing meshes for fast diposing
  98432. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  98433. */
  98434. useMaterialMeshMap?: boolean;
  98435. /**
  98436. * Defines that each mesh of the scene should keep up-to-date a map of referencing cloned meshes for fast diposing
  98437. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  98438. */
  98439. useClonedMeshhMap?: boolean;
  98440. /** Defines if the creation of the scene should impact the engine (Eg. UtilityLayer's scene) */
  98441. virtual?: boolean;
  98442. }
  98443. /**
  98444. * Represents a scene to be rendered by the engine.
  98445. * @see http://doc.babylonjs.com/features/scene
  98446. */
  98447. export class Scene extends AbstractScene implements IAnimatable {
  98448. /** The fog is deactivated */
  98449. static readonly FOGMODE_NONE: number;
  98450. /** The fog density is following an exponential function */
  98451. static readonly FOGMODE_EXP: number;
  98452. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  98453. static readonly FOGMODE_EXP2: number;
  98454. /** The fog density is following a linear function. */
  98455. static readonly FOGMODE_LINEAR: number;
  98456. /**
  98457. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  98458. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  98459. */
  98460. static MinDeltaTime: number;
  98461. /**
  98462. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  98463. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  98464. */
  98465. static MaxDeltaTime: number;
  98466. /**
  98467. * Factory used to create the default material.
  98468. * @param name The name of the material to create
  98469. * @param scene The scene to create the material for
  98470. * @returns The default material
  98471. */
  98472. static DefaultMaterialFactory(scene: Scene): Material;
  98473. /**
  98474. * Factory used to create the a collision coordinator.
  98475. * @returns The collision coordinator
  98476. */
  98477. static CollisionCoordinatorFactory(): ICollisionCoordinator;
  98478. /** @hidden */
  98479. _inputManager: InputManager;
  98480. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  98481. cameraToUseForPointers: Nullable<Camera>;
  98482. /** @hidden */
  98483. readonly _isScene: boolean;
  98484. /**
  98485. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  98486. */
  98487. autoClear: boolean;
  98488. /**
  98489. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  98490. */
  98491. autoClearDepthAndStencil: boolean;
  98492. /**
  98493. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  98494. */
  98495. clearColor: Color4;
  98496. /**
  98497. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  98498. */
  98499. ambientColor: Color3;
  98500. /**
  98501. * This is use to store the default BRDF lookup for PBR materials in your scene.
  98502. * It should only be one of the following (if not the default embedded one):
  98503. * * For uncorrelated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = false) : https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  98504. * * For correlated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedBRDF.dds
  98505. * * For correlated multi scattering BRDF (pbr.brdf.useEnergyConservation = true and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  98506. * The material properties need to be setup according to the type of texture in use.
  98507. */
  98508. environmentBRDFTexture: BaseTexture;
  98509. /** @hidden */
  98510. protected _environmentTexture: Nullable<BaseTexture>;
  98511. /**
  98512. * Texture used in all pbr material as the reflection texture.
  98513. * As in the majority of the scene they are the same (exception for multi room and so on),
  98514. * this is easier to reference from here than from all the materials.
  98515. */
  98516. /**
  98517. * Texture used in all pbr material as the reflection texture.
  98518. * As in the majority of the scene they are the same (exception for multi room and so on),
  98519. * this is easier to set here than in all the materials.
  98520. */
  98521. environmentTexture: Nullable<BaseTexture>;
  98522. /** @hidden */
  98523. protected _environmentIntensity: number;
  98524. /**
  98525. * Intensity of the environment in all pbr material.
  98526. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  98527. * As in the majority of the scene they are the same (exception for multi room and so on),
  98528. * this is easier to reference from here than from all the materials.
  98529. */
  98530. /**
  98531. * Intensity of the environment in all pbr material.
  98532. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  98533. * As in the majority of the scene they are the same (exception for multi room and so on),
  98534. * this is easier to set here than in all the materials.
  98535. */
  98536. environmentIntensity: number;
  98537. /** @hidden */
  98538. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  98539. /**
  98540. * Default image processing configuration used either in the rendering
  98541. * Forward main pass or through the imageProcessingPostProcess if present.
  98542. * As in the majority of the scene they are the same (exception for multi camera),
  98543. * this is easier to reference from here than from all the materials and post process.
  98544. *
  98545. * No setter as we it is a shared configuration, you can set the values instead.
  98546. */
  98547. readonly imageProcessingConfiguration: ImageProcessingConfiguration;
  98548. private _forceWireframe;
  98549. /**
  98550. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  98551. */
  98552. forceWireframe: boolean;
  98553. private _forcePointsCloud;
  98554. /**
  98555. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  98556. */
  98557. forcePointsCloud: boolean;
  98558. /**
  98559. * Gets or sets the active clipplane 1
  98560. */
  98561. clipPlane: Nullable<Plane>;
  98562. /**
  98563. * Gets or sets the active clipplane 2
  98564. */
  98565. clipPlane2: Nullable<Plane>;
  98566. /**
  98567. * Gets or sets the active clipplane 3
  98568. */
  98569. clipPlane3: Nullable<Plane>;
  98570. /**
  98571. * Gets or sets the active clipplane 4
  98572. */
  98573. clipPlane4: Nullable<Plane>;
  98574. /**
  98575. * Gets or sets a boolean indicating if animations are enabled
  98576. */
  98577. animationsEnabled: boolean;
  98578. private _animationPropertiesOverride;
  98579. /**
  98580. * Gets or sets the animation properties override
  98581. */
  98582. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  98583. /**
  98584. * Gets or sets a boolean indicating if a constant deltatime has to be used
  98585. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  98586. */
  98587. useConstantAnimationDeltaTime: boolean;
  98588. /**
  98589. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  98590. * Please note that it requires to run a ray cast through the scene on every frame
  98591. */
  98592. constantlyUpdateMeshUnderPointer: boolean;
  98593. /**
  98594. * Defines the HTML cursor to use when hovering over interactive elements
  98595. */
  98596. hoverCursor: string;
  98597. /**
  98598. * Defines the HTML default cursor to use (empty by default)
  98599. */
  98600. defaultCursor: string;
  98601. /**
  98602. * This is used to call preventDefault() on pointer down
  98603. * in order to block unwanted artifacts like system double clicks
  98604. */
  98605. preventDefaultOnPointerDown: boolean;
  98606. /**
  98607. * This is used to call preventDefault() on pointer up
  98608. * in order to block unwanted artifacts like system double clicks
  98609. */
  98610. preventDefaultOnPointerUp: boolean;
  98611. /**
  98612. * Gets or sets user defined metadata
  98613. */
  98614. metadata: any;
  98615. /**
  98616. * For internal use only. Please do not use.
  98617. */
  98618. reservedDataStore: any;
  98619. /**
  98620. * Gets the name of the plugin used to load this scene (null by default)
  98621. */
  98622. loadingPluginName: string;
  98623. /**
  98624. * Use this array to add regular expressions used to disable offline support for specific urls
  98625. */
  98626. disableOfflineSupportExceptionRules: RegExp[];
  98627. /**
  98628. * An event triggered when the scene is disposed.
  98629. */
  98630. onDisposeObservable: Observable<Scene>;
  98631. private _onDisposeObserver;
  98632. /** Sets a function to be executed when this scene is disposed. */
  98633. onDispose: () => void;
  98634. /**
  98635. * An event triggered before rendering the scene (right after animations and physics)
  98636. */
  98637. onBeforeRenderObservable: Observable<Scene>;
  98638. private _onBeforeRenderObserver;
  98639. /** Sets a function to be executed before rendering this scene */
  98640. beforeRender: Nullable<() => void>;
  98641. /**
  98642. * An event triggered after rendering the scene
  98643. */
  98644. onAfterRenderObservable: Observable<Scene>;
  98645. /**
  98646. * An event triggered after rendering the scene for an active camera (When scene.render is called this will be called after each camera)
  98647. */
  98648. onAfterRenderCameraObservable: Observable<Camera>;
  98649. private _onAfterRenderObserver;
  98650. /** Sets a function to be executed after rendering this scene */
  98651. afterRender: Nullable<() => void>;
  98652. /**
  98653. * An event triggered before animating the scene
  98654. */
  98655. onBeforeAnimationsObservable: Observable<Scene>;
  98656. /**
  98657. * An event triggered after animations processing
  98658. */
  98659. onAfterAnimationsObservable: Observable<Scene>;
  98660. /**
  98661. * An event triggered before draw calls are ready to be sent
  98662. */
  98663. onBeforeDrawPhaseObservable: Observable<Scene>;
  98664. /**
  98665. * An event triggered after draw calls have been sent
  98666. */
  98667. onAfterDrawPhaseObservable: Observable<Scene>;
  98668. /**
  98669. * An event triggered when the scene is ready
  98670. */
  98671. onReadyObservable: Observable<Scene>;
  98672. /**
  98673. * An event triggered before rendering a camera
  98674. */
  98675. onBeforeCameraRenderObservable: Observable<Camera>;
  98676. private _onBeforeCameraRenderObserver;
  98677. /** Sets a function to be executed before rendering a camera*/
  98678. beforeCameraRender: () => void;
  98679. /**
  98680. * An event triggered after rendering a camera
  98681. */
  98682. onAfterCameraRenderObservable: Observable<Camera>;
  98683. private _onAfterCameraRenderObserver;
  98684. /** Sets a function to be executed after rendering a camera*/
  98685. afterCameraRender: () => void;
  98686. /**
  98687. * An event triggered when active meshes evaluation is about to start
  98688. */
  98689. onBeforeActiveMeshesEvaluationObservable: Observable<Scene>;
  98690. /**
  98691. * An event triggered when active meshes evaluation is done
  98692. */
  98693. onAfterActiveMeshesEvaluationObservable: Observable<Scene>;
  98694. /**
  98695. * An event triggered when particles rendering is about to start
  98696. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  98697. */
  98698. onBeforeParticlesRenderingObservable: Observable<Scene>;
  98699. /**
  98700. * An event triggered when particles rendering is done
  98701. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  98702. */
  98703. onAfterParticlesRenderingObservable: Observable<Scene>;
  98704. /**
  98705. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  98706. */
  98707. onDataLoadedObservable: Observable<Scene>;
  98708. /**
  98709. * An event triggered when a camera is created
  98710. */
  98711. onNewCameraAddedObservable: Observable<Camera>;
  98712. /**
  98713. * An event triggered when a camera is removed
  98714. */
  98715. onCameraRemovedObservable: Observable<Camera>;
  98716. /**
  98717. * An event triggered when a light is created
  98718. */
  98719. onNewLightAddedObservable: Observable<Light>;
  98720. /**
  98721. * An event triggered when a light is removed
  98722. */
  98723. onLightRemovedObservable: Observable<Light>;
  98724. /**
  98725. * An event triggered when a geometry is created
  98726. */
  98727. onNewGeometryAddedObservable: Observable<Geometry>;
  98728. /**
  98729. * An event triggered when a geometry is removed
  98730. */
  98731. onGeometryRemovedObservable: Observable<Geometry>;
  98732. /**
  98733. * An event triggered when a transform node is created
  98734. */
  98735. onNewTransformNodeAddedObservable: Observable<TransformNode>;
  98736. /**
  98737. * An event triggered when a transform node is removed
  98738. */
  98739. onTransformNodeRemovedObservable: Observable<TransformNode>;
  98740. /**
  98741. * An event triggered when a mesh is created
  98742. */
  98743. onNewMeshAddedObservable: Observable<AbstractMesh>;
  98744. /**
  98745. * An event triggered when a mesh is removed
  98746. */
  98747. onMeshRemovedObservable: Observable<AbstractMesh>;
  98748. /**
  98749. * An event triggered when a skeleton is created
  98750. */
  98751. onNewSkeletonAddedObservable: Observable<Skeleton>;
  98752. /**
  98753. * An event triggered when a skeleton is removed
  98754. */
  98755. onSkeletonRemovedObservable: Observable<Skeleton>;
  98756. /**
  98757. * An event triggered when a material is created
  98758. */
  98759. onNewMaterialAddedObservable: Observable<Material>;
  98760. /**
  98761. * An event triggered when a material is removed
  98762. */
  98763. onMaterialRemovedObservable: Observable<Material>;
  98764. /**
  98765. * An event triggered when a texture is created
  98766. */
  98767. onNewTextureAddedObservable: Observable<BaseTexture>;
  98768. /**
  98769. * An event triggered when a texture is removed
  98770. */
  98771. onTextureRemovedObservable: Observable<BaseTexture>;
  98772. /**
  98773. * An event triggered when render targets are about to be rendered
  98774. * Can happen multiple times per frame.
  98775. */
  98776. onBeforeRenderTargetsRenderObservable: Observable<Scene>;
  98777. /**
  98778. * An event triggered when render targets were rendered.
  98779. * Can happen multiple times per frame.
  98780. */
  98781. onAfterRenderTargetsRenderObservable: Observable<Scene>;
  98782. /**
  98783. * An event triggered before calculating deterministic simulation step
  98784. */
  98785. onBeforeStepObservable: Observable<Scene>;
  98786. /**
  98787. * An event triggered after calculating deterministic simulation step
  98788. */
  98789. onAfterStepObservable: Observable<Scene>;
  98790. /**
  98791. * An event triggered when the activeCamera property is updated
  98792. */
  98793. onActiveCameraChanged: Observable<Scene>;
  98794. /**
  98795. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  98796. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  98797. * If you wish to register an Observer only for a given set of renderingGroup, use the mask with a combination of the renderingGroup index elevated to the power of two (1 for renderingGroup 0, 2 for renderingrOup1, 4 for 2 and 8 for 3)
  98798. */
  98799. onBeforeRenderingGroupObservable: Observable<RenderingGroupInfo>;
  98800. /**
  98801. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  98802. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  98803. * If you wish to register an Observer only for a given set of renderingGroup, use the mask with a combination of the renderingGroup index elevated to the power of two (1 for renderingGroup 0, 2 for renderingrOup1, 4 for 2 and 8 for 3)
  98804. */
  98805. onAfterRenderingGroupObservable: Observable<RenderingGroupInfo>;
  98806. /**
  98807. * This Observable will when a mesh has been imported into the scene.
  98808. */
  98809. onMeshImportedObservable: Observable<AbstractMesh>;
  98810. /**
  98811. * Gets or sets a user defined funtion to select LOD from a mesh and a camera.
  98812. * By default this function is undefined and Babylon.js will select LOD based on distance to camera
  98813. */
  98814. customLODSelector: (mesh: AbstractMesh, camera: Camera) => Nullable<AbstractMesh>;
  98815. /** @hidden */
  98816. _registeredForLateAnimationBindings: SmartArrayNoDuplicate<any>;
  98817. /**
  98818. * Gets or sets a predicate used to select candidate meshes for a pointer down event
  98819. */
  98820. pointerDownPredicate: (Mesh: AbstractMesh) => boolean;
  98821. /**
  98822. * Gets or sets a predicate used to select candidate meshes for a pointer up event
  98823. */
  98824. pointerUpPredicate: (Mesh: AbstractMesh) => boolean;
  98825. /**
  98826. * Gets or sets a predicate used to select candidate meshes for a pointer move event
  98827. */
  98828. pointerMovePredicate: (Mesh: AbstractMesh) => boolean;
  98829. /** Callback called when a pointer move is detected */
  98830. onPointerMove: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  98831. /** Callback called when a pointer down is detected */
  98832. onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  98833. /** Callback called when a pointer up is detected */
  98834. onPointerUp: (evt: PointerEvent, pickInfo: Nullable<PickingInfo>, type: PointerEventTypes) => void;
  98835. /** Callback called when a pointer pick is detected */
  98836. onPointerPick: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  98837. /**
  98838. * This observable event is triggered when any ponter event is triggered. It is registered during Scene.attachControl() and it is called BEFORE the 3D engine process anything (mesh/sprite picking for instance).
  98839. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  98840. */
  98841. onPrePointerObservable: Observable<PointerInfoPre>;
  98842. /**
  98843. * Observable event triggered each time an input event is received from the rendering canvas
  98844. */
  98845. onPointerObservable: Observable<PointerInfo>;
  98846. /**
  98847. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  98848. */
  98849. readonly unTranslatedPointer: Vector2;
  98850. /**
  98851. * Gets or sets the distance in pixel that you have to move to prevent some events. Default is 10 pixels
  98852. */
  98853. static DragMovementThreshold: number;
  98854. /**
  98855. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 500 ms
  98856. */
  98857. static LongPressDelay: number;
  98858. /**
  98859. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 300 ms
  98860. */
  98861. static DoubleClickDelay: number;
  98862. /** If you need to check double click without raising a single click at first click, enable this flag */
  98863. static ExclusiveDoubleClickMode: boolean;
  98864. /** @hidden */
  98865. _mirroredCameraPosition: Nullable<Vector3>;
  98866. /**
  98867. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  98868. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  98869. */
  98870. onPreKeyboardObservable: Observable<KeyboardInfoPre>;
  98871. /**
  98872. * Observable event triggered each time an keyboard event is received from the hosting window
  98873. */
  98874. onKeyboardObservable: Observable<KeyboardInfo>;
  98875. private _useRightHandedSystem;
  98876. /**
  98877. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  98878. */
  98879. useRightHandedSystem: boolean;
  98880. private _timeAccumulator;
  98881. private _currentStepId;
  98882. private _currentInternalStep;
  98883. /**
  98884. * Sets the step Id used by deterministic lock step
  98885. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  98886. * @param newStepId defines the step Id
  98887. */
  98888. setStepId(newStepId: number): void;
  98889. /**
  98890. * Gets the step Id used by deterministic lock step
  98891. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  98892. * @returns the step Id
  98893. */
  98894. getStepId(): number;
  98895. /**
  98896. * Gets the internal step used by deterministic lock step
  98897. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  98898. * @returns the internal step
  98899. */
  98900. getInternalStep(): number;
  98901. private _fogEnabled;
  98902. /**
  98903. * Gets or sets a boolean indicating if fog is enabled on this scene
  98904. * @see http://doc.babylonjs.com/babylon101/environment#fog
  98905. * (Default is true)
  98906. */
  98907. fogEnabled: boolean;
  98908. private _fogMode;
  98909. /**
  98910. * Gets or sets the fog mode to use
  98911. * @see http://doc.babylonjs.com/babylon101/environment#fog
  98912. * | mode | value |
  98913. * | --- | --- |
  98914. * | FOGMODE_NONE | 0 |
  98915. * | FOGMODE_EXP | 1 |
  98916. * | FOGMODE_EXP2 | 2 |
  98917. * | FOGMODE_LINEAR | 3 |
  98918. */
  98919. fogMode: number;
  98920. /**
  98921. * Gets or sets the fog color to use
  98922. * @see http://doc.babylonjs.com/babylon101/environment#fog
  98923. * (Default is Color3(0.2, 0.2, 0.3))
  98924. */
  98925. fogColor: Color3;
  98926. /**
  98927. * Gets or sets the fog density to use
  98928. * @see http://doc.babylonjs.com/babylon101/environment#fog
  98929. * (Default is 0.1)
  98930. */
  98931. fogDensity: number;
  98932. /**
  98933. * Gets or sets the fog start distance to use
  98934. * @see http://doc.babylonjs.com/babylon101/environment#fog
  98935. * (Default is 0)
  98936. */
  98937. fogStart: number;
  98938. /**
  98939. * Gets or sets the fog end distance to use
  98940. * @see http://doc.babylonjs.com/babylon101/environment#fog
  98941. * (Default is 1000)
  98942. */
  98943. fogEnd: number;
  98944. private _shadowsEnabled;
  98945. /**
  98946. * Gets or sets a boolean indicating if shadows are enabled on this scene
  98947. */
  98948. shadowsEnabled: boolean;
  98949. private _lightsEnabled;
  98950. /**
  98951. * Gets or sets a boolean indicating if lights are enabled on this scene
  98952. */
  98953. lightsEnabled: boolean;
  98954. /** All of the active cameras added to this scene. */
  98955. activeCameras: Camera[];
  98956. /** @hidden */
  98957. _activeCamera: Nullable<Camera>;
  98958. /** Gets or sets the current active camera */
  98959. activeCamera: Nullable<Camera>;
  98960. private _defaultMaterial;
  98961. /** The default material used on meshes when no material is affected */
  98962. /** The default material used on meshes when no material is affected */
  98963. defaultMaterial: Material;
  98964. private _texturesEnabled;
  98965. /**
  98966. * Gets or sets a boolean indicating if textures are enabled on this scene
  98967. */
  98968. texturesEnabled: boolean;
  98969. /**
  98970. * Gets or sets a boolean indicating if particles are enabled on this scene
  98971. */
  98972. particlesEnabled: boolean;
  98973. /**
  98974. * Gets or sets a boolean indicating if sprites are enabled on this scene
  98975. */
  98976. spritesEnabled: boolean;
  98977. private _skeletonsEnabled;
  98978. /**
  98979. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  98980. */
  98981. skeletonsEnabled: boolean;
  98982. /**
  98983. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  98984. */
  98985. lensFlaresEnabled: boolean;
  98986. /**
  98987. * Gets or sets a boolean indicating if collisions are enabled on this scene
  98988. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  98989. */
  98990. collisionsEnabled: boolean;
  98991. private _collisionCoordinator;
  98992. /** @hidden */
  98993. readonly collisionCoordinator: ICollisionCoordinator;
  98994. /**
  98995. * Defines the gravity applied to this scene (used only for collisions)
  98996. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  98997. */
  98998. gravity: Vector3;
  98999. /**
  99000. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  99001. */
  99002. postProcessesEnabled: boolean;
  99003. /**
  99004. * The list of postprocesses added to the scene
  99005. */
  99006. postProcesses: PostProcess[];
  99007. /**
  99008. * Gets the current postprocess manager
  99009. */
  99010. postProcessManager: PostProcessManager;
  99011. /**
  99012. * Gets or sets a boolean indicating if render targets are enabled on this scene
  99013. */
  99014. renderTargetsEnabled: boolean;
  99015. /**
  99016. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  99017. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  99018. */
  99019. dumpNextRenderTargets: boolean;
  99020. /**
  99021. * The list of user defined render targets added to the scene
  99022. */
  99023. customRenderTargets: RenderTargetTexture[];
  99024. /**
  99025. * Defines if texture loading must be delayed
  99026. * If true, textures will only be loaded when they need to be rendered
  99027. */
  99028. useDelayedTextureLoading: boolean;
  99029. /**
  99030. * Gets the list of meshes imported to the scene through SceneLoader
  99031. */
  99032. importedMeshesFiles: String[];
  99033. /**
  99034. * Gets or sets a boolean indicating if probes are enabled on this scene
  99035. */
  99036. probesEnabled: boolean;
  99037. /**
  99038. * Gets or sets the current offline provider to use to store scene data
  99039. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  99040. */
  99041. offlineProvider: IOfflineProvider;
  99042. /**
  99043. * Gets or sets the action manager associated with the scene
  99044. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  99045. */
  99046. actionManager: AbstractActionManager;
  99047. private _meshesForIntersections;
  99048. /**
  99049. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  99050. */
  99051. proceduralTexturesEnabled: boolean;
  99052. private _engine;
  99053. private _totalVertices;
  99054. /** @hidden */
  99055. _activeIndices: PerfCounter;
  99056. /** @hidden */
  99057. _activeParticles: PerfCounter;
  99058. /** @hidden */
  99059. _activeBones: PerfCounter;
  99060. private _animationRatio;
  99061. /** @hidden */
  99062. _animationTimeLast: number;
  99063. /** @hidden */
  99064. _animationTime: number;
  99065. /**
  99066. * Gets or sets a general scale for animation speed
  99067. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  99068. */
  99069. animationTimeScale: number;
  99070. /** @hidden */
  99071. _cachedMaterial: Nullable<Material>;
  99072. /** @hidden */
  99073. _cachedEffect: Nullable<Effect>;
  99074. /** @hidden */
  99075. _cachedVisibility: Nullable<number>;
  99076. private _renderId;
  99077. private _frameId;
  99078. private _executeWhenReadyTimeoutId;
  99079. private _intermediateRendering;
  99080. private _viewUpdateFlag;
  99081. private _projectionUpdateFlag;
  99082. /** @hidden */
  99083. _toBeDisposed: Nullable<IDisposable>[];
  99084. private _activeRequests;
  99085. /** @hidden */
  99086. _pendingData: any[];
  99087. private _isDisposed;
  99088. /**
  99089. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  99090. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  99091. */
  99092. dispatchAllSubMeshesOfActiveMeshes: boolean;
  99093. private _activeMeshes;
  99094. private _processedMaterials;
  99095. private _renderTargets;
  99096. /** @hidden */
  99097. _activeParticleSystems: SmartArray<IParticleSystem>;
  99098. private _activeSkeletons;
  99099. private _softwareSkinnedMeshes;
  99100. private _renderingManager;
  99101. /** @hidden */
  99102. _activeAnimatables: Animatable[];
  99103. private _transformMatrix;
  99104. private _sceneUbo;
  99105. /** @hidden */
  99106. _viewMatrix: Matrix;
  99107. private _projectionMatrix;
  99108. /** @hidden */
  99109. _forcedViewPosition: Nullable<Vector3>;
  99110. /** @hidden */
  99111. _frustumPlanes: Plane[];
  99112. /**
  99113. * Gets the list of frustum planes (built from the active camera)
  99114. */
  99115. readonly frustumPlanes: Plane[];
  99116. /**
  99117. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  99118. * This is useful if there are more lights that the maximum simulteanous authorized
  99119. */
  99120. requireLightSorting: boolean;
  99121. /** @hidden */
  99122. readonly useMaterialMeshMap: boolean;
  99123. /** @hidden */
  99124. readonly useClonedMeshhMap: boolean;
  99125. private _externalData;
  99126. private _uid;
  99127. /**
  99128. * @hidden
  99129. * Backing store of defined scene components.
  99130. */
  99131. _components: ISceneComponent[];
  99132. /**
  99133. * @hidden
  99134. * Backing store of defined scene components.
  99135. */
  99136. _serializableComponents: ISceneSerializableComponent[];
  99137. /**
  99138. * List of components to register on the next registration step.
  99139. */
  99140. private _transientComponents;
  99141. /**
  99142. * Registers the transient components if needed.
  99143. */
  99144. private _registerTransientComponents;
  99145. /**
  99146. * @hidden
  99147. * Add a component to the scene.
  99148. * Note that the ccomponent could be registered on th next frame if this is called after
  99149. * the register component stage.
  99150. * @param component Defines the component to add to the scene
  99151. */
  99152. _addComponent(component: ISceneComponent): void;
  99153. /**
  99154. * @hidden
  99155. * Gets a component from the scene.
  99156. * @param name defines the name of the component to retrieve
  99157. * @returns the component or null if not present
  99158. */
  99159. _getComponent(name: string): Nullable<ISceneComponent>;
  99160. /**
  99161. * @hidden
  99162. * Defines the actions happening before camera updates.
  99163. */
  99164. _beforeCameraUpdateStage: Stage<SimpleStageAction>;
  99165. /**
  99166. * @hidden
  99167. * Defines the actions happening before clear the canvas.
  99168. */
  99169. _beforeClearStage: Stage<SimpleStageAction>;
  99170. /**
  99171. * @hidden
  99172. * Defines the actions when collecting render targets for the frame.
  99173. */
  99174. _gatherRenderTargetsStage: Stage<RenderTargetsStageAction>;
  99175. /**
  99176. * @hidden
  99177. * Defines the actions happening for one camera in the frame.
  99178. */
  99179. _gatherActiveCameraRenderTargetsStage: Stage<RenderTargetsStageAction>;
  99180. /**
  99181. * @hidden
  99182. * Defines the actions happening during the per mesh ready checks.
  99183. */
  99184. _isReadyForMeshStage: Stage<MeshStageAction>;
  99185. /**
  99186. * @hidden
  99187. * Defines the actions happening before evaluate active mesh checks.
  99188. */
  99189. _beforeEvaluateActiveMeshStage: Stage<SimpleStageAction>;
  99190. /**
  99191. * @hidden
  99192. * Defines the actions happening during the evaluate sub mesh checks.
  99193. */
  99194. _evaluateSubMeshStage: Stage<EvaluateSubMeshStageAction>;
  99195. /**
  99196. * @hidden
  99197. * Defines the actions happening during the active mesh stage.
  99198. */
  99199. _activeMeshStage: Stage<ActiveMeshStageAction>;
  99200. /**
  99201. * @hidden
  99202. * Defines the actions happening during the per camera render target step.
  99203. */
  99204. _cameraDrawRenderTargetStage: Stage<CameraStageFrameBufferAction>;
  99205. /**
  99206. * @hidden
  99207. * Defines the actions happening just before the active camera is drawing.
  99208. */
  99209. _beforeCameraDrawStage: Stage<CameraStageAction>;
  99210. /**
  99211. * @hidden
  99212. * Defines the actions happening just before a render target is drawing.
  99213. */
  99214. _beforeRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  99215. /**
  99216. * @hidden
  99217. * Defines the actions happening just before a rendering group is drawing.
  99218. */
  99219. _beforeRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  99220. /**
  99221. * @hidden
  99222. * Defines the actions happening just before a mesh is drawing.
  99223. */
  99224. _beforeRenderingMeshStage: Stage<RenderingMeshStageAction>;
  99225. /**
  99226. * @hidden
  99227. * Defines the actions happening just after a mesh has been drawn.
  99228. */
  99229. _afterRenderingMeshStage: Stage<RenderingMeshStageAction>;
  99230. /**
  99231. * @hidden
  99232. * Defines the actions happening just after a rendering group has been drawn.
  99233. */
  99234. _afterRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  99235. /**
  99236. * @hidden
  99237. * Defines the actions happening just after the active camera has been drawn.
  99238. */
  99239. _afterCameraDrawStage: Stage<CameraStageAction>;
  99240. /**
  99241. * @hidden
  99242. * Defines the actions happening just after a render target has been drawn.
  99243. */
  99244. _afterRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  99245. /**
  99246. * @hidden
  99247. * Defines the actions happening just after rendering all cameras and computing intersections.
  99248. */
  99249. _afterRenderStage: Stage<SimpleStageAction>;
  99250. /**
  99251. * @hidden
  99252. * Defines the actions happening when a pointer move event happens.
  99253. */
  99254. _pointerMoveStage: Stage<PointerMoveStageAction>;
  99255. /**
  99256. * @hidden
  99257. * Defines the actions happening when a pointer down event happens.
  99258. */
  99259. _pointerDownStage: Stage<PointerUpDownStageAction>;
  99260. /**
  99261. * @hidden
  99262. * Defines the actions happening when a pointer up event happens.
  99263. */
  99264. _pointerUpStage: Stage<PointerUpDownStageAction>;
  99265. /**
  99266. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  99267. */
  99268. private geometriesByUniqueId;
  99269. /**
  99270. * Creates a new Scene
  99271. * @param engine defines the engine to use to render this scene
  99272. * @param options defines the scene options
  99273. */
  99274. constructor(engine: Engine, options?: SceneOptions);
  99275. /**
  99276. * Gets a string idenfifying the name of the class
  99277. * @returns "Scene" string
  99278. */
  99279. getClassName(): string;
  99280. private _defaultMeshCandidates;
  99281. /**
  99282. * @hidden
  99283. */
  99284. _getDefaultMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  99285. private _defaultSubMeshCandidates;
  99286. /**
  99287. * @hidden
  99288. */
  99289. _getDefaultSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  99290. /**
  99291. * Sets the default candidate providers for the scene.
  99292. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  99293. * and getCollidingSubMeshCandidates to their default function
  99294. */
  99295. setDefaultCandidateProviders(): void;
  99296. /**
  99297. * Gets the mesh that is currently under the pointer
  99298. */
  99299. readonly meshUnderPointer: Nullable<AbstractMesh>;
  99300. /**
  99301. * Gets or sets the current on-screen X position of the pointer
  99302. */
  99303. pointerX: number;
  99304. /**
  99305. * Gets or sets the current on-screen Y position of the pointer
  99306. */
  99307. pointerY: number;
  99308. /**
  99309. * Gets the cached material (ie. the latest rendered one)
  99310. * @returns the cached material
  99311. */
  99312. getCachedMaterial(): Nullable<Material>;
  99313. /**
  99314. * Gets the cached effect (ie. the latest rendered one)
  99315. * @returns the cached effect
  99316. */
  99317. getCachedEffect(): Nullable<Effect>;
  99318. /**
  99319. * Gets the cached visibility state (ie. the latest rendered one)
  99320. * @returns the cached visibility state
  99321. */
  99322. getCachedVisibility(): Nullable<number>;
  99323. /**
  99324. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  99325. * @param material defines the current material
  99326. * @param effect defines the current effect
  99327. * @param visibility defines the current visibility state
  99328. * @returns true if one parameter is not cached
  99329. */
  99330. isCachedMaterialInvalid(material: Material, effect: Effect, visibility?: number): boolean;
  99331. /**
  99332. * Gets the engine associated with the scene
  99333. * @returns an Engine
  99334. */
  99335. getEngine(): Engine;
  99336. /**
  99337. * Gets the total number of vertices rendered per frame
  99338. * @returns the total number of vertices rendered per frame
  99339. */
  99340. getTotalVertices(): number;
  99341. /**
  99342. * Gets the performance counter for total vertices
  99343. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  99344. */
  99345. readonly totalVerticesPerfCounter: PerfCounter;
  99346. /**
  99347. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  99348. * @returns the total number of active indices rendered per frame
  99349. */
  99350. getActiveIndices(): number;
  99351. /**
  99352. * Gets the performance counter for active indices
  99353. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  99354. */
  99355. readonly totalActiveIndicesPerfCounter: PerfCounter;
  99356. /**
  99357. * Gets the total number of active particles rendered per frame
  99358. * @returns the total number of active particles rendered per frame
  99359. */
  99360. getActiveParticles(): number;
  99361. /**
  99362. * Gets the performance counter for active particles
  99363. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  99364. */
  99365. readonly activeParticlesPerfCounter: PerfCounter;
  99366. /**
  99367. * Gets the total number of active bones rendered per frame
  99368. * @returns the total number of active bones rendered per frame
  99369. */
  99370. getActiveBones(): number;
  99371. /**
  99372. * Gets the performance counter for active bones
  99373. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  99374. */
  99375. readonly activeBonesPerfCounter: PerfCounter;
  99376. /**
  99377. * Gets the array of active meshes
  99378. * @returns an array of AbstractMesh
  99379. */
  99380. getActiveMeshes(): SmartArray<AbstractMesh>;
  99381. /**
  99382. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  99383. * @returns a number
  99384. */
  99385. getAnimationRatio(): number;
  99386. /**
  99387. * Gets an unique Id for the current render phase
  99388. * @returns a number
  99389. */
  99390. getRenderId(): number;
  99391. /**
  99392. * Gets an unique Id for the current frame
  99393. * @returns a number
  99394. */
  99395. getFrameId(): number;
  99396. /** Call this function if you want to manually increment the render Id*/
  99397. incrementRenderId(): void;
  99398. private _createUbo;
  99399. /**
  99400. * Use this method to simulate a pointer move on a mesh
  99401. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  99402. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  99403. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  99404. * @returns the current scene
  99405. */
  99406. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  99407. /**
  99408. * Use this method to simulate a pointer down on a mesh
  99409. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  99410. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  99411. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  99412. * @returns the current scene
  99413. */
  99414. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  99415. /**
  99416. * Use this method to simulate a pointer up on a mesh
  99417. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  99418. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  99419. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  99420. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  99421. * @returns the current scene
  99422. */
  99423. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): Scene;
  99424. /**
  99425. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  99426. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  99427. * @returns true if the pointer was captured
  99428. */
  99429. isPointerCaptured(pointerId?: number): boolean;
  99430. /**
  99431. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  99432. * @param attachUp defines if you want to attach events to pointerup
  99433. * @param attachDown defines if you want to attach events to pointerdown
  99434. * @param attachMove defines if you want to attach events to pointermove
  99435. */
  99436. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  99437. /** Detaches all event handlers*/
  99438. detachControl(): void;
  99439. /**
  99440. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  99441. * Delay loaded resources are not taking in account
  99442. * @return true if all required resources are ready
  99443. */
  99444. isReady(): boolean;
  99445. /** Resets all cached information relative to material (including effect and visibility) */
  99446. resetCachedMaterial(): void;
  99447. /**
  99448. * Registers a function to be called before every frame render
  99449. * @param func defines the function to register
  99450. */
  99451. registerBeforeRender(func: () => void): void;
  99452. /**
  99453. * Unregisters a function called before every frame render
  99454. * @param func defines the function to unregister
  99455. */
  99456. unregisterBeforeRender(func: () => void): void;
  99457. /**
  99458. * Registers a function to be called after every frame render
  99459. * @param func defines the function to register
  99460. */
  99461. registerAfterRender(func: () => void): void;
  99462. /**
  99463. * Unregisters a function called after every frame render
  99464. * @param func defines the function to unregister
  99465. */
  99466. unregisterAfterRender(func: () => void): void;
  99467. private _executeOnceBeforeRender;
  99468. /**
  99469. * The provided function will run before render once and will be disposed afterwards.
  99470. * A timeout delay can be provided so that the function will be executed in N ms.
  99471. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  99472. * @param func The function to be executed.
  99473. * @param timeout optional delay in ms
  99474. */
  99475. executeOnceBeforeRender(func: () => void, timeout?: number): void;
  99476. /** @hidden */
  99477. _addPendingData(data: any): void;
  99478. /** @hidden */
  99479. _removePendingData(data: any): void;
  99480. /**
  99481. * Returns the number of items waiting to be loaded
  99482. * @returns the number of items waiting to be loaded
  99483. */
  99484. getWaitingItemsCount(): number;
  99485. /**
  99486. * Returns a boolean indicating if the scene is still loading data
  99487. */
  99488. readonly isLoading: boolean;
  99489. /**
  99490. * Registers a function to be executed when the scene is ready
  99491. * @param {Function} func - the function to be executed
  99492. */
  99493. executeWhenReady(func: () => void): void;
  99494. /**
  99495. * Returns a promise that resolves when the scene is ready
  99496. * @returns A promise that resolves when the scene is ready
  99497. */
  99498. whenReadyAsync(): Promise<void>;
  99499. /** @hidden */
  99500. _checkIsReady(): void;
  99501. /**
  99502. * Gets all animatable attached to the scene
  99503. */
  99504. readonly animatables: Animatable[];
  99505. /**
  99506. * Resets the last animation time frame.
  99507. * Useful to override when animations start running when loading a scene for the first time.
  99508. */
  99509. resetLastAnimationTimeFrame(): void;
  99510. /**
  99511. * Gets the current view matrix
  99512. * @returns a Matrix
  99513. */
  99514. getViewMatrix(): Matrix;
  99515. /**
  99516. * Gets the current projection matrix
  99517. * @returns a Matrix
  99518. */
  99519. getProjectionMatrix(): Matrix;
  99520. /**
  99521. * Gets the current transform matrix
  99522. * @returns a Matrix made of View * Projection
  99523. */
  99524. getTransformMatrix(): Matrix;
  99525. /**
  99526. * Sets the current transform matrix
  99527. * @param viewL defines the View matrix to use
  99528. * @param projectionL defines the Projection matrix to use
  99529. * @param viewR defines the right View matrix to use (if provided)
  99530. * @param projectionR defines the right Projection matrix to use (if provided)
  99531. */
  99532. setTransformMatrix(viewL: Matrix, projectionL: Matrix, viewR?: Matrix, projectionR?: Matrix): void;
  99533. /**
  99534. * Gets the uniform buffer used to store scene data
  99535. * @returns a UniformBuffer
  99536. */
  99537. getSceneUniformBuffer(): UniformBuffer;
  99538. /**
  99539. * Gets an unique (relatively to the current scene) Id
  99540. * @returns an unique number for the scene
  99541. */
  99542. getUniqueId(): number;
  99543. /**
  99544. * Add a mesh to the list of scene's meshes
  99545. * @param newMesh defines the mesh to add
  99546. * @param recursive if all child meshes should also be added to the scene
  99547. */
  99548. addMesh(newMesh: AbstractMesh, recursive?: boolean): void;
  99549. /**
  99550. * Remove a mesh for the list of scene's meshes
  99551. * @param toRemove defines the mesh to remove
  99552. * @param recursive if all child meshes should also be removed from the scene
  99553. * @returns the index where the mesh was in the mesh list
  99554. */
  99555. removeMesh(toRemove: AbstractMesh, recursive?: boolean): number;
  99556. /**
  99557. * Add a transform node to the list of scene's transform nodes
  99558. * @param newTransformNode defines the transform node to add
  99559. */
  99560. addTransformNode(newTransformNode: TransformNode): void;
  99561. /**
  99562. * Remove a transform node for the list of scene's transform nodes
  99563. * @param toRemove defines the transform node to remove
  99564. * @returns the index where the transform node was in the transform node list
  99565. */
  99566. removeTransformNode(toRemove: TransformNode): number;
  99567. /**
  99568. * Remove a skeleton for the list of scene's skeletons
  99569. * @param toRemove defines the skeleton to remove
  99570. * @returns the index where the skeleton was in the skeleton list
  99571. */
  99572. removeSkeleton(toRemove: Skeleton): number;
  99573. /**
  99574. * Remove a morph target for the list of scene's morph targets
  99575. * @param toRemove defines the morph target to remove
  99576. * @returns the index where the morph target was in the morph target list
  99577. */
  99578. removeMorphTargetManager(toRemove: MorphTargetManager): number;
  99579. /**
  99580. * Remove a light for the list of scene's lights
  99581. * @param toRemove defines the light to remove
  99582. * @returns the index where the light was in the light list
  99583. */
  99584. removeLight(toRemove: Light): number;
  99585. /**
  99586. * Remove a camera for the list of scene's cameras
  99587. * @param toRemove defines the camera to remove
  99588. * @returns the index where the camera was in the camera list
  99589. */
  99590. removeCamera(toRemove: Camera): number;
  99591. /**
  99592. * Remove a particle system for the list of scene's particle systems
  99593. * @param toRemove defines the particle system to remove
  99594. * @returns the index where the particle system was in the particle system list
  99595. */
  99596. removeParticleSystem(toRemove: IParticleSystem): number;
  99597. /**
  99598. * Remove a animation for the list of scene's animations
  99599. * @param toRemove defines the animation to remove
  99600. * @returns the index where the animation was in the animation list
  99601. */
  99602. removeAnimation(toRemove: Animation): number;
  99603. /**
  99604. * Will stop the animation of the given target
  99605. * @param target - the target
  99606. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  99607. * @param targetMask - a function that determines if the animation should be stopped based on its target (all animations will be stopped if both this and animationName are empty)
  99608. */
  99609. stopAnimation(target: any, animationName?: string, targetMask?: (target: any) => boolean): void;
  99610. /**
  99611. * Removes the given animation group from this scene.
  99612. * @param toRemove The animation group to remove
  99613. * @returns The index of the removed animation group
  99614. */
  99615. removeAnimationGroup(toRemove: AnimationGroup): number;
  99616. /**
  99617. * Removes the given multi-material from this scene.
  99618. * @param toRemove The multi-material to remove
  99619. * @returns The index of the removed multi-material
  99620. */
  99621. removeMultiMaterial(toRemove: MultiMaterial): number;
  99622. /**
  99623. * Removes the given material from this scene.
  99624. * @param toRemove The material to remove
  99625. * @returns The index of the removed material
  99626. */
  99627. removeMaterial(toRemove: Material): number;
  99628. /**
  99629. * Removes the given action manager from this scene.
  99630. * @param toRemove The action manager to remove
  99631. * @returns The index of the removed action manager
  99632. */
  99633. removeActionManager(toRemove: AbstractActionManager): number;
  99634. /**
  99635. * Removes the given texture from this scene.
  99636. * @param toRemove The texture to remove
  99637. * @returns The index of the removed texture
  99638. */
  99639. removeTexture(toRemove: BaseTexture): number;
  99640. /**
  99641. * Adds the given light to this scene
  99642. * @param newLight The light to add
  99643. */
  99644. addLight(newLight: Light): void;
  99645. /**
  99646. * Sorts the list list based on light priorities
  99647. */
  99648. sortLightsByPriority(): void;
  99649. /**
  99650. * Adds the given camera to this scene
  99651. * @param newCamera The camera to add
  99652. */
  99653. addCamera(newCamera: Camera): void;
  99654. /**
  99655. * Adds the given skeleton to this scene
  99656. * @param newSkeleton The skeleton to add
  99657. */
  99658. addSkeleton(newSkeleton: Skeleton): void;
  99659. /**
  99660. * Adds the given particle system to this scene
  99661. * @param newParticleSystem The particle system to add
  99662. */
  99663. addParticleSystem(newParticleSystem: IParticleSystem): void;
  99664. /**
  99665. * Adds the given animation to this scene
  99666. * @param newAnimation The animation to add
  99667. */
  99668. addAnimation(newAnimation: Animation): void;
  99669. /**
  99670. * Adds the given animation group to this scene.
  99671. * @param newAnimationGroup The animation group to add
  99672. */
  99673. addAnimationGroup(newAnimationGroup: AnimationGroup): void;
  99674. /**
  99675. * Adds the given multi-material to this scene
  99676. * @param newMultiMaterial The multi-material to add
  99677. */
  99678. addMultiMaterial(newMultiMaterial: MultiMaterial): void;
  99679. /**
  99680. * Adds the given material to this scene
  99681. * @param newMaterial The material to add
  99682. */
  99683. addMaterial(newMaterial: Material): void;
  99684. /**
  99685. * Adds the given morph target to this scene
  99686. * @param newMorphTargetManager The morph target to add
  99687. */
  99688. addMorphTargetManager(newMorphTargetManager: MorphTargetManager): void;
  99689. /**
  99690. * Adds the given geometry to this scene
  99691. * @param newGeometry The geometry to add
  99692. */
  99693. addGeometry(newGeometry: Geometry): void;
  99694. /**
  99695. * Adds the given action manager to this scene
  99696. * @param newActionManager The action manager to add
  99697. */
  99698. addActionManager(newActionManager: AbstractActionManager): void;
  99699. /**
  99700. * Adds the given texture to this scene.
  99701. * @param newTexture The texture to add
  99702. */
  99703. addTexture(newTexture: BaseTexture): void;
  99704. /**
  99705. * Switch active camera
  99706. * @param newCamera defines the new active camera
  99707. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  99708. */
  99709. switchActiveCamera(newCamera: Camera, attachControl?: boolean): void;
  99710. /**
  99711. * sets the active camera of the scene using its ID
  99712. * @param id defines the camera's ID
  99713. * @return the new active camera or null if none found.
  99714. */
  99715. setActiveCameraByID(id: string): Nullable<Camera>;
  99716. /**
  99717. * sets the active camera of the scene using its name
  99718. * @param name defines the camera's name
  99719. * @returns the new active camera or null if none found.
  99720. */
  99721. setActiveCameraByName(name: string): Nullable<Camera>;
  99722. /**
  99723. * get an animation group using its name
  99724. * @param name defines the material's name
  99725. * @return the animation group or null if none found.
  99726. */
  99727. getAnimationGroupByName(name: string): Nullable<AnimationGroup>;
  99728. /**
  99729. * Get a material using its unique id
  99730. * @param uniqueId defines the material's unique id
  99731. * @return the material or null if none found.
  99732. */
  99733. getMaterialByUniqueID(uniqueId: number): Nullable<Material>;
  99734. /**
  99735. * get a material using its id
  99736. * @param id defines the material's ID
  99737. * @return the material or null if none found.
  99738. */
  99739. getMaterialByID(id: string): Nullable<Material>;
  99740. /**
  99741. * Gets a the last added material using a given id
  99742. * @param id defines the material's ID
  99743. * @return the last material with the given id or null if none found.
  99744. */
  99745. getLastMaterialByID(id: string): Nullable<Material>;
  99746. /**
  99747. * Gets a material using its name
  99748. * @param name defines the material's name
  99749. * @return the material or null if none found.
  99750. */
  99751. getMaterialByName(name: string): Nullable<Material>;
  99752. /**
  99753. * Get a texture using its unique id
  99754. * @param uniqueId defines the texture's unique id
  99755. * @return the texture or null if none found.
  99756. */
  99757. getTextureByUniqueID(uniqueId: number): Nullable<BaseTexture>;
  99758. /**
  99759. * Gets a camera using its id
  99760. * @param id defines the id to look for
  99761. * @returns the camera or null if not found
  99762. */
  99763. getCameraByID(id: string): Nullable<Camera>;
  99764. /**
  99765. * Gets a camera using its unique id
  99766. * @param uniqueId defines the unique id to look for
  99767. * @returns the camera or null if not found
  99768. */
  99769. getCameraByUniqueID(uniqueId: number): Nullable<Camera>;
  99770. /**
  99771. * Gets a camera using its name
  99772. * @param name defines the camera's name
  99773. * @return the camera or null if none found.
  99774. */
  99775. getCameraByName(name: string): Nullable<Camera>;
  99776. /**
  99777. * Gets a bone using its id
  99778. * @param id defines the bone's id
  99779. * @return the bone or null if not found
  99780. */
  99781. getBoneByID(id: string): Nullable<Bone>;
  99782. /**
  99783. * Gets a bone using its id
  99784. * @param name defines the bone's name
  99785. * @return the bone or null if not found
  99786. */
  99787. getBoneByName(name: string): Nullable<Bone>;
  99788. /**
  99789. * Gets a light node using its name
  99790. * @param name defines the the light's name
  99791. * @return the light or null if none found.
  99792. */
  99793. getLightByName(name: string): Nullable<Light>;
  99794. /**
  99795. * Gets a light node using its id
  99796. * @param id defines the light's id
  99797. * @return the light or null if none found.
  99798. */
  99799. getLightByID(id: string): Nullable<Light>;
  99800. /**
  99801. * Gets a light node using its scene-generated unique ID
  99802. * @param uniqueId defines the light's unique id
  99803. * @return the light or null if none found.
  99804. */
  99805. getLightByUniqueID(uniqueId: number): Nullable<Light>;
  99806. /**
  99807. * Gets a particle system by id
  99808. * @param id defines the particle system id
  99809. * @return the corresponding system or null if none found
  99810. */
  99811. getParticleSystemByID(id: string): Nullable<IParticleSystem>;
  99812. /**
  99813. * Gets a geometry using its ID
  99814. * @param id defines the geometry's id
  99815. * @return the geometry or null if none found.
  99816. */
  99817. getGeometryByID(id: string): Nullable<Geometry>;
  99818. private _getGeometryByUniqueID;
  99819. /**
  99820. * Add a new geometry to this scene
  99821. * @param geometry defines the geometry to be added to the scene.
  99822. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  99823. * @return a boolean defining if the geometry was added or not
  99824. */
  99825. pushGeometry(geometry: Geometry, force?: boolean): boolean;
  99826. /**
  99827. * Removes an existing geometry
  99828. * @param geometry defines the geometry to be removed from the scene
  99829. * @return a boolean defining if the geometry was removed or not
  99830. */
  99831. removeGeometry(geometry: Geometry): boolean;
  99832. /**
  99833. * Gets the list of geometries attached to the scene
  99834. * @returns an array of Geometry
  99835. */
  99836. getGeometries(): Geometry[];
  99837. /**
  99838. * Gets the first added mesh found of a given ID
  99839. * @param id defines the id to search for
  99840. * @return the mesh found or null if not found at all
  99841. */
  99842. getMeshByID(id: string): Nullable<AbstractMesh>;
  99843. /**
  99844. * Gets a list of meshes using their id
  99845. * @param id defines the id to search for
  99846. * @returns a list of meshes
  99847. */
  99848. getMeshesByID(id: string): Array<AbstractMesh>;
  99849. /**
  99850. * Gets the first added transform node found of a given ID
  99851. * @param id defines the id to search for
  99852. * @return the found transform node or null if not found at all.
  99853. */
  99854. getTransformNodeByID(id: string): Nullable<TransformNode>;
  99855. /**
  99856. * Gets a transform node with its auto-generated unique id
  99857. * @param uniqueId efines the unique id to search for
  99858. * @return the found transform node or null if not found at all.
  99859. */
  99860. getTransformNodeByUniqueID(uniqueId: number): Nullable<TransformNode>;
  99861. /**
  99862. * Gets a list of transform nodes using their id
  99863. * @param id defines the id to search for
  99864. * @returns a list of transform nodes
  99865. */
  99866. getTransformNodesByID(id: string): Array<TransformNode>;
  99867. /**
  99868. * Gets a mesh with its auto-generated unique id
  99869. * @param uniqueId defines the unique id to search for
  99870. * @return the found mesh or null if not found at all.
  99871. */
  99872. getMeshByUniqueID(uniqueId: number): Nullable<AbstractMesh>;
  99873. /**
  99874. * Gets a the last added mesh using a given id
  99875. * @param id defines the id to search for
  99876. * @return the found mesh or null if not found at all.
  99877. */
  99878. getLastMeshByID(id: string): Nullable<AbstractMesh>;
  99879. /**
  99880. * Gets a the last added node (Mesh, Camera, Light) using a given id
  99881. * @param id defines the id to search for
  99882. * @return the found node or null if not found at all
  99883. */
  99884. getLastEntryByID(id: string): Nullable<Node>;
  99885. /**
  99886. * Gets a node (Mesh, Camera, Light) using a given id
  99887. * @param id defines the id to search for
  99888. * @return the found node or null if not found at all
  99889. */
  99890. getNodeByID(id: string): Nullable<Node>;
  99891. /**
  99892. * Gets a node (Mesh, Camera, Light) using a given name
  99893. * @param name defines the name to search for
  99894. * @return the found node or null if not found at all.
  99895. */
  99896. getNodeByName(name: string): Nullable<Node>;
  99897. /**
  99898. * Gets a mesh using a given name
  99899. * @param name defines the name to search for
  99900. * @return the found mesh or null if not found at all.
  99901. */
  99902. getMeshByName(name: string): Nullable<AbstractMesh>;
  99903. /**
  99904. * Gets a transform node using a given name
  99905. * @param name defines the name to search for
  99906. * @return the found transform node or null if not found at all.
  99907. */
  99908. getTransformNodeByName(name: string): Nullable<TransformNode>;
  99909. /**
  99910. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  99911. * @param id defines the id to search for
  99912. * @return the found skeleton or null if not found at all.
  99913. */
  99914. getLastSkeletonByID(id: string): Nullable<Skeleton>;
  99915. /**
  99916. * Gets a skeleton using a given auto generated unique id
  99917. * @param uniqueId defines the unique id to search for
  99918. * @return the found skeleton or null if not found at all.
  99919. */
  99920. getSkeletonByUniqueId(uniqueId: number): Nullable<Skeleton>;
  99921. /**
  99922. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  99923. * @param id defines the id to search for
  99924. * @return the found skeleton or null if not found at all.
  99925. */
  99926. getSkeletonById(id: string): Nullable<Skeleton>;
  99927. /**
  99928. * Gets a skeleton using a given name
  99929. * @param name defines the name to search for
  99930. * @return the found skeleton or null if not found at all.
  99931. */
  99932. getSkeletonByName(name: string): Nullable<Skeleton>;
  99933. /**
  99934. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  99935. * @param id defines the id to search for
  99936. * @return the found morph target manager or null if not found at all.
  99937. */
  99938. getMorphTargetManagerById(id: number): Nullable<MorphTargetManager>;
  99939. /**
  99940. * Gets a morph target using a given id (if many are found, this function will pick the first one)
  99941. * @param id defines the id to search for
  99942. * @return the found morph target or null if not found at all.
  99943. */
  99944. getMorphTargetById(id: string): Nullable<MorphTarget>;
  99945. /**
  99946. * Gets a boolean indicating if the given mesh is active
  99947. * @param mesh defines the mesh to look for
  99948. * @returns true if the mesh is in the active list
  99949. */
  99950. isActiveMesh(mesh: AbstractMesh): boolean;
  99951. /**
  99952. * Return a unique id as a string which can serve as an identifier for the scene
  99953. */
  99954. readonly uid: string;
  99955. /**
  99956. * Add an externaly attached data from its key.
  99957. * This method call will fail and return false, if such key already exists.
  99958. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  99959. * @param key the unique key that identifies the data
  99960. * @param data the data object to associate to the key for this Engine instance
  99961. * @return true if no such key were already present and the data was added successfully, false otherwise
  99962. */
  99963. addExternalData<T>(key: string, data: T): boolean;
  99964. /**
  99965. * Get an externaly attached data from its key
  99966. * @param key the unique key that identifies the data
  99967. * @return the associated data, if present (can be null), or undefined if not present
  99968. */
  99969. getExternalData<T>(key: string): Nullable<T>;
  99970. /**
  99971. * Get an externaly attached data from its key, create it using a factory if it's not already present
  99972. * @param key the unique key that identifies the data
  99973. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  99974. * @return the associated data, can be null if the factory returned null.
  99975. */
  99976. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  99977. /**
  99978. * Remove an externaly attached data from the Engine instance
  99979. * @param key the unique key that identifies the data
  99980. * @return true if the data was successfully removed, false if it doesn't exist
  99981. */
  99982. removeExternalData(key: string): boolean;
  99983. private _evaluateSubMesh;
  99984. /**
  99985. * Clear the processed materials smart array preventing retention point in material dispose.
  99986. */
  99987. freeProcessedMaterials(): void;
  99988. private _preventFreeActiveMeshesAndRenderingGroups;
  99989. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  99990. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  99991. * when disposing several meshes in a row or a hierarchy of meshes.
  99992. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  99993. */
  99994. blockfreeActiveMeshesAndRenderingGroups: boolean;
  99995. /**
  99996. * Clear the active meshes smart array preventing retention point in mesh dispose.
  99997. */
  99998. freeActiveMeshes(): void;
  99999. /**
  100000. * Clear the info related to rendering groups preventing retention points during dispose.
  100001. */
  100002. freeRenderingGroups(): void;
  100003. /** @hidden */
  100004. _isInIntermediateRendering(): boolean;
  100005. /**
  100006. * Lambda returning the list of potentially active meshes.
  100007. */
  100008. getActiveMeshCandidates: () => ISmartArrayLike<AbstractMesh>;
  100009. /**
  100010. * Lambda returning the list of potentially active sub meshes.
  100011. */
  100012. getActiveSubMeshCandidates: (mesh: AbstractMesh) => ISmartArrayLike<SubMesh>;
  100013. /**
  100014. * Lambda returning the list of potentially intersecting sub meshes.
  100015. */
  100016. getIntersectingSubMeshCandidates: (mesh: AbstractMesh, localRay: Ray) => ISmartArrayLike<SubMesh>;
  100017. /**
  100018. * Lambda returning the list of potentially colliding sub meshes.
  100019. */
  100020. getCollidingSubMeshCandidates: (mesh: AbstractMesh, collider: Collider) => ISmartArrayLike<SubMesh>;
  100021. private _activeMeshesFrozen;
  100022. /**
  100023. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  100024. * @returns the current scene
  100025. */
  100026. freezeActiveMeshes(): Scene;
  100027. /**
  100028. * Use this function to restart evaluating active meshes on every frame
  100029. * @returns the current scene
  100030. */
  100031. unfreezeActiveMeshes(): Scene;
  100032. private _evaluateActiveMeshes;
  100033. private _activeMesh;
  100034. /**
  100035. * Update the transform matrix to update from the current active camera
  100036. * @param force defines a boolean used to force the update even if cache is up to date
  100037. */
  100038. updateTransformMatrix(force?: boolean): void;
  100039. private _bindFrameBuffer;
  100040. /** @hidden */
  100041. _allowPostProcessClearColor: boolean;
  100042. /** @hidden */
  100043. _renderForCamera(camera: Camera, rigParent?: Camera): void;
  100044. private _processSubCameras;
  100045. private _checkIntersections;
  100046. /** @hidden */
  100047. _advancePhysicsEngineStep(step: number): void;
  100048. /**
  100049. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  100050. */
  100051. getDeterministicFrameTime: () => number;
  100052. /** @hidden */
  100053. _animate(): void;
  100054. /** Execute all animations (for a frame) */
  100055. animate(): void;
  100056. /**
  100057. * Render the scene
  100058. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  100059. * @param ignoreAnimations defines a boolean indicating if animations should not be executed (false by default)
  100060. */
  100061. render(updateCameras?: boolean, ignoreAnimations?: boolean): void;
  100062. /**
  100063. * Freeze all materials
  100064. * A frozen material will not be updatable but should be faster to render
  100065. */
  100066. freezeMaterials(): void;
  100067. /**
  100068. * Unfreeze all materials
  100069. * A frozen material will not be updatable but should be faster to render
  100070. */
  100071. unfreezeMaterials(): void;
  100072. /**
  100073. * Releases all held ressources
  100074. */
  100075. dispose(): void;
  100076. /**
  100077. * Gets if the scene is already disposed
  100078. */
  100079. readonly isDisposed: boolean;
  100080. /**
  100081. * Call this function to reduce memory footprint of the scene.
  100082. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  100083. */
  100084. clearCachedVertexData(): void;
  100085. /**
  100086. * This function will remove the local cached buffer data from texture.
  100087. * It will save memory but will prevent the texture from being rebuilt
  100088. */
  100089. cleanCachedTextureBuffer(): void;
  100090. /**
  100091. * Get the world extend vectors with an optional filter
  100092. *
  100093. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  100094. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  100095. */
  100096. getWorldExtends(filterPredicate?: (mesh: AbstractMesh) => boolean): {
  100097. min: Vector3;
  100098. max: Vector3;
  100099. };
  100100. /**
  100101. * Creates a ray that can be used to pick in the scene
  100102. * @param x defines the x coordinate of the origin (on-screen)
  100103. * @param y defines the y coordinate of the origin (on-screen)
  100104. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  100105. * @param camera defines the camera to use for the picking
  100106. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  100107. * @returns a Ray
  100108. */
  100109. createPickingRay(x: number, y: number, world: Matrix, camera: Nullable<Camera>, cameraViewSpace?: boolean): Ray;
  100110. /**
  100111. * Creates a ray that can be used to pick in the scene
  100112. * @param x defines the x coordinate of the origin (on-screen)
  100113. * @param y defines the y coordinate of the origin (on-screen)
  100114. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  100115. * @param result defines the ray where to store the picking ray
  100116. * @param camera defines the camera to use for the picking
  100117. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  100118. * @returns the current scene
  100119. */
  100120. createPickingRayToRef(x: number, y: number, world: Matrix, result: Ray, camera: Nullable<Camera>, cameraViewSpace?: boolean): Scene;
  100121. /**
  100122. * Creates a ray that can be used to pick in the scene
  100123. * @param x defines the x coordinate of the origin (on-screen)
  100124. * @param y defines the y coordinate of the origin (on-screen)
  100125. * @param camera defines the camera to use for the picking
  100126. * @returns a Ray
  100127. */
  100128. createPickingRayInCameraSpace(x: number, y: number, camera?: Camera): Ray;
  100129. /**
  100130. * Creates a ray that can be used to pick in the scene
  100131. * @param x defines the x coordinate of the origin (on-screen)
  100132. * @param y defines the y coordinate of the origin (on-screen)
  100133. * @param result defines the ray where to store the picking ray
  100134. * @param camera defines the camera to use for the picking
  100135. * @returns the current scene
  100136. */
  100137. createPickingRayInCameraSpaceToRef(x: number, y: number, result: Ray, camera?: Camera): Scene;
  100138. /** Launch a ray to try to pick a mesh in the scene
  100139. * @param x position on screen
  100140. * @param y position on screen
  100141. * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true
  100142. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  100143. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  100144. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  100145. * @returns a PickingInfo
  100146. */
  100147. pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Nullable<Camera>, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  100148. /** Use the given ray to pick a mesh in the scene
  100149. * @param ray The ray to use to pick meshes
  100150. * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must have isPickable set to true
  100151. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  100152. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  100153. * @returns a PickingInfo
  100154. */
  100155. pickWithRay(ray: Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  100156. /**
  100157. * Launch a ray to try to pick a mesh in the scene
  100158. * @param x X position on screen
  100159. * @param y Y position on screen
  100160. * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true
  100161. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  100162. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  100163. * @returns an array of PickingInfo
  100164. */
  100165. multiPick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, camera?: Camera, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  100166. /**
  100167. * Launch a ray to try to pick a mesh in the scene
  100168. * @param ray Ray to use
  100169. * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true
  100170. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  100171. * @returns an array of PickingInfo
  100172. */
  100173. multiPickWithRay(ray: Ray, predicate: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  100174. /**
  100175. * Force the value of meshUnderPointer
  100176. * @param mesh defines the mesh to use
  100177. */
  100178. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  100179. /**
  100180. * Gets the mesh under the pointer
  100181. * @returns a Mesh or null if no mesh is under the pointer
  100182. */
  100183. getPointerOverMesh(): Nullable<AbstractMesh>;
  100184. /** @hidden */
  100185. _rebuildGeometries(): void;
  100186. /** @hidden */
  100187. _rebuildTextures(): void;
  100188. private _getByTags;
  100189. /**
  100190. * Get a list of meshes by tags
  100191. * @param tagsQuery defines the tags query to use
  100192. * @param forEach defines a predicate used to filter results
  100193. * @returns an array of Mesh
  100194. */
  100195. getMeshesByTags(tagsQuery: string, forEach?: (mesh: AbstractMesh) => void): Mesh[];
  100196. /**
  100197. * Get a list of cameras by tags
  100198. * @param tagsQuery defines the tags query to use
  100199. * @param forEach defines a predicate used to filter results
  100200. * @returns an array of Camera
  100201. */
  100202. getCamerasByTags(tagsQuery: string, forEach?: (camera: Camera) => void): Camera[];
  100203. /**
  100204. * Get a list of lights by tags
  100205. * @param tagsQuery defines the tags query to use
  100206. * @param forEach defines a predicate used to filter results
  100207. * @returns an array of Light
  100208. */
  100209. getLightsByTags(tagsQuery: string, forEach?: (light: Light) => void): Light[];
  100210. /**
  100211. * Get a list of materials by tags
  100212. * @param tagsQuery defines the tags query to use
  100213. * @param forEach defines a predicate used to filter results
  100214. * @returns an array of Material
  100215. */
  100216. getMaterialByTags(tagsQuery: string, forEach?: (material: Material) => void): Material[];
  100217. /**
  100218. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  100219. * This allowed control for front to back rendering or reversly depending of the special needs.
  100220. *
  100221. * @param renderingGroupId The rendering group id corresponding to its index
  100222. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  100223. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  100224. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  100225. */
  100226. setRenderingOrder(renderingGroupId: number, opaqueSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, alphaTestSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, transparentSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>): void;
  100227. /**
  100228. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  100229. *
  100230. * @param renderingGroupId The rendering group id corresponding to its index
  100231. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  100232. * @param depth Automatically clears depth between groups if true and autoClear is true.
  100233. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  100234. */
  100235. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  100236. /**
  100237. * Gets the current auto clear configuration for one rendering group of the rendering
  100238. * manager.
  100239. * @param index the rendering group index to get the information for
  100240. * @returns The auto clear setup for the requested rendering group
  100241. */
  100242. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  100243. private _blockMaterialDirtyMechanism;
  100244. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  100245. blockMaterialDirtyMechanism: boolean;
  100246. /**
  100247. * Will flag all materials as dirty to trigger new shader compilation
  100248. * @param flag defines the flag used to specify which material part must be marked as dirty
  100249. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  100250. */
  100251. markAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  100252. /** @hidden */
  100253. _loadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: any) => void): IFileRequest;
  100254. /** @hidden */
  100255. _loadFileAsync(url: string, useOfflineSupport?: boolean, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  100256. }
  100257. }
  100258. declare module BABYLON {
  100259. /**
  100260. * Set of assets to keep when moving a scene into an asset container.
  100261. */
  100262. export class KeepAssets extends AbstractScene {
  100263. }
  100264. /**
  100265. * Container with a set of assets that can be added or removed from a scene.
  100266. */
  100267. export class AssetContainer extends AbstractScene {
  100268. /**
  100269. * The scene the AssetContainer belongs to.
  100270. */
  100271. scene: Scene;
  100272. /**
  100273. * Instantiates an AssetContainer.
  100274. * @param scene The scene the AssetContainer belongs to.
  100275. */
  100276. constructor(scene: Scene);
  100277. /**
  100278. * Adds all the assets from the container to the scene.
  100279. */
  100280. addAllToScene(): void;
  100281. /**
  100282. * Removes all the assets in the container from the scene
  100283. */
  100284. removeAllFromScene(): void;
  100285. /**
  100286. * Disposes all the assets in the container
  100287. */
  100288. dispose(): void;
  100289. private _moveAssets;
  100290. /**
  100291. * Removes all the assets contained in the scene and adds them to the container.
  100292. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  100293. */
  100294. moveAllFromScene(keepAssets?: KeepAssets): void;
  100295. /**
  100296. * Adds all meshes in the asset container to a root mesh that can be used to position all the contained meshes. The root mesh is then added to the front of the meshes in the assetContainer.
  100297. * @returns the root mesh
  100298. */
  100299. createRootMesh(): Mesh;
  100300. }
  100301. }
  100302. declare module BABYLON {
  100303. /**
  100304. * Defines how the parser contract is defined.
  100305. * These parsers are used to parse a list of specific assets (like particle systems, etc..)
  100306. */
  100307. export type BabylonFileParser = (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => void;
  100308. /**
  100309. * Defines how the individual parser contract is defined.
  100310. * These parser can parse an individual asset
  100311. */
  100312. export type IndividualBabylonFileParser = (parsedData: any, scene: Scene, rootUrl: string) => any;
  100313. /**
  100314. * Base class of the scene acting as a container for the different elements composing a scene.
  100315. * This class is dynamically extended by the different components of the scene increasing
  100316. * flexibility and reducing coupling
  100317. */
  100318. export abstract class AbstractScene {
  100319. /**
  100320. * Stores the list of available parsers in the application.
  100321. */
  100322. private static _BabylonFileParsers;
  100323. /**
  100324. * Stores the list of available individual parsers in the application.
  100325. */
  100326. private static _IndividualBabylonFileParsers;
  100327. /**
  100328. * Adds a parser in the list of available ones
  100329. * @param name Defines the name of the parser
  100330. * @param parser Defines the parser to add
  100331. */
  100332. static AddParser(name: string, parser: BabylonFileParser): void;
  100333. /**
  100334. * Gets a general parser from the list of avaialble ones
  100335. * @param name Defines the name of the parser
  100336. * @returns the requested parser or null
  100337. */
  100338. static GetParser(name: string): Nullable<BabylonFileParser>;
  100339. /**
  100340. * Adds n individual parser in the list of available ones
  100341. * @param name Defines the name of the parser
  100342. * @param parser Defines the parser to add
  100343. */
  100344. static AddIndividualParser(name: string, parser: IndividualBabylonFileParser): void;
  100345. /**
  100346. * Gets an individual parser from the list of avaialble ones
  100347. * @param name Defines the name of the parser
  100348. * @returns the requested parser or null
  100349. */
  100350. static GetIndividualParser(name: string): Nullable<IndividualBabylonFileParser>;
  100351. /**
  100352. * Parser json data and populate both a scene and its associated container object
  100353. * @param jsonData Defines the data to parse
  100354. * @param scene Defines the scene to parse the data for
  100355. * @param container Defines the container attached to the parsing sequence
  100356. * @param rootUrl Defines the root url of the data
  100357. */
  100358. static Parse(jsonData: any, scene: Scene, container: AssetContainer, rootUrl: string): void;
  100359. /**
  100360. * Gets the list of root nodes (ie. nodes with no parent)
  100361. */
  100362. rootNodes: Node[];
  100363. /** All of the cameras added to this scene
  100364. * @see http://doc.babylonjs.com/babylon101/cameras
  100365. */
  100366. cameras: Camera[];
  100367. /**
  100368. * All of the lights added to this scene
  100369. * @see http://doc.babylonjs.com/babylon101/lights
  100370. */
  100371. lights: Light[];
  100372. /**
  100373. * All of the (abstract) meshes added to this scene
  100374. */
  100375. meshes: AbstractMesh[];
  100376. /**
  100377. * The list of skeletons added to the scene
  100378. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  100379. */
  100380. skeletons: Skeleton[];
  100381. /**
  100382. * All of the particle systems added to this scene
  100383. * @see http://doc.babylonjs.com/babylon101/particles
  100384. */
  100385. particleSystems: IParticleSystem[];
  100386. /**
  100387. * Gets a list of Animations associated with the scene
  100388. */
  100389. animations: Animation[];
  100390. /**
  100391. * All of the animation groups added to this scene
  100392. * @see http://doc.babylonjs.com/how_to/group
  100393. */
  100394. animationGroups: AnimationGroup[];
  100395. /**
  100396. * All of the multi-materials added to this scene
  100397. * @see http://doc.babylonjs.com/how_to/multi_materials
  100398. */
  100399. multiMaterials: MultiMaterial[];
  100400. /**
  100401. * All of the materials added to this scene
  100402. * In the context of a Scene, it is not supposed to be modified manually.
  100403. * Any addition or removal should be done using the addMaterial and removeMAterial Scene methods.
  100404. * Note also that the order of the Material wihin the array is not significant and might change.
  100405. * @see http://doc.babylonjs.com/babylon101/materials
  100406. */
  100407. materials: Material[];
  100408. /**
  100409. * The list of morph target managers added to the scene
  100410. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  100411. */
  100412. morphTargetManagers: MorphTargetManager[];
  100413. /**
  100414. * The list of geometries used in the scene.
  100415. */
  100416. geometries: Geometry[];
  100417. /**
  100418. * All of the tranform nodes added to this scene
  100419. * In the context of a Scene, it is not supposed to be modified manually.
  100420. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  100421. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  100422. * @see http://doc.babylonjs.com/how_to/transformnode
  100423. */
  100424. transformNodes: TransformNode[];
  100425. /**
  100426. * ActionManagers available on the scene.
  100427. */
  100428. actionManagers: AbstractActionManager[];
  100429. /**
  100430. * Textures to keep.
  100431. */
  100432. textures: BaseTexture[];
  100433. /**
  100434. * Environment texture for the scene
  100435. */
  100436. environmentTexture: Nullable<BaseTexture>;
  100437. }
  100438. }
  100439. declare module BABYLON {
  100440. /**
  100441. * Interface used to define options for Sound class
  100442. */
  100443. export interface ISoundOptions {
  100444. /**
  100445. * Does the sound autoplay once loaded.
  100446. */
  100447. autoplay?: boolean;
  100448. /**
  100449. * Does the sound loop after it finishes playing once.
  100450. */
  100451. loop?: boolean;
  100452. /**
  100453. * Sound's volume
  100454. */
  100455. volume?: number;
  100456. /**
  100457. * Is it a spatial sound?
  100458. */
  100459. spatialSound?: boolean;
  100460. /**
  100461. * Maximum distance to hear that sound
  100462. */
  100463. maxDistance?: number;
  100464. /**
  100465. * Uses user defined attenuation function
  100466. */
  100467. useCustomAttenuation?: boolean;
  100468. /**
  100469. * Define the roll off factor of spatial sounds.
  100470. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100471. */
  100472. rolloffFactor?: number;
  100473. /**
  100474. * Define the reference distance the sound should be heard perfectly.
  100475. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100476. */
  100477. refDistance?: number;
  100478. /**
  100479. * Define the distance attenuation model the sound will follow.
  100480. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100481. */
  100482. distanceModel?: string;
  100483. /**
  100484. * Defines the playback speed (1 by default)
  100485. */
  100486. playbackRate?: number;
  100487. /**
  100488. * Defines if the sound is from a streaming source
  100489. */
  100490. streaming?: boolean;
  100491. /**
  100492. * Defines an optional length (in seconds) inside the sound file
  100493. */
  100494. length?: number;
  100495. /**
  100496. * Defines an optional offset (in seconds) inside the sound file
  100497. */
  100498. offset?: number;
  100499. /**
  100500. * If true, URLs will not be required to state the audio file codec to use.
  100501. */
  100502. skipCodecCheck?: boolean;
  100503. }
  100504. /**
  100505. * Defines a sound that can be played in the application.
  100506. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  100507. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  100508. */
  100509. export class Sound {
  100510. /**
  100511. * The name of the sound in the scene.
  100512. */
  100513. name: string;
  100514. /**
  100515. * Does the sound autoplay once loaded.
  100516. */
  100517. autoplay: boolean;
  100518. /**
  100519. * Does the sound loop after it finishes playing once.
  100520. */
  100521. loop: boolean;
  100522. /**
  100523. * Does the sound use a custom attenuation curve to simulate the falloff
  100524. * happening when the source gets further away from the camera.
  100525. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  100526. */
  100527. useCustomAttenuation: boolean;
  100528. /**
  100529. * The sound track id this sound belongs to.
  100530. */
  100531. soundTrackId: number;
  100532. /**
  100533. * Is this sound currently played.
  100534. */
  100535. isPlaying: boolean;
  100536. /**
  100537. * Is this sound currently paused.
  100538. */
  100539. isPaused: boolean;
  100540. /**
  100541. * Does this sound enables spatial sound.
  100542. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100543. */
  100544. spatialSound: boolean;
  100545. /**
  100546. * Define the reference distance the sound should be heard perfectly.
  100547. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100548. */
  100549. refDistance: number;
  100550. /**
  100551. * Define the roll off factor of spatial sounds.
  100552. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100553. */
  100554. rolloffFactor: number;
  100555. /**
  100556. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  100557. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100558. */
  100559. maxDistance: number;
  100560. /**
  100561. * Define the distance attenuation model the sound will follow.
  100562. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100563. */
  100564. distanceModel: string;
  100565. /**
  100566. * @hidden
  100567. * Back Compat
  100568. **/
  100569. onended: () => any;
  100570. /**
  100571. * Observable event when the current playing sound finishes.
  100572. */
  100573. onEndedObservable: Observable<Sound>;
  100574. private _panningModel;
  100575. private _playbackRate;
  100576. private _streaming;
  100577. private _startTime;
  100578. private _startOffset;
  100579. private _position;
  100580. /** @hidden */
  100581. _positionInEmitterSpace: boolean;
  100582. private _localDirection;
  100583. private _volume;
  100584. private _isReadyToPlay;
  100585. private _isDirectional;
  100586. private _readyToPlayCallback;
  100587. private _audioBuffer;
  100588. private _soundSource;
  100589. private _streamingSource;
  100590. private _soundPanner;
  100591. private _soundGain;
  100592. private _inputAudioNode;
  100593. private _outputAudioNode;
  100594. private _coneInnerAngle;
  100595. private _coneOuterAngle;
  100596. private _coneOuterGain;
  100597. private _scene;
  100598. private _connectedTransformNode;
  100599. private _customAttenuationFunction;
  100600. private _registerFunc;
  100601. private _isOutputConnected;
  100602. private _htmlAudioElement;
  100603. private _urlType;
  100604. private _length?;
  100605. private _offset?;
  100606. /** @hidden */
  100607. static _SceneComponentInitialization: (scene: Scene) => void;
  100608. /**
  100609. * Create a sound and attach it to a scene
  100610. * @param name Name of your sound
  100611. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  100612. * @param scene defines the scene the sound belongs to
  100613. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  100614. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  100615. */
  100616. constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: Nullable<() => void>, options?: ISoundOptions);
  100617. /**
  100618. * Release the sound and its associated resources
  100619. */
  100620. dispose(): void;
  100621. /**
  100622. * Gets if the sounds is ready to be played or not.
  100623. * @returns true if ready, otherwise false
  100624. */
  100625. isReady(): boolean;
  100626. private _soundLoaded;
  100627. /**
  100628. * Sets the data of the sound from an audiobuffer
  100629. * @param audioBuffer The audioBuffer containing the data
  100630. */
  100631. setAudioBuffer(audioBuffer: AudioBuffer): void;
  100632. /**
  100633. * Updates the current sounds options such as maxdistance, loop...
  100634. * @param options A JSON object containing values named as the object properties
  100635. */
  100636. updateOptions(options: ISoundOptions): void;
  100637. private _createSpatialParameters;
  100638. private _updateSpatialParameters;
  100639. /**
  100640. * Switch the panning model to HRTF:
  100641. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  100642. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100643. */
  100644. switchPanningModelToHRTF(): void;
  100645. /**
  100646. * Switch the panning model to Equal Power:
  100647. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  100648. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100649. */
  100650. switchPanningModelToEqualPower(): void;
  100651. private _switchPanningModel;
  100652. /**
  100653. * Connect this sound to a sound track audio node like gain...
  100654. * @param soundTrackAudioNode the sound track audio node to connect to
  100655. */
  100656. connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
  100657. /**
  100658. * Transform this sound into a directional source
  100659. * @param coneInnerAngle Size of the inner cone in degree
  100660. * @param coneOuterAngle Size of the outer cone in degree
  100661. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  100662. */
  100663. setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
  100664. /**
  100665. * Gets or sets the inner angle for the directional cone.
  100666. */
  100667. /**
  100668. * Gets or sets the inner angle for the directional cone.
  100669. */
  100670. directionalConeInnerAngle: number;
  100671. /**
  100672. * Gets or sets the outer angle for the directional cone.
  100673. */
  100674. /**
  100675. * Gets or sets the outer angle for the directional cone.
  100676. */
  100677. directionalConeOuterAngle: number;
  100678. /**
  100679. * Sets the position of the emitter if spatial sound is enabled
  100680. * @param newPosition Defines the new posisiton
  100681. */
  100682. setPosition(newPosition: Vector3): void;
  100683. /**
  100684. * Sets the local direction of the emitter if spatial sound is enabled
  100685. * @param newLocalDirection Defines the new local direction
  100686. */
  100687. setLocalDirectionToMesh(newLocalDirection: Vector3): void;
  100688. private _updateDirection;
  100689. /** @hidden */
  100690. updateDistanceFromListener(): void;
  100691. /**
  100692. * Sets a new custom attenuation function for the sound.
  100693. * @param callback Defines the function used for the attenuation
  100694. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  100695. */
  100696. setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
  100697. /**
  100698. * Play the sound
  100699. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  100700. * @param offset (optional) Start the sound at a specific time in seconds
  100701. * @param length (optional) Sound duration (in seconds)
  100702. */
  100703. play(time?: number, offset?: number, length?: number): void;
  100704. private _onended;
  100705. /**
  100706. * Stop the sound
  100707. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  100708. */
  100709. stop(time?: number): void;
  100710. /**
  100711. * Put the sound in pause
  100712. */
  100713. pause(): void;
  100714. /**
  100715. * Sets a dedicated volume for this sounds
  100716. * @param newVolume Define the new volume of the sound
  100717. * @param time Define time for gradual change to new volume
  100718. */
  100719. setVolume(newVolume: number, time?: number): void;
  100720. /**
  100721. * Set the sound play back rate
  100722. * @param newPlaybackRate Define the playback rate the sound should be played at
  100723. */
  100724. setPlaybackRate(newPlaybackRate: number): void;
  100725. /**
  100726. * Gets the volume of the sound.
  100727. * @returns the volume of the sound
  100728. */
  100729. getVolume(): number;
  100730. /**
  100731. * Attach the sound to a dedicated mesh
  100732. * @param transformNode The transform node to connect the sound with
  100733. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  100734. */
  100735. attachToMesh(transformNode: TransformNode): void;
  100736. /**
  100737. * Detach the sound from the previously attached mesh
  100738. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  100739. */
  100740. detachFromMesh(): void;
  100741. private _onRegisterAfterWorldMatrixUpdate;
  100742. /**
  100743. * Clone the current sound in the scene.
  100744. * @returns the new sound clone
  100745. */
  100746. clone(): Nullable<Sound>;
  100747. /**
  100748. * Gets the current underlying audio buffer containing the data
  100749. * @returns the audio buffer
  100750. */
  100751. getAudioBuffer(): Nullable<AudioBuffer>;
  100752. /**
  100753. * Serializes the Sound in a JSON representation
  100754. * @returns the JSON representation of the sound
  100755. */
  100756. serialize(): any;
  100757. /**
  100758. * Parse a JSON representation of a sound to innstantiate in a given scene
  100759. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  100760. * @param scene Define the scene the new parsed sound should be created in
  100761. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  100762. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  100763. * @returns the newly parsed sound
  100764. */
  100765. static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
  100766. }
  100767. }
  100768. declare module BABYLON {
  100769. /**
  100770. * This defines an action helpful to play a defined sound on a triggered action.
  100771. */
  100772. export class PlaySoundAction extends Action {
  100773. private _sound;
  100774. /**
  100775. * Instantiate the action
  100776. * @param triggerOptions defines the trigger options
  100777. * @param sound defines the sound to play
  100778. * @param condition defines the trigger related conditions
  100779. */
  100780. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  100781. /** @hidden */
  100782. _prepare(): void;
  100783. /**
  100784. * Execute the action and play the sound.
  100785. */
  100786. execute(): void;
  100787. /**
  100788. * Serializes the actions and its related information.
  100789. * @param parent defines the object to serialize in
  100790. * @returns the serialized object
  100791. */
  100792. serialize(parent: any): any;
  100793. }
  100794. /**
  100795. * This defines an action helpful to stop a defined sound on a triggered action.
  100796. */
  100797. export class StopSoundAction extends Action {
  100798. private _sound;
  100799. /**
  100800. * Instantiate the action
  100801. * @param triggerOptions defines the trigger options
  100802. * @param sound defines the sound to stop
  100803. * @param condition defines the trigger related conditions
  100804. */
  100805. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  100806. /** @hidden */
  100807. _prepare(): void;
  100808. /**
  100809. * Execute the action and stop the sound.
  100810. */
  100811. execute(): void;
  100812. /**
  100813. * Serializes the actions and its related information.
  100814. * @param parent defines the object to serialize in
  100815. * @returns the serialized object
  100816. */
  100817. serialize(parent: any): any;
  100818. }
  100819. }
  100820. declare module BABYLON {
  100821. /**
  100822. * This defines an action responsible to change the value of a property
  100823. * by interpolating between its current value and the newly set one once triggered.
  100824. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  100825. */
  100826. export class InterpolateValueAction extends Action {
  100827. /**
  100828. * Defines the path of the property where the value should be interpolated
  100829. */
  100830. propertyPath: string;
  100831. /**
  100832. * Defines the target value at the end of the interpolation.
  100833. */
  100834. value: any;
  100835. /**
  100836. * Defines the time it will take for the property to interpolate to the value.
  100837. */
  100838. duration: number;
  100839. /**
  100840. * Defines if the other scene animations should be stopped when the action has been triggered
  100841. */
  100842. stopOtherAnimations?: boolean;
  100843. /**
  100844. * Defines a callback raised once the interpolation animation has been done.
  100845. */
  100846. onInterpolationDone?: () => void;
  100847. /**
  100848. * Observable triggered once the interpolation animation has been done.
  100849. */
  100850. onInterpolationDoneObservable: Observable<InterpolateValueAction>;
  100851. private _target;
  100852. private _effectiveTarget;
  100853. private _property;
  100854. /**
  100855. * Instantiate the action
  100856. * @param triggerOptions defines the trigger options
  100857. * @param target defines the object containing the value to interpolate
  100858. * @param propertyPath defines the path to the property in the target object
  100859. * @param value defines the target value at the end of the interpolation
  100860. * @param duration deines the time it will take for the property to interpolate to the value.
  100861. * @param condition defines the trigger related conditions
  100862. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  100863. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  100864. */
  100865. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, duration?: number, condition?: Condition, stopOtherAnimations?: boolean, onInterpolationDone?: () => void);
  100866. /** @hidden */
  100867. _prepare(): void;
  100868. /**
  100869. * Execute the action starts the value interpolation.
  100870. */
  100871. execute(): void;
  100872. /**
  100873. * Serializes the actions and its related information.
  100874. * @param parent defines the object to serialize in
  100875. * @returns the serialized object
  100876. */
  100877. serialize(parent: any): any;
  100878. }
  100879. }
  100880. declare module BABYLON {
  100881. /**
  100882. * Options allowed during the creation of a sound track.
  100883. */
  100884. export interface ISoundTrackOptions {
  100885. /**
  100886. * The volume the sound track should take during creation
  100887. */
  100888. volume?: number;
  100889. /**
  100890. * Define if the sound track is the main sound track of the scene
  100891. */
  100892. mainTrack?: boolean;
  100893. }
  100894. /**
  100895. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  100896. * It will be also used in a future release to apply effects on a specific track.
  100897. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  100898. */
  100899. export class SoundTrack {
  100900. /**
  100901. * The unique identifier of the sound track in the scene.
  100902. */
  100903. id: number;
  100904. /**
  100905. * The list of sounds included in the sound track.
  100906. */
  100907. soundCollection: Array<Sound>;
  100908. private _outputAudioNode;
  100909. private _scene;
  100910. private _isMainTrack;
  100911. private _connectedAnalyser;
  100912. private _options;
  100913. private _isInitialized;
  100914. /**
  100915. * Creates a new sound track.
  100916. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  100917. * @param scene Define the scene the sound track belongs to
  100918. * @param options
  100919. */
  100920. constructor(scene: Scene, options?: ISoundTrackOptions);
  100921. private _initializeSoundTrackAudioGraph;
  100922. /**
  100923. * Release the sound track and its associated resources
  100924. */
  100925. dispose(): void;
  100926. /**
  100927. * Adds a sound to this sound track
  100928. * @param sound define the cound to add
  100929. * @ignoreNaming
  100930. */
  100931. AddSound(sound: Sound): void;
  100932. /**
  100933. * Removes a sound to this sound track
  100934. * @param sound define the cound to remove
  100935. * @ignoreNaming
  100936. */
  100937. RemoveSound(sound: Sound): void;
  100938. /**
  100939. * Set a global volume for the full sound track.
  100940. * @param newVolume Define the new volume of the sound track
  100941. */
  100942. setVolume(newVolume: number): void;
  100943. /**
  100944. * Switch the panning model to HRTF:
  100945. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  100946. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100947. */
  100948. switchPanningModelToHRTF(): void;
  100949. /**
  100950. * Switch the panning model to Equal Power:
  100951. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  100952. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100953. */
  100954. switchPanningModelToEqualPower(): void;
  100955. /**
  100956. * Connect the sound track to an audio analyser allowing some amazing
  100957. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  100958. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  100959. * @param analyser The analyser to connect to the engine
  100960. */
  100961. connectToAnalyser(analyser: Analyser): void;
  100962. }
  100963. }
  100964. declare module BABYLON {
  100965. interface AbstractScene {
  100966. /**
  100967. * The list of sounds used in the scene.
  100968. */
  100969. sounds: Nullable<Array<Sound>>;
  100970. }
  100971. interface Scene {
  100972. /**
  100973. * @hidden
  100974. * Backing field
  100975. */
  100976. _mainSoundTrack: SoundTrack;
  100977. /**
  100978. * The main sound track played by the scene.
  100979. * It cotains your primary collection of sounds.
  100980. */
  100981. mainSoundTrack: SoundTrack;
  100982. /**
  100983. * The list of sound tracks added to the scene
  100984. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  100985. */
  100986. soundTracks: Nullable<Array<SoundTrack>>;
  100987. /**
  100988. * Gets a sound using a given name
  100989. * @param name defines the name to search for
  100990. * @return the found sound or null if not found at all.
  100991. */
  100992. getSoundByName(name: string): Nullable<Sound>;
  100993. /**
  100994. * Gets or sets if audio support is enabled
  100995. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  100996. */
  100997. audioEnabled: boolean;
  100998. /**
  100999. * Gets or sets if audio will be output to headphones
  101000. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  101001. */
  101002. headphone: boolean;
  101003. /**
  101004. * Gets or sets custom audio listener position provider
  101005. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  101006. */
  101007. audioListenerPositionProvider: Nullable<() => Vector3>;
  101008. }
  101009. /**
  101010. * Defines the sound scene component responsible to manage any sounds
  101011. * in a given scene.
  101012. */
  101013. export class AudioSceneComponent implements ISceneSerializableComponent {
  101014. /**
  101015. * The component name helpfull to identify the component in the list of scene components.
  101016. */
  101017. readonly name: string;
  101018. /**
  101019. * The scene the component belongs to.
  101020. */
  101021. scene: Scene;
  101022. private _audioEnabled;
  101023. /**
  101024. * Gets whether audio is enabled or not.
  101025. * Please use related enable/disable method to switch state.
  101026. */
  101027. readonly audioEnabled: boolean;
  101028. private _headphone;
  101029. /**
  101030. * Gets whether audio is outputing to headphone or not.
  101031. * Please use the according Switch methods to change output.
  101032. */
  101033. readonly headphone: boolean;
  101034. private _audioListenerPositionProvider;
  101035. /**
  101036. * Gets the current audio listener position provider
  101037. */
  101038. /**
  101039. * Sets a custom listener position for all sounds in the scene
  101040. * By default, this is the position of the first active camera
  101041. */
  101042. audioListenerPositionProvider: Nullable<() => Vector3>;
  101043. /**
  101044. * Creates a new instance of the component for the given scene
  101045. * @param scene Defines the scene to register the component in
  101046. */
  101047. constructor(scene: Scene);
  101048. /**
  101049. * Registers the component in a given scene
  101050. */
  101051. register(): void;
  101052. /**
  101053. * Rebuilds the elements related to this component in case of
  101054. * context lost for instance.
  101055. */
  101056. rebuild(): void;
  101057. /**
  101058. * Serializes the component data to the specified json object
  101059. * @param serializationObject The object to serialize to
  101060. */
  101061. serialize(serializationObject: any): void;
  101062. /**
  101063. * Adds all the elements from the container to the scene
  101064. * @param container the container holding the elements
  101065. */
  101066. addFromContainer(container: AbstractScene): void;
  101067. /**
  101068. * Removes all the elements in the container from the scene
  101069. * @param container contains the elements to remove
  101070. * @param dispose if the removed element should be disposed (default: false)
  101071. */
  101072. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  101073. /**
  101074. * Disposes the component and the associated ressources.
  101075. */
  101076. dispose(): void;
  101077. /**
  101078. * Disables audio in the associated scene.
  101079. */
  101080. disableAudio(): void;
  101081. /**
  101082. * Enables audio in the associated scene.
  101083. */
  101084. enableAudio(): void;
  101085. /**
  101086. * Switch audio to headphone output.
  101087. */
  101088. switchAudioModeForHeadphones(): void;
  101089. /**
  101090. * Switch audio to normal speakers.
  101091. */
  101092. switchAudioModeForNormalSpeakers(): void;
  101093. private _afterRender;
  101094. }
  101095. }
  101096. declare module BABYLON {
  101097. /**
  101098. * Wraps one or more Sound objects and selects one with random weight for playback.
  101099. */
  101100. export class WeightedSound {
  101101. /** When true a Sound will be selected and played when the current playing Sound completes. */
  101102. loop: boolean;
  101103. private _coneInnerAngle;
  101104. private _coneOuterAngle;
  101105. private _volume;
  101106. /** A Sound is currently playing. */
  101107. isPlaying: boolean;
  101108. /** A Sound is currently paused. */
  101109. isPaused: boolean;
  101110. private _sounds;
  101111. private _weights;
  101112. private _currentIndex?;
  101113. /**
  101114. * Creates a new WeightedSound from the list of sounds given.
  101115. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  101116. * @param sounds Array of Sounds that will be selected from.
  101117. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  101118. */
  101119. constructor(loop: boolean, sounds: Sound[], weights: number[]);
  101120. /**
  101121. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  101122. */
  101123. /**
  101124. * The size of cone in degress for a directional sound in which there will be no attenuation.
  101125. */
  101126. directionalConeInnerAngle: number;
  101127. /**
  101128. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  101129. * Listener angles between innerAngle and outerAngle will falloff linearly.
  101130. */
  101131. /**
  101132. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  101133. * Listener angles between innerAngle and outerAngle will falloff linearly.
  101134. */
  101135. directionalConeOuterAngle: number;
  101136. /**
  101137. * Playback volume.
  101138. */
  101139. /**
  101140. * Playback volume.
  101141. */
  101142. volume: number;
  101143. private _onended;
  101144. /**
  101145. * Suspend playback
  101146. */
  101147. pause(): void;
  101148. /**
  101149. * Stop playback
  101150. */
  101151. stop(): void;
  101152. /**
  101153. * Start playback.
  101154. * @param startOffset Position the clip head at a specific time in seconds.
  101155. */
  101156. play(startOffset?: number): void;
  101157. }
  101158. }
  101159. declare module BABYLON {
  101160. /**
  101161. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  101162. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  101163. */
  101164. export class BouncingBehavior implements Behavior<ArcRotateCamera> {
  101165. /**
  101166. * Gets the name of the behavior.
  101167. */
  101168. readonly name: string;
  101169. /**
  101170. * The easing function used by animations
  101171. */
  101172. static EasingFunction: BackEase;
  101173. /**
  101174. * The easing mode used by animations
  101175. */
  101176. static EasingMode: number;
  101177. /**
  101178. * The duration of the animation, in milliseconds
  101179. */
  101180. transitionDuration: number;
  101181. /**
  101182. * Length of the distance animated by the transition when lower radius is reached
  101183. */
  101184. lowerRadiusTransitionRange: number;
  101185. /**
  101186. * Length of the distance animated by the transition when upper radius is reached
  101187. */
  101188. upperRadiusTransitionRange: number;
  101189. private _autoTransitionRange;
  101190. /**
  101191. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  101192. */
  101193. /**
  101194. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  101195. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  101196. */
  101197. autoTransitionRange: boolean;
  101198. private _attachedCamera;
  101199. private _onAfterCheckInputsObserver;
  101200. private _onMeshTargetChangedObserver;
  101201. /**
  101202. * Initializes the behavior.
  101203. */
  101204. init(): void;
  101205. /**
  101206. * Attaches the behavior to its arc rotate camera.
  101207. * @param camera Defines the camera to attach the behavior to
  101208. */
  101209. attach(camera: ArcRotateCamera): void;
  101210. /**
  101211. * Detaches the behavior from its current arc rotate camera.
  101212. */
  101213. detach(): void;
  101214. private _radiusIsAnimating;
  101215. private _radiusBounceTransition;
  101216. private _animatables;
  101217. private _cachedWheelPrecision;
  101218. /**
  101219. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  101220. * @param radiusLimit The limit to check against.
  101221. * @return Bool to indicate if at limit.
  101222. */
  101223. private _isRadiusAtLimit;
  101224. /**
  101225. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  101226. * @param radiusDelta The delta by which to animate to. Can be negative.
  101227. */
  101228. private _applyBoundRadiusAnimation;
  101229. /**
  101230. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  101231. */
  101232. protected _clearAnimationLocks(): void;
  101233. /**
  101234. * Stops and removes all animations that have been applied to the camera
  101235. */
  101236. stopAllAnimations(): void;
  101237. }
  101238. }
  101239. declare module BABYLON {
  101240. /**
  101241. * The framing behavior (FramingBehavior) is designed to automatically position an ArcRotateCamera when its target is set to a mesh. It is also useful if you want to prevent the camera to go under a virtual horizontal plane.
  101242. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  101243. */
  101244. export class FramingBehavior implements Behavior<ArcRotateCamera> {
  101245. /**
  101246. * Gets the name of the behavior.
  101247. */
  101248. readonly name: string;
  101249. private _mode;
  101250. private _radiusScale;
  101251. private _positionScale;
  101252. private _defaultElevation;
  101253. private _elevationReturnTime;
  101254. private _elevationReturnWaitTime;
  101255. private _zoomStopsAnimation;
  101256. private _framingTime;
  101257. /**
  101258. * The easing function used by animations
  101259. */
  101260. static EasingFunction: ExponentialEase;
  101261. /**
  101262. * The easing mode used by animations
  101263. */
  101264. static EasingMode: number;
  101265. /**
  101266. * Sets the current mode used by the behavior
  101267. */
  101268. /**
  101269. * Gets current mode used by the behavior.
  101270. */
  101271. mode: number;
  101272. /**
  101273. * Sets the scale applied to the radius (1 by default)
  101274. */
  101275. /**
  101276. * Gets the scale applied to the radius
  101277. */
  101278. radiusScale: number;
  101279. /**
  101280. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  101281. */
  101282. /**
  101283. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  101284. */
  101285. positionScale: number;
  101286. /**
  101287. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  101288. * behaviour is triggered, in radians.
  101289. */
  101290. /**
  101291. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  101292. * behaviour is triggered, in radians.
  101293. */
  101294. defaultElevation: number;
  101295. /**
  101296. * Sets the time (in milliseconds) taken to return to the default beta position.
  101297. * Negative value indicates camera should not return to default.
  101298. */
  101299. /**
  101300. * Gets the time (in milliseconds) taken to return to the default beta position.
  101301. * Negative value indicates camera should not return to default.
  101302. */
  101303. elevationReturnTime: number;
  101304. /**
  101305. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  101306. */
  101307. /**
  101308. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  101309. */
  101310. elevationReturnWaitTime: number;
  101311. /**
  101312. * Sets the flag that indicates if user zooming should stop animation.
  101313. */
  101314. /**
  101315. * Gets the flag that indicates if user zooming should stop animation.
  101316. */
  101317. zoomStopsAnimation: boolean;
  101318. /**
  101319. * Sets the transition time when framing the mesh, in milliseconds
  101320. */
  101321. /**
  101322. * Gets the transition time when framing the mesh, in milliseconds
  101323. */
  101324. framingTime: number;
  101325. /**
  101326. * Define if the behavior should automatically change the configured
  101327. * camera limits and sensibilities.
  101328. */
  101329. autoCorrectCameraLimitsAndSensibility: boolean;
  101330. private _onPrePointerObservableObserver;
  101331. private _onAfterCheckInputsObserver;
  101332. private _onMeshTargetChangedObserver;
  101333. private _attachedCamera;
  101334. private _isPointerDown;
  101335. private _lastInteractionTime;
  101336. /**
  101337. * Initializes the behavior.
  101338. */
  101339. init(): void;
  101340. /**
  101341. * Attaches the behavior to its arc rotate camera.
  101342. * @param camera Defines the camera to attach the behavior to
  101343. */
  101344. attach(camera: ArcRotateCamera): void;
  101345. /**
  101346. * Detaches the behavior from its current arc rotate camera.
  101347. */
  101348. detach(): void;
  101349. private _animatables;
  101350. private _betaIsAnimating;
  101351. private _betaTransition;
  101352. private _radiusTransition;
  101353. private _vectorTransition;
  101354. /**
  101355. * Targets the given mesh and updates zoom level accordingly.
  101356. * @param mesh The mesh to target.
  101357. * @param radius Optional. If a cached radius position already exists, overrides default.
  101358. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  101359. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  101360. * @param onAnimationEnd Callback triggered at the end of the framing animation
  101361. */
  101362. zoomOnMesh(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  101363. /**
  101364. * Targets the given mesh with its children and updates zoom level accordingly.
  101365. * @param mesh The mesh to target.
  101366. * @param radius Optional. If a cached radius position already exists, overrides default.
  101367. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  101368. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  101369. * @param onAnimationEnd Callback triggered at the end of the framing animation
  101370. */
  101371. zoomOnMeshHierarchy(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  101372. /**
  101373. * Targets the given meshes with their children and updates zoom level accordingly.
  101374. * @param meshes The mesh to target.
  101375. * @param radius Optional. If a cached radius position already exists, overrides default.
  101376. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  101377. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  101378. * @param onAnimationEnd Callback triggered at the end of the framing animation
  101379. */
  101380. zoomOnMeshesHierarchy(meshes: AbstractMesh[], focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  101381. /**
  101382. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  101383. * @param minimumWorld Determines the smaller position of the bounding box extend
  101384. * @param maximumWorld Determines the bigger position of the bounding box extend
  101385. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  101386. * @param onAnimationEnd Callback triggered at the end of the framing animation
  101387. */
  101388. zoomOnBoundingInfo(minimumWorld: Vector3, maximumWorld: Vector3, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  101389. /**
  101390. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  101391. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  101392. * frustum width.
  101393. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  101394. * to fully enclose the mesh in the viewing frustum.
  101395. */
  101396. protected _calculateLowerRadiusFromModelBoundingSphere(minimumWorld: Vector3, maximumWorld: Vector3): number;
  101397. /**
  101398. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  101399. * is automatically returned to its default position (expected to be above ground plane).
  101400. */
  101401. private _maintainCameraAboveGround;
  101402. /**
  101403. * Returns the frustum slope based on the canvas ratio and camera FOV
  101404. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  101405. */
  101406. private _getFrustumSlope;
  101407. /**
  101408. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  101409. */
  101410. private _clearAnimationLocks;
  101411. /**
  101412. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  101413. */
  101414. private _applyUserInteraction;
  101415. /**
  101416. * Stops and removes all animations that have been applied to the camera
  101417. */
  101418. stopAllAnimations(): void;
  101419. /**
  101420. * Gets a value indicating if the user is moving the camera
  101421. */
  101422. readonly isUserIsMoving: boolean;
  101423. /**
  101424. * The camera can move all the way towards the mesh.
  101425. */
  101426. static IgnoreBoundsSizeMode: number;
  101427. /**
  101428. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  101429. */
  101430. static FitFrustumSidesMode: number;
  101431. }
  101432. }
  101433. declare module BABYLON {
  101434. /**
  101435. * Base class for Camera Pointer Inputs.
  101436. * See FollowCameraPointersInput in src/Cameras/Inputs/followCameraPointersInput.ts
  101437. * for example usage.
  101438. */
  101439. export abstract class BaseCameraPointersInput implements ICameraInput<Camera> {
  101440. /**
  101441. * Defines the camera the input is attached to.
  101442. */
  101443. abstract camera: Camera;
  101444. /**
  101445. * Whether keyboard modifier keys are pressed at time of last mouse event.
  101446. */
  101447. protected _altKey: boolean;
  101448. protected _ctrlKey: boolean;
  101449. protected _metaKey: boolean;
  101450. protected _shiftKey: boolean;
  101451. /**
  101452. * Which mouse buttons were pressed at time of last mouse event.
  101453. * https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons
  101454. */
  101455. protected _buttonsPressed: number;
  101456. /**
  101457. * Defines the buttons associated with the input to handle camera move.
  101458. */
  101459. buttons: number[];
  101460. /**
  101461. * Attach the input controls to a specific dom element to get the input from.
  101462. * @param element Defines the element the controls should be listened from
  101463. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101464. */
  101465. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101466. /**
  101467. * Detach the current controls from the specified dom element.
  101468. * @param element Defines the element to stop listening the inputs from
  101469. */
  101470. detachControl(element: Nullable<HTMLElement>): void;
  101471. /**
  101472. * Gets the class name of the current input.
  101473. * @returns the class name
  101474. */
  101475. getClassName(): string;
  101476. /**
  101477. * Get the friendly name associated with the input class.
  101478. * @returns the input friendly name
  101479. */
  101480. getSimpleName(): string;
  101481. /**
  101482. * Called on pointer POINTERDOUBLETAP event.
  101483. * Override this method to provide functionality on POINTERDOUBLETAP event.
  101484. */
  101485. protected onDoubleTap(type: string): void;
  101486. /**
  101487. * Called on pointer POINTERMOVE event if only a single touch is active.
  101488. * Override this method to provide functionality.
  101489. */
  101490. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  101491. /**
  101492. * Called on pointer POINTERMOVE event if multiple touches are active.
  101493. * Override this method to provide functionality.
  101494. */
  101495. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  101496. /**
  101497. * Called on JS contextmenu event.
  101498. * Override this method to provide functionality.
  101499. */
  101500. protected onContextMenu(evt: PointerEvent): void;
  101501. /**
  101502. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  101503. * press.
  101504. * Override this method to provide functionality.
  101505. */
  101506. protected onButtonDown(evt: PointerEvent): void;
  101507. /**
  101508. * Called each time a new POINTERUP event occurs. Ie, for each button
  101509. * release.
  101510. * Override this method to provide functionality.
  101511. */
  101512. protected onButtonUp(evt: PointerEvent): void;
  101513. /**
  101514. * Called when window becomes inactive.
  101515. * Override this method to provide functionality.
  101516. */
  101517. protected onLostFocus(): void;
  101518. private _pointerInput;
  101519. private _observer;
  101520. private _onLostFocus;
  101521. private pointA;
  101522. private pointB;
  101523. }
  101524. }
  101525. declare module BABYLON {
  101526. /**
  101527. * Manage the pointers inputs to control an arc rotate camera.
  101528. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101529. */
  101530. export class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
  101531. /**
  101532. * Defines the camera the input is attached to.
  101533. */
  101534. camera: ArcRotateCamera;
  101535. /**
  101536. * Gets the class name of the current input.
  101537. * @returns the class name
  101538. */
  101539. getClassName(): string;
  101540. /**
  101541. * Defines the buttons associated with the input to handle camera move.
  101542. */
  101543. buttons: number[];
  101544. /**
  101545. * Defines the pointer angular sensibility along the X axis or how fast is
  101546. * the camera rotating.
  101547. */
  101548. angularSensibilityX: number;
  101549. /**
  101550. * Defines the pointer angular sensibility along the Y axis or how fast is
  101551. * the camera rotating.
  101552. */
  101553. angularSensibilityY: number;
  101554. /**
  101555. * Defines the pointer pinch precision or how fast is the camera zooming.
  101556. */
  101557. pinchPrecision: number;
  101558. /**
  101559. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  101560. * from 0.
  101561. * It defines the percentage of current camera.radius to use as delta when
  101562. * pinch zoom is used.
  101563. */
  101564. pinchDeltaPercentage: number;
  101565. /**
  101566. * Defines the pointer panning sensibility or how fast is the camera moving.
  101567. */
  101568. panningSensibility: number;
  101569. /**
  101570. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  101571. */
  101572. multiTouchPanning: boolean;
  101573. /**
  101574. * Defines whether panning is enabled for both pan (2 fingers swipe) and
  101575. * zoom (pinch) through multitouch.
  101576. */
  101577. multiTouchPanAndZoom: boolean;
  101578. /**
  101579. * Revers pinch action direction.
  101580. */
  101581. pinchInwards: boolean;
  101582. private _isPanClick;
  101583. private _twoFingerActivityCount;
  101584. private _isPinching;
  101585. /**
  101586. * Called on pointer POINTERMOVE event if only a single touch is active.
  101587. */
  101588. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  101589. /**
  101590. * Called on pointer POINTERDOUBLETAP event.
  101591. */
  101592. protected onDoubleTap(type: string): void;
  101593. /**
  101594. * Called on pointer POINTERMOVE event if multiple touches are active.
  101595. */
  101596. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  101597. /**
  101598. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  101599. * press.
  101600. */
  101601. protected onButtonDown(evt: PointerEvent): void;
  101602. /**
  101603. * Called each time a new POINTERUP event occurs. Ie, for each button
  101604. * release.
  101605. */
  101606. protected onButtonUp(evt: PointerEvent): void;
  101607. /**
  101608. * Called when window becomes inactive.
  101609. */
  101610. protected onLostFocus(): void;
  101611. }
  101612. }
  101613. declare module BABYLON {
  101614. /**
  101615. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  101616. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101617. */
  101618. export class ArcRotateCameraKeyboardMoveInput implements ICameraInput<ArcRotateCamera> {
  101619. /**
  101620. * Defines the camera the input is attached to.
  101621. */
  101622. camera: ArcRotateCamera;
  101623. /**
  101624. * Defines the list of key codes associated with the up action (increase alpha)
  101625. */
  101626. keysUp: number[];
  101627. /**
  101628. * Defines the list of key codes associated with the down action (decrease alpha)
  101629. */
  101630. keysDown: number[];
  101631. /**
  101632. * Defines the list of key codes associated with the left action (increase beta)
  101633. */
  101634. keysLeft: number[];
  101635. /**
  101636. * Defines the list of key codes associated with the right action (decrease beta)
  101637. */
  101638. keysRight: number[];
  101639. /**
  101640. * Defines the list of key codes associated with the reset action.
  101641. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  101642. */
  101643. keysReset: number[];
  101644. /**
  101645. * Defines the panning sensibility of the inputs.
  101646. * (How fast is the camera paning)
  101647. */
  101648. panningSensibility: number;
  101649. /**
  101650. * Defines the zooming sensibility of the inputs.
  101651. * (How fast is the camera zooming)
  101652. */
  101653. zoomingSensibility: number;
  101654. /**
  101655. * Defines wether maintaining the alt key down switch the movement mode from
  101656. * orientation to zoom.
  101657. */
  101658. useAltToZoom: boolean;
  101659. /**
  101660. * Rotation speed of the camera
  101661. */
  101662. angularSpeed: number;
  101663. private _keys;
  101664. private _ctrlPressed;
  101665. private _altPressed;
  101666. private _onCanvasBlurObserver;
  101667. private _onKeyboardObserver;
  101668. private _engine;
  101669. private _scene;
  101670. /**
  101671. * Attach the input controls to a specific dom element to get the input from.
  101672. * @param element Defines the element the controls should be listened from
  101673. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101674. */
  101675. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101676. /**
  101677. * Detach the current controls from the specified dom element.
  101678. * @param element Defines the element to stop listening the inputs from
  101679. */
  101680. detachControl(element: Nullable<HTMLElement>): void;
  101681. /**
  101682. * Update the current camera state depending on the inputs that have been used this frame.
  101683. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  101684. */
  101685. checkInputs(): void;
  101686. /**
  101687. * Gets the class name of the current intput.
  101688. * @returns the class name
  101689. */
  101690. getClassName(): string;
  101691. /**
  101692. * Get the friendly name associated with the input class.
  101693. * @returns the input friendly name
  101694. */
  101695. getSimpleName(): string;
  101696. }
  101697. }
  101698. declare module BABYLON {
  101699. /**
  101700. * Manage the mouse wheel inputs to control an arc rotate camera.
  101701. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101702. */
  101703. export class ArcRotateCameraMouseWheelInput implements ICameraInput<ArcRotateCamera> {
  101704. /**
  101705. * Defines the camera the input is attached to.
  101706. */
  101707. camera: ArcRotateCamera;
  101708. /**
  101709. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  101710. */
  101711. wheelPrecision: number;
  101712. /**
  101713. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  101714. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  101715. */
  101716. wheelDeltaPercentage: number;
  101717. private _wheel;
  101718. private _observer;
  101719. private computeDeltaFromMouseWheelLegacyEvent;
  101720. /**
  101721. * Attach the input controls to a specific dom element to get the input from.
  101722. * @param element Defines the element the controls should be listened from
  101723. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101724. */
  101725. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101726. /**
  101727. * Detach the current controls from the specified dom element.
  101728. * @param element Defines the element to stop listening the inputs from
  101729. */
  101730. detachControl(element: Nullable<HTMLElement>): void;
  101731. /**
  101732. * Gets the class name of the current intput.
  101733. * @returns the class name
  101734. */
  101735. getClassName(): string;
  101736. /**
  101737. * Get the friendly name associated with the input class.
  101738. * @returns the input friendly name
  101739. */
  101740. getSimpleName(): string;
  101741. }
  101742. }
  101743. declare module BABYLON {
  101744. /**
  101745. * Default Inputs manager for the ArcRotateCamera.
  101746. * It groups all the default supported inputs for ease of use.
  101747. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101748. */
  101749. export class ArcRotateCameraInputsManager extends CameraInputsManager<ArcRotateCamera> {
  101750. /**
  101751. * Instantiates a new ArcRotateCameraInputsManager.
  101752. * @param camera Defines the camera the inputs belong to
  101753. */
  101754. constructor(camera: ArcRotateCamera);
  101755. /**
  101756. * Add mouse wheel input support to the input manager.
  101757. * @returns the current input manager
  101758. */
  101759. addMouseWheel(): ArcRotateCameraInputsManager;
  101760. /**
  101761. * Add pointers input support to the input manager.
  101762. * @returns the current input manager
  101763. */
  101764. addPointers(): ArcRotateCameraInputsManager;
  101765. /**
  101766. * Add keyboard input support to the input manager.
  101767. * @returns the current input manager
  101768. */
  101769. addKeyboard(): ArcRotateCameraInputsManager;
  101770. }
  101771. }
  101772. declare module BABYLON {
  101773. /**
  101774. * This represents an orbital type of camera.
  101775. *
  101776. * This camera always points towards a given target position and can be rotated around that target with the target as the centre of rotation. It can be controlled with cursors and mouse, or with touch events.
  101777. * Think of this camera as one orbiting its target position, or more imaginatively as a spy satellite orbiting the earth. Its position relative to the target (earth) can be set by three parameters, alpha (radians) the longitudinal rotation, beta (radians) the latitudinal rotation and radius the distance from the target position.
  101778. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  101779. */
  101780. export class ArcRotateCamera extends TargetCamera {
  101781. /**
  101782. * Defines the rotation angle of the camera along the longitudinal axis.
  101783. */
  101784. alpha: number;
  101785. /**
  101786. * Defines the rotation angle of the camera along the latitudinal axis.
  101787. */
  101788. beta: number;
  101789. /**
  101790. * Defines the radius of the camera from it s target point.
  101791. */
  101792. radius: number;
  101793. protected _target: Vector3;
  101794. protected _targetHost: Nullable<AbstractMesh>;
  101795. /**
  101796. * Defines the target point of the camera.
  101797. * The camera looks towards it form the radius distance.
  101798. */
  101799. target: Vector3;
  101800. /**
  101801. * Define the current local position of the camera in the scene
  101802. */
  101803. position: Vector3;
  101804. protected _upVector: Vector3;
  101805. protected _upToYMatrix: Matrix;
  101806. protected _YToUpMatrix: Matrix;
  101807. /**
  101808. * The vector the camera should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())
  101809. * Setting this will copy the given vector to the camera's upVector, and set rotation matrices to and from Y up.
  101810. * DO NOT set the up vector using copyFrom or copyFromFloats, as this bypasses setting the above matrices.
  101811. */
  101812. upVector: Vector3;
  101813. /**
  101814. * Sets the Y-up to camera up-vector rotation matrix, and the up-vector to Y-up rotation matrix.
  101815. */
  101816. setMatUp(): void;
  101817. /**
  101818. * Current inertia value on the longitudinal axis.
  101819. * The bigger this number the longer it will take for the camera to stop.
  101820. */
  101821. inertialAlphaOffset: number;
  101822. /**
  101823. * Current inertia value on the latitudinal axis.
  101824. * The bigger this number the longer it will take for the camera to stop.
  101825. */
  101826. inertialBetaOffset: number;
  101827. /**
  101828. * Current inertia value on the radius axis.
  101829. * The bigger this number the longer it will take for the camera to stop.
  101830. */
  101831. inertialRadiusOffset: number;
  101832. /**
  101833. * Minimum allowed angle on the longitudinal axis.
  101834. * This can help limiting how the Camera is able to move in the scene.
  101835. */
  101836. lowerAlphaLimit: Nullable<number>;
  101837. /**
  101838. * Maximum allowed angle on the longitudinal axis.
  101839. * This can help limiting how the Camera is able to move in the scene.
  101840. */
  101841. upperAlphaLimit: Nullable<number>;
  101842. /**
  101843. * Minimum allowed angle on the latitudinal axis.
  101844. * This can help limiting how the Camera is able to move in the scene.
  101845. */
  101846. lowerBetaLimit: number;
  101847. /**
  101848. * Maximum allowed angle on the latitudinal axis.
  101849. * This can help limiting how the Camera is able to move in the scene.
  101850. */
  101851. upperBetaLimit: number;
  101852. /**
  101853. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  101854. * This can help limiting how the Camera is able to move in the scene.
  101855. */
  101856. lowerRadiusLimit: Nullable<number>;
  101857. /**
  101858. * Maximum allowed distance of the camera to the target (The camera can not get further).
  101859. * This can help limiting how the Camera is able to move in the scene.
  101860. */
  101861. upperRadiusLimit: Nullable<number>;
  101862. /**
  101863. * Defines the current inertia value used during panning of the camera along the X axis.
  101864. */
  101865. inertialPanningX: number;
  101866. /**
  101867. * Defines the current inertia value used during panning of the camera along the Y axis.
  101868. */
  101869. inertialPanningY: number;
  101870. /**
  101871. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  101872. * Basically if your fingers moves away from more than this distance you will be considered
  101873. * in pinch mode.
  101874. */
  101875. pinchToPanMaxDistance: number;
  101876. /**
  101877. * Defines the maximum distance the camera can pan.
  101878. * This could help keeping the cammera always in your scene.
  101879. */
  101880. panningDistanceLimit: Nullable<number>;
  101881. /**
  101882. * Defines the target of the camera before paning.
  101883. */
  101884. panningOriginTarget: Vector3;
  101885. /**
  101886. * Defines the value of the inertia used during panning.
  101887. * 0 would mean stop inertia and one would mean no decelleration at all.
  101888. */
  101889. panningInertia: number;
  101890. /**
  101891. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  101892. */
  101893. angularSensibilityX: number;
  101894. /**
  101895. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  101896. */
  101897. angularSensibilityY: number;
  101898. /**
  101899. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  101900. */
  101901. pinchPrecision: number;
  101902. /**
  101903. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  101904. * It will be used instead of pinchDeltaPrecision if different from 0.
  101905. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  101906. */
  101907. pinchDeltaPercentage: number;
  101908. /**
  101909. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  101910. */
  101911. panningSensibility: number;
  101912. /**
  101913. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  101914. */
  101915. keysUp: number[];
  101916. /**
  101917. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  101918. */
  101919. keysDown: number[];
  101920. /**
  101921. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  101922. */
  101923. keysLeft: number[];
  101924. /**
  101925. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  101926. */
  101927. keysRight: number[];
  101928. /**
  101929. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  101930. */
  101931. wheelPrecision: number;
  101932. /**
  101933. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  101934. * It will be used instead of pinchDeltaPrecision if different from 0.
  101935. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  101936. */
  101937. wheelDeltaPercentage: number;
  101938. /**
  101939. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  101940. */
  101941. zoomOnFactor: number;
  101942. /**
  101943. * Defines a screen offset for the camera position.
  101944. */
  101945. targetScreenOffset: Vector2;
  101946. /**
  101947. * Allows the camera to be completely reversed.
  101948. * If false the camera can not arrive upside down.
  101949. */
  101950. allowUpsideDown: boolean;
  101951. /**
  101952. * Define if double tap/click is used to restore the previously saved state of the camera.
  101953. */
  101954. useInputToRestoreState: boolean;
  101955. /** @hidden */
  101956. _viewMatrix: Matrix;
  101957. /** @hidden */
  101958. _useCtrlForPanning: boolean;
  101959. /** @hidden */
  101960. _panningMouseButton: number;
  101961. /**
  101962. * Defines the input associated to the camera.
  101963. */
  101964. inputs: ArcRotateCameraInputsManager;
  101965. /** @hidden */
  101966. _reset: () => void;
  101967. /**
  101968. * Defines the allowed panning axis.
  101969. */
  101970. panningAxis: Vector3;
  101971. protected _localDirection: Vector3;
  101972. protected _transformedDirection: Vector3;
  101973. private _bouncingBehavior;
  101974. /**
  101975. * Gets the bouncing behavior of the camera if it has been enabled.
  101976. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  101977. */
  101978. readonly bouncingBehavior: Nullable<BouncingBehavior>;
  101979. /**
  101980. * Defines if the bouncing behavior of the camera is enabled on the camera.
  101981. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  101982. */
  101983. useBouncingBehavior: boolean;
  101984. private _framingBehavior;
  101985. /**
  101986. * Gets the framing behavior of the camera if it has been enabled.
  101987. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  101988. */
  101989. readonly framingBehavior: Nullable<FramingBehavior>;
  101990. /**
  101991. * Defines if the framing behavior of the camera is enabled on the camera.
  101992. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  101993. */
  101994. useFramingBehavior: boolean;
  101995. private _autoRotationBehavior;
  101996. /**
  101997. * Gets the auto rotation behavior of the camera if it has been enabled.
  101998. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  101999. */
  102000. readonly autoRotationBehavior: Nullable<AutoRotationBehavior>;
  102001. /**
  102002. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  102003. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  102004. */
  102005. useAutoRotationBehavior: boolean;
  102006. /**
  102007. * Observable triggered when the mesh target has been changed on the camera.
  102008. */
  102009. onMeshTargetChangedObservable: Observable<Nullable<AbstractMesh>>;
  102010. /**
  102011. * Event raised when the camera is colliding with a mesh.
  102012. */
  102013. onCollide: (collidedMesh: AbstractMesh) => void;
  102014. /**
  102015. * Defines whether the camera should check collision with the objects oh the scene.
  102016. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  102017. */
  102018. checkCollisions: boolean;
  102019. /**
  102020. * Defines the collision radius of the camera.
  102021. * This simulates a sphere around the camera.
  102022. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  102023. */
  102024. collisionRadius: Vector3;
  102025. protected _collider: Collider;
  102026. protected _previousPosition: Vector3;
  102027. protected _collisionVelocity: Vector3;
  102028. protected _newPosition: Vector3;
  102029. protected _previousAlpha: number;
  102030. protected _previousBeta: number;
  102031. protected _previousRadius: number;
  102032. protected _collisionTriggered: boolean;
  102033. protected _targetBoundingCenter: Nullable<Vector3>;
  102034. private _computationVector;
  102035. /**
  102036. * Instantiates a new ArcRotateCamera in a given scene
  102037. * @param name Defines the name of the camera
  102038. * @param alpha Defines the camera rotation along the logitudinal axis
  102039. * @param beta Defines the camera rotation along the latitudinal axis
  102040. * @param radius Defines the camera distance from its target
  102041. * @param target Defines the camera target
  102042. * @param scene Defines the scene the camera belongs to
  102043. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  102044. */
  102045. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  102046. /** @hidden */
  102047. _initCache(): void;
  102048. /** @hidden */
  102049. _updateCache(ignoreParentClass?: boolean): void;
  102050. protected _getTargetPosition(): Vector3;
  102051. private _storedAlpha;
  102052. private _storedBeta;
  102053. private _storedRadius;
  102054. private _storedTarget;
  102055. private _storedTargetScreenOffset;
  102056. /**
  102057. * Stores the current state of the camera (alpha, beta, radius and target)
  102058. * @returns the camera itself
  102059. */
  102060. storeState(): Camera;
  102061. /**
  102062. * @hidden
  102063. * Restored camera state. You must call storeState() first
  102064. */
  102065. _restoreStateValues(): boolean;
  102066. /** @hidden */
  102067. _isSynchronizedViewMatrix(): boolean;
  102068. /**
  102069. * Attached controls to the current camera.
  102070. * @param element Defines the element the controls should be listened from
  102071. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  102072. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  102073. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  102074. */
  102075. attachControl(element: HTMLElement, noPreventDefault?: boolean, useCtrlForPanning?: boolean, panningMouseButton?: number): void;
  102076. /**
  102077. * Detach the current controls from the camera.
  102078. * The camera will stop reacting to inputs.
  102079. * @param element Defines the element to stop listening the inputs from
  102080. */
  102081. detachControl(element: HTMLElement): void;
  102082. /** @hidden */
  102083. _checkInputs(): void;
  102084. protected _checkLimits(): void;
  102085. /**
  102086. * Rebuilds angles (alpha, beta) and radius from the give position and target
  102087. */
  102088. rebuildAnglesAndRadius(): void;
  102089. /**
  102090. * Use a position to define the current camera related information like aplha, beta and radius
  102091. * @param position Defines the position to set the camera at
  102092. */
  102093. setPosition(position: Vector3): void;
  102094. /**
  102095. * Defines the target the camera should look at.
  102096. * This will automatically adapt alpha beta and radius to fit within the new target.
  102097. * @param target Defines the new target as a Vector or a mesh
  102098. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  102099. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  102100. */
  102101. setTarget(target: AbstractMesh | Vector3, toBoundingCenter?: boolean, allowSamePosition?: boolean): void;
  102102. /** @hidden */
  102103. _getViewMatrix(): Matrix;
  102104. protected _onCollisionPositionChange: (collisionId: number, newPosition: Vector3, collidedMesh?: Nullable<AbstractMesh>) => void;
  102105. /**
  102106. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  102107. * @param meshes Defines the mesh to zoom on
  102108. * @param doNotUpdateMaxZ Defines whether or not maxZ should be updated whilst zooming on the mesh (this can happen if the mesh is big and the maxradius pretty small for instance)
  102109. */
  102110. zoomOn(meshes?: AbstractMesh[], doNotUpdateMaxZ?: boolean): void;
  102111. /**
  102112. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  102113. * The target will be changed but the radius
  102114. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  102115. * @param doNotUpdateMaxZ Defines whether or not maxZ should be updated whilst zooming on the mesh (this can happen if the mesh is big and the maxradius pretty small for instance)
  102116. */
  102117. focusOn(meshesOrMinMaxVectorAndDistance: AbstractMesh[] | {
  102118. min: Vector3;
  102119. max: Vector3;
  102120. distance: number;
  102121. }, doNotUpdateMaxZ?: boolean): void;
  102122. /**
  102123. * @override
  102124. * Override Camera.createRigCamera
  102125. */
  102126. createRigCamera(name: string, cameraIndex: number): Camera;
  102127. /**
  102128. * @hidden
  102129. * @override
  102130. * Override Camera._updateRigCameras
  102131. */
  102132. _updateRigCameras(): void;
  102133. /**
  102134. * Destroy the camera and release the current resources hold by it.
  102135. */
  102136. dispose(): void;
  102137. /**
  102138. * Gets the current object class name.
  102139. * @return the class name
  102140. */
  102141. getClassName(): string;
  102142. }
  102143. }
  102144. declare module BABYLON {
  102145. /**
  102146. * The autoRotation behavior (AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  102147. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  102148. */
  102149. export class AutoRotationBehavior implements Behavior<ArcRotateCamera> {
  102150. /**
  102151. * Gets the name of the behavior.
  102152. */
  102153. readonly name: string;
  102154. private _zoomStopsAnimation;
  102155. private _idleRotationSpeed;
  102156. private _idleRotationWaitTime;
  102157. private _idleRotationSpinupTime;
  102158. /**
  102159. * Sets the flag that indicates if user zooming should stop animation.
  102160. */
  102161. /**
  102162. * Gets the flag that indicates if user zooming should stop animation.
  102163. */
  102164. zoomStopsAnimation: boolean;
  102165. /**
  102166. * Sets the default speed at which the camera rotates around the model.
  102167. */
  102168. /**
  102169. * Gets the default speed at which the camera rotates around the model.
  102170. */
  102171. idleRotationSpeed: number;
  102172. /**
  102173. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  102174. */
  102175. /**
  102176. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  102177. */
  102178. idleRotationWaitTime: number;
  102179. /**
  102180. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  102181. */
  102182. /**
  102183. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  102184. */
  102185. idleRotationSpinupTime: number;
  102186. /**
  102187. * Gets a value indicating if the camera is currently rotating because of this behavior
  102188. */
  102189. readonly rotationInProgress: boolean;
  102190. private _onPrePointerObservableObserver;
  102191. private _onAfterCheckInputsObserver;
  102192. private _attachedCamera;
  102193. private _isPointerDown;
  102194. private _lastFrameTime;
  102195. private _lastInteractionTime;
  102196. private _cameraRotationSpeed;
  102197. /**
  102198. * Initializes the behavior.
  102199. */
  102200. init(): void;
  102201. /**
  102202. * Attaches the behavior to its arc rotate camera.
  102203. * @param camera Defines the camera to attach the behavior to
  102204. */
  102205. attach(camera: ArcRotateCamera): void;
  102206. /**
  102207. * Detaches the behavior from its current arc rotate camera.
  102208. */
  102209. detach(): void;
  102210. /**
  102211. * Returns true if user is scrolling.
  102212. * @return true if user is scrolling.
  102213. */
  102214. private _userIsZooming;
  102215. private _lastFrameRadius;
  102216. private _shouldAnimationStopForInteraction;
  102217. /**
  102218. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  102219. */
  102220. private _applyUserInteraction;
  102221. private _userIsMoving;
  102222. }
  102223. }
  102224. declare module BABYLON {
  102225. /**
  102226. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  102227. */
  102228. export class AttachToBoxBehavior implements Behavior<Mesh> {
  102229. private ui;
  102230. /**
  102231. * The name of the behavior
  102232. */
  102233. name: string;
  102234. /**
  102235. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  102236. */
  102237. distanceAwayFromFace: number;
  102238. /**
  102239. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  102240. */
  102241. distanceAwayFromBottomOfFace: number;
  102242. private _faceVectors;
  102243. private _target;
  102244. private _scene;
  102245. private _onRenderObserver;
  102246. private _tmpMatrix;
  102247. private _tmpVector;
  102248. /**
  102249. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  102250. * @param ui The transform node that should be attched to the mesh
  102251. */
  102252. constructor(ui: TransformNode);
  102253. /**
  102254. * Initializes the behavior
  102255. */
  102256. init(): void;
  102257. private _closestFace;
  102258. private _zeroVector;
  102259. private _lookAtTmpMatrix;
  102260. private _lookAtToRef;
  102261. /**
  102262. * Attaches the AttachToBoxBehavior to the passed in mesh
  102263. * @param target The mesh that the specified node will be attached to
  102264. */
  102265. attach(target: Mesh): void;
  102266. /**
  102267. * Detaches the behavior from the mesh
  102268. */
  102269. detach(): void;
  102270. }
  102271. }
  102272. declare module BABYLON {
  102273. /**
  102274. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  102275. */
  102276. export class FadeInOutBehavior implements Behavior<Mesh> {
  102277. /**
  102278. * Time in milliseconds to delay before fading in (Default: 0)
  102279. */
  102280. delay: number;
  102281. /**
  102282. * Time in milliseconds for the mesh to fade in (Default: 300)
  102283. */
  102284. fadeInTime: number;
  102285. private _millisecondsPerFrame;
  102286. private _hovered;
  102287. private _hoverValue;
  102288. private _ownerNode;
  102289. /**
  102290. * Instatiates the FadeInOutBehavior
  102291. */
  102292. constructor();
  102293. /**
  102294. * The name of the behavior
  102295. */
  102296. readonly name: string;
  102297. /**
  102298. * Initializes the behavior
  102299. */
  102300. init(): void;
  102301. /**
  102302. * Attaches the fade behavior on the passed in mesh
  102303. * @param ownerNode The mesh that will be faded in/out once attached
  102304. */
  102305. attach(ownerNode: Mesh): void;
  102306. /**
  102307. * Detaches the behavior from the mesh
  102308. */
  102309. detach(): void;
  102310. /**
  102311. * Triggers the mesh to begin fading in or out
  102312. * @param value if the object should fade in or out (true to fade in)
  102313. */
  102314. fadeIn(value: boolean): void;
  102315. private _update;
  102316. private _setAllVisibility;
  102317. }
  102318. }
  102319. declare module BABYLON {
  102320. /**
  102321. * Class containing a set of static utilities functions for managing Pivots
  102322. * @hidden
  102323. */
  102324. export class PivotTools {
  102325. private static _PivotCached;
  102326. private static _OldPivotPoint;
  102327. private static _PivotTranslation;
  102328. private static _PivotTmpVector;
  102329. /** @hidden */
  102330. static _RemoveAndStorePivotPoint(mesh: AbstractMesh): void;
  102331. /** @hidden */
  102332. static _RestorePivotPoint(mesh: AbstractMesh): void;
  102333. }
  102334. }
  102335. declare module BABYLON {
  102336. /**
  102337. * Class containing static functions to help procedurally build meshes
  102338. */
  102339. export class PlaneBuilder {
  102340. /**
  102341. * Creates a plane mesh
  102342. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  102343. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  102344. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  102345. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  102346. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  102347. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  102348. * @param name defines the name of the mesh
  102349. * @param options defines the options used to create the mesh
  102350. * @param scene defines the hosting scene
  102351. * @returns the plane mesh
  102352. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  102353. */
  102354. static CreatePlane(name: string, options: {
  102355. size?: number;
  102356. width?: number;
  102357. height?: number;
  102358. sideOrientation?: number;
  102359. frontUVs?: Vector4;
  102360. backUVs?: Vector4;
  102361. updatable?: boolean;
  102362. sourcePlane?: Plane;
  102363. }, scene?: Nullable<Scene>): Mesh;
  102364. }
  102365. }
  102366. declare module BABYLON {
  102367. /**
  102368. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  102369. */
  102370. export class PointerDragBehavior implements Behavior<AbstractMesh> {
  102371. private static _AnyMouseID;
  102372. /**
  102373. * Abstract mesh the behavior is set on
  102374. */
  102375. attachedNode: AbstractMesh;
  102376. private _dragPlane;
  102377. private _scene;
  102378. private _pointerObserver;
  102379. private _beforeRenderObserver;
  102380. private static _planeScene;
  102381. private _useAlternatePickedPointAboveMaxDragAngleDragSpeed;
  102382. /**
  102383. * The maximum tolerated angle between the drag plane and dragging pointer rays to trigger pointer events. Set to 0 to allow any angle (default: 0)
  102384. */
  102385. maxDragAngle: number;
  102386. /**
  102387. * @hidden
  102388. */
  102389. _useAlternatePickedPointAboveMaxDragAngle: boolean;
  102390. /**
  102391. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  102392. */
  102393. currentDraggingPointerID: number;
  102394. /**
  102395. * The last position where the pointer hit the drag plane in world space
  102396. */
  102397. lastDragPosition: Vector3;
  102398. /**
  102399. * If the behavior is currently in a dragging state
  102400. */
  102401. dragging: boolean;
  102402. /**
  102403. * The distance towards the target drag position to move each frame. This can be useful to avoid jitter. Set this to 1 for no delay. (Default: 0.2)
  102404. */
  102405. dragDeltaRatio: number;
  102406. /**
  102407. * If the drag plane orientation should be updated during the dragging (Default: true)
  102408. */
  102409. updateDragPlane: boolean;
  102410. private _debugMode;
  102411. private _moving;
  102412. /**
  102413. * Fires each time the attached mesh is dragged with the pointer
  102414. * * delta between last drag position and current drag position in world space
  102415. * * dragDistance along the drag axis
  102416. * * dragPlaneNormal normal of the current drag plane used during the drag
  102417. * * dragPlanePoint in world space where the drag intersects the drag plane
  102418. */
  102419. onDragObservable: Observable<{
  102420. delta: Vector3;
  102421. dragPlanePoint: Vector3;
  102422. dragPlaneNormal: Vector3;
  102423. dragDistance: number;
  102424. pointerId: number;
  102425. }>;
  102426. /**
  102427. * Fires each time a drag begins (eg. mouse down on mesh)
  102428. */
  102429. onDragStartObservable: Observable<{
  102430. dragPlanePoint: Vector3;
  102431. pointerId: number;
  102432. }>;
  102433. /**
  102434. * Fires each time a drag ends (eg. mouse release after drag)
  102435. */
  102436. onDragEndObservable: Observable<{
  102437. dragPlanePoint: Vector3;
  102438. pointerId: number;
  102439. }>;
  102440. /**
  102441. * If the attached mesh should be moved when dragged
  102442. */
  102443. moveAttached: boolean;
  102444. /**
  102445. * If the drag behavior will react to drag events (Default: true)
  102446. */
  102447. enabled: boolean;
  102448. /**
  102449. * If pointer events should start and release the drag (Default: true)
  102450. */
  102451. startAndReleaseDragOnPointerEvents: boolean;
  102452. /**
  102453. * If camera controls should be detached during the drag
  102454. */
  102455. detachCameraControls: boolean;
  102456. /**
  102457. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  102458. */
  102459. useObjectOrienationForDragging: boolean;
  102460. private _options;
  102461. /**
  102462. * Creates a pointer drag behavior that can be attached to a mesh
  102463. * @param options The drag axis or normal of the plane that will be dragged across. If no options are specified the drag plane will always face the ray's origin (eg. camera)
  102464. */
  102465. constructor(options?: {
  102466. dragAxis?: Vector3;
  102467. dragPlaneNormal?: Vector3;
  102468. });
  102469. /**
  102470. * Predicate to determine if it is valid to move the object to a new position when it is moved
  102471. */
  102472. validateDrag: (targetPosition: Vector3) => boolean;
  102473. /**
  102474. * The name of the behavior
  102475. */
  102476. readonly name: string;
  102477. /**
  102478. * Initializes the behavior
  102479. */
  102480. init(): void;
  102481. private _tmpVector;
  102482. private _alternatePickedPoint;
  102483. private _worldDragAxis;
  102484. private _targetPosition;
  102485. private _attachedElement;
  102486. /**
  102487. * Attaches the drag behavior the passed in mesh
  102488. * @param ownerNode The mesh that will be dragged around once attached
  102489. * @param predicate Predicate to use for pick filtering
  102490. */
  102491. attach(ownerNode: AbstractMesh, predicate?: (m: AbstractMesh) => boolean): void;
  102492. /**
  102493. * Force relase the drag action by code.
  102494. */
  102495. releaseDrag(): void;
  102496. private _startDragRay;
  102497. private _lastPointerRay;
  102498. /**
  102499. * Simulates the start of a pointer drag event on the behavior
  102500. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  102501. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  102502. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  102503. */
  102504. startDrag(pointerId?: number, fromRay?: Ray, startPickedPoint?: Vector3): void;
  102505. private _startDrag;
  102506. private _dragDelta;
  102507. private _moveDrag;
  102508. private _pickWithRayOnDragPlane;
  102509. private _pointA;
  102510. private _pointB;
  102511. private _pointC;
  102512. private _lineA;
  102513. private _lineB;
  102514. private _localAxis;
  102515. private _lookAt;
  102516. private _updateDragPlanePosition;
  102517. /**
  102518. * Detaches the behavior from the mesh
  102519. */
  102520. detach(): void;
  102521. }
  102522. }
  102523. declare module BABYLON {
  102524. /**
  102525. * A behavior that when attached to a mesh will allow the mesh to be scaled
  102526. */
  102527. export class MultiPointerScaleBehavior implements Behavior<Mesh> {
  102528. private _dragBehaviorA;
  102529. private _dragBehaviorB;
  102530. private _startDistance;
  102531. private _initialScale;
  102532. private _targetScale;
  102533. private _ownerNode;
  102534. private _sceneRenderObserver;
  102535. /**
  102536. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  102537. */
  102538. constructor();
  102539. /**
  102540. * The name of the behavior
  102541. */
  102542. readonly name: string;
  102543. /**
  102544. * Initializes the behavior
  102545. */
  102546. init(): void;
  102547. private _getCurrentDistance;
  102548. /**
  102549. * Attaches the scale behavior the passed in mesh
  102550. * @param ownerNode The mesh that will be scaled around once attached
  102551. */
  102552. attach(ownerNode: Mesh): void;
  102553. /**
  102554. * Detaches the behavior from the mesh
  102555. */
  102556. detach(): void;
  102557. }
  102558. }
  102559. declare module BABYLON {
  102560. /**
  102561. * A behavior that when attached to a mesh will allow the mesh to be dragged around based on directions and origin of the pointer's ray
  102562. */
  102563. export class SixDofDragBehavior implements Behavior<Mesh> {
  102564. private static _virtualScene;
  102565. private _ownerNode;
  102566. private _sceneRenderObserver;
  102567. private _scene;
  102568. private _targetPosition;
  102569. private _virtualOriginMesh;
  102570. private _virtualDragMesh;
  102571. private _pointerObserver;
  102572. private _moving;
  102573. private _startingOrientation;
  102574. /**
  102575. * How much faster the object should move when the controller is moving towards it. This is useful to bring objects that are far away from the user to them faster. Set this to 0 to avoid any speed increase. (Default: 3)
  102576. */
  102577. private zDragFactor;
  102578. /**
  102579. * If the object should rotate to face the drag origin
  102580. */
  102581. rotateDraggedObject: boolean;
  102582. /**
  102583. * If the behavior is currently in a dragging state
  102584. */
  102585. dragging: boolean;
  102586. /**
  102587. * The distance towards the target drag position to move each frame. This can be useful to avoid jitter. Set this to 1 for no delay. (Default: 0.2)
  102588. */
  102589. dragDeltaRatio: number;
  102590. /**
  102591. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  102592. */
  102593. currentDraggingPointerID: number;
  102594. /**
  102595. * If camera controls should be detached during the drag
  102596. */
  102597. detachCameraControls: boolean;
  102598. /**
  102599. * Fires each time a drag starts
  102600. */
  102601. onDragStartObservable: Observable<{}>;
  102602. /**
  102603. * Fires each time a drag ends (eg. mouse release after drag)
  102604. */
  102605. onDragEndObservable: Observable<{}>;
  102606. /**
  102607. * Instantiates a behavior that when attached to a mesh will allow the mesh to be dragged around based on directions and origin of the pointer's ray
  102608. */
  102609. constructor();
  102610. /**
  102611. * The name of the behavior
  102612. */
  102613. readonly name: string;
  102614. /**
  102615. * Initializes the behavior
  102616. */
  102617. init(): void;
  102618. /**
  102619. * In the case of multiplea active cameras, the cameraToUseForPointers should be used if set instead of active camera
  102620. */
  102621. private readonly _pointerCamera;
  102622. /**
  102623. * Attaches the scale behavior the passed in mesh
  102624. * @param ownerNode The mesh that will be scaled around once attached
  102625. */
  102626. attach(ownerNode: Mesh): void;
  102627. /**
  102628. * Detaches the behavior from the mesh
  102629. */
  102630. detach(): void;
  102631. }
  102632. }
  102633. declare module BABYLON {
  102634. /**
  102635. * Class used to apply inverse kinematics to bones
  102636. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  102637. */
  102638. export class BoneIKController {
  102639. private static _tmpVecs;
  102640. private static _tmpQuat;
  102641. private static _tmpMats;
  102642. /**
  102643. * Gets or sets the target mesh
  102644. */
  102645. targetMesh: AbstractMesh;
  102646. /** Gets or sets the mesh used as pole */
  102647. poleTargetMesh: AbstractMesh;
  102648. /**
  102649. * Gets or sets the bone used as pole
  102650. */
  102651. poleTargetBone: Nullable<Bone>;
  102652. /**
  102653. * Gets or sets the target position
  102654. */
  102655. targetPosition: Vector3;
  102656. /**
  102657. * Gets or sets the pole target position
  102658. */
  102659. poleTargetPosition: Vector3;
  102660. /**
  102661. * Gets or sets the pole target local offset
  102662. */
  102663. poleTargetLocalOffset: Vector3;
  102664. /**
  102665. * Gets or sets the pole angle
  102666. */
  102667. poleAngle: number;
  102668. /**
  102669. * Gets or sets the mesh associated with the controller
  102670. */
  102671. mesh: AbstractMesh;
  102672. /**
  102673. * The amount to slerp (spherical linear interpolation) to the target. Set this to a value between 0 and 1 (a value of 1 disables slerp)
  102674. */
  102675. slerpAmount: number;
  102676. private _bone1Quat;
  102677. private _bone1Mat;
  102678. private _bone2Ang;
  102679. private _bone1;
  102680. private _bone2;
  102681. private _bone1Length;
  102682. private _bone2Length;
  102683. private _maxAngle;
  102684. private _maxReach;
  102685. private _rightHandedSystem;
  102686. private _bendAxis;
  102687. private _slerping;
  102688. private _adjustRoll;
  102689. /**
  102690. * Gets or sets maximum allowed angle
  102691. */
  102692. maxAngle: number;
  102693. /**
  102694. * Creates a new BoneIKController
  102695. * @param mesh defines the mesh to control
  102696. * @param bone defines the bone to control
  102697. * @param options defines options to set up the controller
  102698. */
  102699. constructor(mesh: AbstractMesh, bone: Bone, options?: {
  102700. targetMesh?: AbstractMesh;
  102701. poleTargetMesh?: AbstractMesh;
  102702. poleTargetBone?: Bone;
  102703. poleTargetLocalOffset?: Vector3;
  102704. poleAngle?: number;
  102705. bendAxis?: Vector3;
  102706. maxAngle?: number;
  102707. slerpAmount?: number;
  102708. });
  102709. private _setMaxAngle;
  102710. /**
  102711. * Force the controller to update the bones
  102712. */
  102713. update(): void;
  102714. }
  102715. }
  102716. declare module BABYLON {
  102717. /**
  102718. * Class used to make a bone look toward a point in space
  102719. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  102720. */
  102721. export class BoneLookController {
  102722. private static _tmpVecs;
  102723. private static _tmpQuat;
  102724. private static _tmpMats;
  102725. /**
  102726. * The target Vector3 that the bone will look at
  102727. */
  102728. target: Vector3;
  102729. /**
  102730. * The mesh that the bone is attached to
  102731. */
  102732. mesh: AbstractMesh;
  102733. /**
  102734. * The bone that will be looking to the target
  102735. */
  102736. bone: Bone;
  102737. /**
  102738. * The up axis of the coordinate system that is used when the bone is rotated
  102739. */
  102740. upAxis: Vector3;
  102741. /**
  102742. * The space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD
  102743. */
  102744. upAxisSpace: Space;
  102745. /**
  102746. * Used to make an adjustment to the yaw of the bone
  102747. */
  102748. adjustYaw: number;
  102749. /**
  102750. * Used to make an adjustment to the pitch of the bone
  102751. */
  102752. adjustPitch: number;
  102753. /**
  102754. * Used to make an adjustment to the roll of the bone
  102755. */
  102756. adjustRoll: number;
  102757. /**
  102758. * The amount to slerp (spherical linear interpolation) to the target. Set this to a value between 0 and 1 (a value of 1 disables slerp)
  102759. */
  102760. slerpAmount: number;
  102761. private _minYaw;
  102762. private _maxYaw;
  102763. private _minPitch;
  102764. private _maxPitch;
  102765. private _minYawSin;
  102766. private _minYawCos;
  102767. private _maxYawSin;
  102768. private _maxYawCos;
  102769. private _midYawConstraint;
  102770. private _minPitchTan;
  102771. private _maxPitchTan;
  102772. private _boneQuat;
  102773. private _slerping;
  102774. private _transformYawPitch;
  102775. private _transformYawPitchInv;
  102776. private _firstFrameSkipped;
  102777. private _yawRange;
  102778. private _fowardAxis;
  102779. /**
  102780. * Gets or sets the minimum yaw angle that the bone can look to
  102781. */
  102782. minYaw: number;
  102783. /**
  102784. * Gets or sets the maximum yaw angle that the bone can look to
  102785. */
  102786. maxYaw: number;
  102787. /**
  102788. * Gets or sets the minimum pitch angle that the bone can look to
  102789. */
  102790. minPitch: number;
  102791. /**
  102792. * Gets or sets the maximum pitch angle that the bone can look to
  102793. */
  102794. maxPitch: number;
  102795. /**
  102796. * Create a BoneLookController
  102797. * @param mesh the mesh that the bone belongs to
  102798. * @param bone the bone that will be looking to the target
  102799. * @param target the target Vector3 to look at
  102800. * @param options optional settings:
  102801. * * maxYaw: the maximum angle the bone will yaw to
  102802. * * minYaw: the minimum angle the bone will yaw to
  102803. * * maxPitch: the maximum angle the bone will pitch to
  102804. * * minPitch: the minimum angle the bone will yaw to
  102805. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  102806. * * upAxis: the up axis of the coordinate system
  102807. * * upAxisSpace: the space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD.
  102808. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  102809. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  102810. * * adjustYaw: used to make an adjustment to the yaw of the bone
  102811. * * adjustPitch: used to make an adjustment to the pitch of the bone
  102812. * * adjustRoll: used to make an adjustment to the roll of the bone
  102813. **/
  102814. constructor(mesh: AbstractMesh, bone: Bone, target: Vector3, options?: {
  102815. maxYaw?: number;
  102816. minYaw?: number;
  102817. maxPitch?: number;
  102818. minPitch?: number;
  102819. slerpAmount?: number;
  102820. upAxis?: Vector3;
  102821. upAxisSpace?: Space;
  102822. yawAxis?: Vector3;
  102823. pitchAxis?: Vector3;
  102824. adjustYaw?: number;
  102825. adjustPitch?: number;
  102826. adjustRoll?: number;
  102827. });
  102828. /**
  102829. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  102830. */
  102831. update(): void;
  102832. private _getAngleDiff;
  102833. private _getAngleBetween;
  102834. private _isAngleBetween;
  102835. }
  102836. }
  102837. declare module BABYLON {
  102838. /**
  102839. * Manage the gamepad inputs to control an arc rotate camera.
  102840. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102841. */
  102842. export class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
  102843. /**
  102844. * Defines the camera the input is attached to.
  102845. */
  102846. camera: ArcRotateCamera;
  102847. /**
  102848. * Defines the gamepad the input is gathering event from.
  102849. */
  102850. gamepad: Nullable<Gamepad>;
  102851. /**
  102852. * Defines the gamepad rotation sensiblity.
  102853. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  102854. */
  102855. gamepadRotationSensibility: number;
  102856. /**
  102857. * Defines the gamepad move sensiblity.
  102858. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  102859. */
  102860. gamepadMoveSensibility: number;
  102861. private _onGamepadConnectedObserver;
  102862. private _onGamepadDisconnectedObserver;
  102863. /**
  102864. * Attach the input controls to a specific dom element to get the input from.
  102865. * @param element Defines the element the controls should be listened from
  102866. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  102867. */
  102868. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  102869. /**
  102870. * Detach the current controls from the specified dom element.
  102871. * @param element Defines the element to stop listening the inputs from
  102872. */
  102873. detachControl(element: Nullable<HTMLElement>): void;
  102874. /**
  102875. * Update the current camera state depending on the inputs that have been used this frame.
  102876. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  102877. */
  102878. checkInputs(): void;
  102879. /**
  102880. * Gets the class name of the current intput.
  102881. * @returns the class name
  102882. */
  102883. getClassName(): string;
  102884. /**
  102885. * Get the friendly name associated with the input class.
  102886. * @returns the input friendly name
  102887. */
  102888. getSimpleName(): string;
  102889. }
  102890. }
  102891. declare module BABYLON {
  102892. interface ArcRotateCameraInputsManager {
  102893. /**
  102894. * Add orientation input support to the input manager.
  102895. * @returns the current input manager
  102896. */
  102897. addVRDeviceOrientation(): ArcRotateCameraInputsManager;
  102898. }
  102899. /**
  102900. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  102901. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102902. */
  102903. export class ArcRotateCameraVRDeviceOrientationInput implements ICameraInput<ArcRotateCamera> {
  102904. /**
  102905. * Defines the camera the input is attached to.
  102906. */
  102907. camera: ArcRotateCamera;
  102908. /**
  102909. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  102910. */
  102911. alphaCorrection: number;
  102912. /**
  102913. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  102914. */
  102915. gammaCorrection: number;
  102916. private _alpha;
  102917. private _gamma;
  102918. private _dirty;
  102919. private _deviceOrientationHandler;
  102920. /**
  102921. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  102922. */
  102923. constructor();
  102924. /**
  102925. * Attach the input controls to a specific dom element to get the input from.
  102926. * @param element Defines the element the controls should be listened from
  102927. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  102928. */
  102929. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  102930. /** @hidden */
  102931. _onOrientationEvent(evt: DeviceOrientationEvent): void;
  102932. /**
  102933. * Update the current camera state depending on the inputs that have been used this frame.
  102934. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  102935. */
  102936. checkInputs(): void;
  102937. /**
  102938. * Detach the current controls from the specified dom element.
  102939. * @param element Defines the element to stop listening the inputs from
  102940. */
  102941. detachControl(element: Nullable<HTMLElement>): void;
  102942. /**
  102943. * Gets the class name of the current intput.
  102944. * @returns the class name
  102945. */
  102946. getClassName(): string;
  102947. /**
  102948. * Get the friendly name associated with the input class.
  102949. * @returns the input friendly name
  102950. */
  102951. getSimpleName(): string;
  102952. }
  102953. }
  102954. declare module BABYLON {
  102955. /**
  102956. * Listen to mouse events to control the camera.
  102957. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102958. */
  102959. export class FlyCameraMouseInput implements ICameraInput<FlyCamera> {
  102960. /**
  102961. * Defines the camera the input is attached to.
  102962. */
  102963. camera: FlyCamera;
  102964. /**
  102965. * Defines if touch is enabled. (Default is true.)
  102966. */
  102967. touchEnabled: boolean;
  102968. /**
  102969. * Defines the buttons associated with the input to handle camera rotation.
  102970. */
  102971. buttons: number[];
  102972. /**
  102973. * Assign buttons for Yaw control.
  102974. */
  102975. buttonsYaw: number[];
  102976. /**
  102977. * Assign buttons for Pitch control.
  102978. */
  102979. buttonsPitch: number[];
  102980. /**
  102981. * Assign buttons for Roll control.
  102982. */
  102983. buttonsRoll: number[];
  102984. /**
  102985. * Detect if any button is being pressed while mouse is moved.
  102986. * -1 = Mouse locked.
  102987. * 0 = Left button.
  102988. * 1 = Middle Button.
  102989. * 2 = Right Button.
  102990. */
  102991. activeButton: number;
  102992. /**
  102993. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  102994. * Higher values reduce its sensitivity.
  102995. */
  102996. angularSensibility: number;
  102997. private _mousemoveCallback;
  102998. private _observer;
  102999. private _rollObserver;
  103000. private previousPosition;
  103001. private noPreventDefault;
  103002. private element;
  103003. /**
  103004. * Listen to mouse events to control the camera.
  103005. * @param touchEnabled Define if touch is enabled. (Default is true.)
  103006. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  103007. */
  103008. constructor(touchEnabled?: boolean);
  103009. /**
  103010. * Attach the mouse control to the HTML DOM element.
  103011. * @param element Defines the element that listens to the input events.
  103012. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  103013. */
  103014. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  103015. /**
  103016. * Detach the current controls from the specified dom element.
  103017. * @param element Defines the element to stop listening the inputs from
  103018. */
  103019. detachControl(element: Nullable<HTMLElement>): void;
  103020. /**
  103021. * Gets the class name of the current input.
  103022. * @returns the class name.
  103023. */
  103024. getClassName(): string;
  103025. /**
  103026. * Get the friendly name associated with the input class.
  103027. * @returns the input's friendly name.
  103028. */
  103029. getSimpleName(): string;
  103030. private _pointerInput;
  103031. private _onMouseMove;
  103032. /**
  103033. * Rotate camera by mouse offset.
  103034. */
  103035. private rotateCamera;
  103036. }
  103037. }
  103038. declare module BABYLON {
  103039. /**
  103040. * Default Inputs manager for the FlyCamera.
  103041. * It groups all the default supported inputs for ease of use.
  103042. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  103043. */
  103044. export class FlyCameraInputsManager extends CameraInputsManager<FlyCamera> {
  103045. /**
  103046. * Instantiates a new FlyCameraInputsManager.
  103047. * @param camera Defines the camera the inputs belong to.
  103048. */
  103049. constructor(camera: FlyCamera);
  103050. /**
  103051. * Add keyboard input support to the input manager.
  103052. * @returns the new FlyCameraKeyboardMoveInput().
  103053. */
  103054. addKeyboard(): FlyCameraInputsManager;
  103055. /**
  103056. * Add mouse input support to the input manager.
  103057. * @param touchEnabled Enable touch screen support.
  103058. * @returns the new FlyCameraMouseInput().
  103059. */
  103060. addMouse(touchEnabled?: boolean): FlyCameraInputsManager;
  103061. }
  103062. }
  103063. declare module BABYLON {
  103064. /**
  103065. * This is a flying camera, designed for 3D movement and rotation in all directions,
  103066. * such as in a 3D Space Shooter or a Flight Simulator.
  103067. */
  103068. export class FlyCamera extends TargetCamera {
  103069. /**
  103070. * Define the collision ellipsoid of the camera.
  103071. * This is helpful for simulating a camera body, like a player's body.
  103072. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  103073. */
  103074. ellipsoid: Vector3;
  103075. /**
  103076. * Define an offset for the position of the ellipsoid around the camera.
  103077. * This can be helpful if the camera is attached away from the player's body center,
  103078. * such as at its head.
  103079. */
  103080. ellipsoidOffset: Vector3;
  103081. /**
  103082. * Enable or disable collisions of the camera with the rest of the scene objects.
  103083. */
  103084. checkCollisions: boolean;
  103085. /**
  103086. * Enable or disable gravity on the camera.
  103087. */
  103088. applyGravity: boolean;
  103089. /**
  103090. * Define the current direction the camera is moving to.
  103091. */
  103092. cameraDirection: Vector3;
  103093. /**
  103094. * Define the current local rotation of the camera as a quaternion to prevent Gimbal lock.
  103095. * This overrides and empties cameraRotation.
  103096. */
  103097. rotationQuaternion: Quaternion;
  103098. /**
  103099. * Track Roll to maintain the wanted Rolling when looking around.
  103100. */
  103101. _trackRoll: number;
  103102. /**
  103103. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  103104. */
  103105. rollCorrect: number;
  103106. /**
  103107. * Mimic a banked turn, Rolling the camera when Yawing.
  103108. * It's recommended to use rollCorrect = 10 for faster banking correction.
  103109. */
  103110. bankedTurn: boolean;
  103111. /**
  103112. * Limit in radians for how much Roll banking will add. (Default: 90°)
  103113. */
  103114. bankedTurnLimit: number;
  103115. /**
  103116. * Value of 0 disables the banked Roll.
  103117. * Value of 1 is equal to the Yaw angle in radians.
  103118. */
  103119. bankedTurnMultiplier: number;
  103120. /**
  103121. * The inputs manager loads all the input sources, such as keyboard and mouse.
  103122. */
  103123. inputs: FlyCameraInputsManager;
  103124. /**
  103125. * Gets the input sensibility for mouse input.
  103126. * Higher values reduce sensitivity.
  103127. */
  103128. /**
  103129. * Sets the input sensibility for a mouse input.
  103130. * Higher values reduce sensitivity.
  103131. */
  103132. angularSensibility: number;
  103133. /**
  103134. * Get the keys for camera movement forward.
  103135. */
  103136. /**
  103137. * Set the keys for camera movement forward.
  103138. */
  103139. keysForward: number[];
  103140. /**
  103141. * Get the keys for camera movement backward.
  103142. */
  103143. keysBackward: number[];
  103144. /**
  103145. * Get the keys for camera movement up.
  103146. */
  103147. /**
  103148. * Set the keys for camera movement up.
  103149. */
  103150. keysUp: number[];
  103151. /**
  103152. * Get the keys for camera movement down.
  103153. */
  103154. /**
  103155. * Set the keys for camera movement down.
  103156. */
  103157. keysDown: number[];
  103158. /**
  103159. * Get the keys for camera movement left.
  103160. */
  103161. /**
  103162. * Set the keys for camera movement left.
  103163. */
  103164. keysLeft: number[];
  103165. /**
  103166. * Set the keys for camera movement right.
  103167. */
  103168. /**
  103169. * Set the keys for camera movement right.
  103170. */
  103171. keysRight: number[];
  103172. /**
  103173. * Event raised when the camera collides with a mesh in the scene.
  103174. */
  103175. onCollide: (collidedMesh: AbstractMesh) => void;
  103176. private _collider;
  103177. private _needMoveForGravity;
  103178. private _oldPosition;
  103179. private _diffPosition;
  103180. private _newPosition;
  103181. /** @hidden */
  103182. _localDirection: Vector3;
  103183. /** @hidden */
  103184. _transformedDirection: Vector3;
  103185. /**
  103186. * Instantiates a FlyCamera.
  103187. * This is a flying camera, designed for 3D movement and rotation in all directions,
  103188. * such as in a 3D Space Shooter or a Flight Simulator.
  103189. * @param name Define the name of the camera in the scene.
  103190. * @param position Define the starting position of the camera in the scene.
  103191. * @param scene Define the scene the camera belongs to.
  103192. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  103193. */
  103194. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  103195. /**
  103196. * Attach a control to the HTML DOM element.
  103197. * @param element Defines the element that listens to the input events.
  103198. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  103199. */
  103200. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  103201. /**
  103202. * Detach a control from the HTML DOM element.
  103203. * The camera will stop reacting to that input.
  103204. * @param element Defines the element that listens to the input events.
  103205. */
  103206. detachControl(element: HTMLElement): void;
  103207. private _collisionMask;
  103208. /**
  103209. * Get the mask that the camera ignores in collision events.
  103210. */
  103211. /**
  103212. * Set the mask that the camera ignores in collision events.
  103213. */
  103214. collisionMask: number;
  103215. /** @hidden */
  103216. _collideWithWorld(displacement: Vector3): void;
  103217. /** @hidden */
  103218. private _onCollisionPositionChange;
  103219. /** @hidden */
  103220. _checkInputs(): void;
  103221. /** @hidden */
  103222. _decideIfNeedsToMove(): boolean;
  103223. /** @hidden */
  103224. _updatePosition(): void;
  103225. /**
  103226. * Restore the Roll to its target value at the rate specified.
  103227. * @param rate - Higher means slower restoring.
  103228. * @hidden
  103229. */
  103230. restoreRoll(rate: number): void;
  103231. /**
  103232. * Destroy the camera and release the current resources held by it.
  103233. */
  103234. dispose(): void;
  103235. /**
  103236. * Get the current object class name.
  103237. * @returns the class name.
  103238. */
  103239. getClassName(): string;
  103240. }
  103241. }
  103242. declare module BABYLON {
  103243. /**
  103244. * Listen to keyboard events to control the camera.
  103245. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  103246. */
  103247. export class FlyCameraKeyboardInput implements ICameraInput<FlyCamera> {
  103248. /**
  103249. * Defines the camera the input is attached to.
  103250. */
  103251. camera: FlyCamera;
  103252. /**
  103253. * The list of keyboard keys used to control the forward move of the camera.
  103254. */
  103255. keysForward: number[];
  103256. /**
  103257. * The list of keyboard keys used to control the backward move of the camera.
  103258. */
  103259. keysBackward: number[];
  103260. /**
  103261. * The list of keyboard keys used to control the forward move of the camera.
  103262. */
  103263. keysUp: number[];
  103264. /**
  103265. * The list of keyboard keys used to control the backward move of the camera.
  103266. */
  103267. keysDown: number[];
  103268. /**
  103269. * The list of keyboard keys used to control the right strafe move of the camera.
  103270. */
  103271. keysRight: number[];
  103272. /**
  103273. * The list of keyboard keys used to control the left strafe move of the camera.
  103274. */
  103275. keysLeft: number[];
  103276. private _keys;
  103277. private _onCanvasBlurObserver;
  103278. private _onKeyboardObserver;
  103279. private _engine;
  103280. private _scene;
  103281. /**
  103282. * Attach the input controls to a specific dom element to get the input from.
  103283. * @param element Defines the element the controls should be listened from
  103284. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  103285. */
  103286. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  103287. /**
  103288. * Detach the current controls from the specified dom element.
  103289. * @param element Defines the element to stop listening the inputs from
  103290. */
  103291. detachControl(element: Nullable<HTMLElement>): void;
  103292. /**
  103293. * Gets the class name of the current intput.
  103294. * @returns the class name
  103295. */
  103296. getClassName(): string;
  103297. /** @hidden */
  103298. _onLostFocus(e: FocusEvent): void;
  103299. /**
  103300. * Get the friendly name associated with the input class.
  103301. * @returns the input friendly name
  103302. */
  103303. getSimpleName(): string;
  103304. /**
  103305. * Update the current camera state depending on the inputs that have been used this frame.
  103306. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  103307. */
  103308. checkInputs(): void;
  103309. }
  103310. }
  103311. declare module BABYLON {
  103312. /**
  103313. * Manage the mouse wheel inputs to control a follow camera.
  103314. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  103315. */
  103316. export class FollowCameraMouseWheelInput implements ICameraInput<FollowCamera> {
  103317. /**
  103318. * Defines the camera the input is attached to.
  103319. */
  103320. camera: FollowCamera;
  103321. /**
  103322. * Moue wheel controls zoom. (Mouse wheel modifies camera.radius value.)
  103323. */
  103324. axisControlRadius: boolean;
  103325. /**
  103326. * Moue wheel controls height. (Mouse wheel modifies camera.heightOffset value.)
  103327. */
  103328. axisControlHeight: boolean;
  103329. /**
  103330. * Moue wheel controls angle. (Mouse wheel modifies camera.rotationOffset value.)
  103331. */
  103332. axisControlRotation: boolean;
  103333. /**
  103334. * Gets or Set the mouse wheel precision or how fast is the camera moves in
  103335. * relation to mouseWheel events.
  103336. */
  103337. wheelPrecision: number;
  103338. /**
  103339. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  103340. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  103341. */
  103342. wheelDeltaPercentage: number;
  103343. private _wheel;
  103344. private _observer;
  103345. /**
  103346. * Attach the input controls to a specific dom element to get the input from.
  103347. * @param element Defines the element the controls should be listened from
  103348. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  103349. */
  103350. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  103351. /**
  103352. * Detach the current controls from the specified dom element.
  103353. * @param element Defines the element to stop listening the inputs from
  103354. */
  103355. detachControl(element: Nullable<HTMLElement>): void;
  103356. /**
  103357. * Gets the class name of the current intput.
  103358. * @returns the class name
  103359. */
  103360. getClassName(): string;
  103361. /**
  103362. * Get the friendly name associated with the input class.
  103363. * @returns the input friendly name
  103364. */
  103365. getSimpleName(): string;
  103366. }
  103367. }
  103368. declare module BABYLON {
  103369. /**
  103370. * Manage the pointers inputs to control an follow camera.
  103371. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  103372. */
  103373. export class FollowCameraPointersInput extends BaseCameraPointersInput {
  103374. /**
  103375. * Defines the camera the input is attached to.
  103376. */
  103377. camera: FollowCamera;
  103378. /**
  103379. * Gets the class name of the current input.
  103380. * @returns the class name
  103381. */
  103382. getClassName(): string;
  103383. /**
  103384. * Defines the pointer angular sensibility along the X axis or how fast is
  103385. * the camera rotating.
  103386. * A negative number will reverse the axis direction.
  103387. */
  103388. angularSensibilityX: number;
  103389. /**
  103390. * Defines the pointer angular sensibility along the Y axis or how fast is
  103391. * the camera rotating.
  103392. * A negative number will reverse the axis direction.
  103393. */
  103394. angularSensibilityY: number;
  103395. /**
  103396. * Defines the pointer pinch precision or how fast is the camera zooming.
  103397. * A negative number will reverse the axis direction.
  103398. */
  103399. pinchPrecision: number;
  103400. /**
  103401. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  103402. * from 0.
  103403. * It defines the percentage of current camera.radius to use as delta when
  103404. * pinch zoom is used.
  103405. */
  103406. pinchDeltaPercentage: number;
  103407. /**
  103408. * Pointer X axis controls zoom. (X axis modifies camera.radius value.)
  103409. */
  103410. axisXControlRadius: boolean;
  103411. /**
  103412. * Pointer X axis controls height. (X axis modifies camera.heightOffset value.)
  103413. */
  103414. axisXControlHeight: boolean;
  103415. /**
  103416. * Pointer X axis controls angle. (X axis modifies camera.rotationOffset value.)
  103417. */
  103418. axisXControlRotation: boolean;
  103419. /**
  103420. * Pointer Y axis controls zoom. (Y axis modifies camera.radius value.)
  103421. */
  103422. axisYControlRadius: boolean;
  103423. /**
  103424. * Pointer Y axis controls height. (Y axis modifies camera.heightOffset value.)
  103425. */
  103426. axisYControlHeight: boolean;
  103427. /**
  103428. * Pointer Y axis controls angle. (Y axis modifies camera.rotationOffset value.)
  103429. */
  103430. axisYControlRotation: boolean;
  103431. /**
  103432. * Pinch controls zoom. (Pinch modifies camera.radius value.)
  103433. */
  103434. axisPinchControlRadius: boolean;
  103435. /**
  103436. * Pinch controls height. (Pinch modifies camera.heightOffset value.)
  103437. */
  103438. axisPinchControlHeight: boolean;
  103439. /**
  103440. * Pinch controls angle. (Pinch modifies camera.rotationOffset value.)
  103441. */
  103442. axisPinchControlRotation: boolean;
  103443. /**
  103444. * Log error messages if basic misconfiguration has occurred.
  103445. */
  103446. warningEnable: boolean;
  103447. protected onTouch(pointA: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  103448. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  103449. private _warningCounter;
  103450. private _warning;
  103451. }
  103452. }
  103453. declare module BABYLON {
  103454. /**
  103455. * Default Inputs manager for the FollowCamera.
  103456. * It groups all the default supported inputs for ease of use.
  103457. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  103458. */
  103459. export class FollowCameraInputsManager extends CameraInputsManager<FollowCamera> {
  103460. /**
  103461. * Instantiates a new FollowCameraInputsManager.
  103462. * @param camera Defines the camera the inputs belong to
  103463. */
  103464. constructor(camera: FollowCamera);
  103465. /**
  103466. * Add keyboard input support to the input manager.
  103467. * @returns the current input manager
  103468. */
  103469. addKeyboard(): FollowCameraInputsManager;
  103470. /**
  103471. * Add mouse wheel input support to the input manager.
  103472. * @returns the current input manager
  103473. */
  103474. addMouseWheel(): FollowCameraInputsManager;
  103475. /**
  103476. * Add pointers input support to the input manager.
  103477. * @returns the current input manager
  103478. */
  103479. addPointers(): FollowCameraInputsManager;
  103480. /**
  103481. * Add orientation input support to the input manager.
  103482. * @returns the current input manager
  103483. */
  103484. addVRDeviceOrientation(): FollowCameraInputsManager;
  103485. }
  103486. }
  103487. declare module BABYLON {
  103488. /**
  103489. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  103490. * an arc rotate version arcFollowCamera are available.
  103491. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  103492. */
  103493. export class FollowCamera extends TargetCamera {
  103494. /**
  103495. * Distance the follow camera should follow an object at
  103496. */
  103497. radius: number;
  103498. /**
  103499. * Minimum allowed distance of the camera to the axis of rotation
  103500. * (The camera can not get closer).
  103501. * This can help limiting how the Camera is able to move in the scene.
  103502. */
  103503. lowerRadiusLimit: Nullable<number>;
  103504. /**
  103505. * Maximum allowed distance of the camera to the axis of rotation
  103506. * (The camera can not get further).
  103507. * This can help limiting how the Camera is able to move in the scene.
  103508. */
  103509. upperRadiusLimit: Nullable<number>;
  103510. /**
  103511. * Define a rotation offset between the camera and the object it follows
  103512. */
  103513. rotationOffset: number;
  103514. /**
  103515. * Minimum allowed angle to camera position relative to target object.
  103516. * This can help limiting how the Camera is able to move in the scene.
  103517. */
  103518. lowerRotationOffsetLimit: Nullable<number>;
  103519. /**
  103520. * Maximum allowed angle to camera position relative to target object.
  103521. * This can help limiting how the Camera is able to move in the scene.
  103522. */
  103523. upperRotationOffsetLimit: Nullable<number>;
  103524. /**
  103525. * Define a height offset between the camera and the object it follows.
  103526. * It can help following an object from the top (like a car chaing a plane)
  103527. */
  103528. heightOffset: number;
  103529. /**
  103530. * Minimum allowed height of camera position relative to target object.
  103531. * This can help limiting how the Camera is able to move in the scene.
  103532. */
  103533. lowerHeightOffsetLimit: Nullable<number>;
  103534. /**
  103535. * Maximum allowed height of camera position relative to target object.
  103536. * This can help limiting how the Camera is able to move in the scene.
  103537. */
  103538. upperHeightOffsetLimit: Nullable<number>;
  103539. /**
  103540. * Define how fast the camera can accelerate to follow it s target.
  103541. */
  103542. cameraAcceleration: number;
  103543. /**
  103544. * Define the speed limit of the camera following an object.
  103545. */
  103546. maxCameraSpeed: number;
  103547. /**
  103548. * Define the target of the camera.
  103549. */
  103550. lockedTarget: Nullable<AbstractMesh>;
  103551. /**
  103552. * Defines the input associated with the camera.
  103553. */
  103554. inputs: FollowCameraInputsManager;
  103555. /**
  103556. * Instantiates the follow camera.
  103557. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  103558. * @param name Define the name of the camera in the scene
  103559. * @param position Define the position of the camera
  103560. * @param scene Define the scene the camera belong to
  103561. * @param lockedTarget Define the target of the camera
  103562. */
  103563. constructor(name: string, position: Vector3, scene: Scene, lockedTarget?: Nullable<AbstractMesh>);
  103564. private _follow;
  103565. /**
  103566. * Attached controls to the current camera.
  103567. * @param element Defines the element the controls should be listened from
  103568. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  103569. */
  103570. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  103571. /**
  103572. * Detach the current controls from the camera.
  103573. * The camera will stop reacting to inputs.
  103574. * @param element Defines the element to stop listening the inputs from
  103575. */
  103576. detachControl(element: HTMLElement): void;
  103577. /** @hidden */
  103578. _checkInputs(): void;
  103579. private _checkLimits;
  103580. /**
  103581. * Gets the camera class name.
  103582. * @returns the class name
  103583. */
  103584. getClassName(): string;
  103585. }
  103586. /**
  103587. * Arc Rotate version of the follow camera.
  103588. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  103589. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  103590. */
  103591. export class ArcFollowCamera extends TargetCamera {
  103592. /** The longitudinal angle of the camera */
  103593. alpha: number;
  103594. /** The latitudinal angle of the camera */
  103595. beta: number;
  103596. /** The radius of the camera from its target */
  103597. radius: number;
  103598. /** Define the camera target (the messh it should follow) */
  103599. target: Nullable<AbstractMesh>;
  103600. private _cartesianCoordinates;
  103601. /**
  103602. * Instantiates a new ArcFollowCamera
  103603. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  103604. * @param name Define the name of the camera
  103605. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  103606. * @param beta Define the rotation angle of the camera around the elevation axis
  103607. * @param radius Define the radius of the camera from its target point
  103608. * @param target Define the target of the camera
  103609. * @param scene Define the scene the camera belongs to
  103610. */
  103611. constructor(name: string,
  103612. /** The longitudinal angle of the camera */
  103613. alpha: number,
  103614. /** The latitudinal angle of the camera */
  103615. beta: number,
  103616. /** The radius of the camera from its target */
  103617. radius: number,
  103618. /** Define the camera target (the messh it should follow) */
  103619. target: Nullable<AbstractMesh>, scene: Scene);
  103620. private _follow;
  103621. /** @hidden */
  103622. _checkInputs(): void;
  103623. /**
  103624. * Returns the class name of the object.
  103625. * It is mostly used internally for serialization purposes.
  103626. */
  103627. getClassName(): string;
  103628. }
  103629. }
  103630. declare module BABYLON {
  103631. /**
  103632. * Manage the keyboard inputs to control the movement of a follow camera.
  103633. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  103634. */
  103635. export class FollowCameraKeyboardMoveInput implements ICameraInput<FollowCamera> {
  103636. /**
  103637. * Defines the camera the input is attached to.
  103638. */
  103639. camera: FollowCamera;
  103640. /**
  103641. * Defines the list of key codes associated with the up action (increase heightOffset)
  103642. */
  103643. keysHeightOffsetIncr: number[];
  103644. /**
  103645. * Defines the list of key codes associated with the down action (decrease heightOffset)
  103646. */
  103647. keysHeightOffsetDecr: number[];
  103648. /**
  103649. * Defines whether the Alt modifier key is required to move up/down (alter heightOffset)
  103650. */
  103651. keysHeightOffsetModifierAlt: boolean;
  103652. /**
  103653. * Defines whether the Ctrl modifier key is required to move up/down (alter heightOffset)
  103654. */
  103655. keysHeightOffsetModifierCtrl: boolean;
  103656. /**
  103657. * Defines whether the Shift modifier key is required to move up/down (alter heightOffset)
  103658. */
  103659. keysHeightOffsetModifierShift: boolean;
  103660. /**
  103661. * Defines the list of key codes associated with the left action (increase rotationOffset)
  103662. */
  103663. keysRotationOffsetIncr: number[];
  103664. /**
  103665. * Defines the list of key codes associated with the right action (decrease rotationOffset)
  103666. */
  103667. keysRotationOffsetDecr: number[];
  103668. /**
  103669. * Defines whether the Alt modifier key is required to move left/right (alter rotationOffset)
  103670. */
  103671. keysRotationOffsetModifierAlt: boolean;
  103672. /**
  103673. * Defines whether the Ctrl modifier key is required to move left/right (alter rotationOffset)
  103674. */
  103675. keysRotationOffsetModifierCtrl: boolean;
  103676. /**
  103677. * Defines whether the Shift modifier key is required to move left/right (alter rotationOffset)
  103678. */
  103679. keysRotationOffsetModifierShift: boolean;
  103680. /**
  103681. * Defines the list of key codes associated with the zoom-in action (decrease radius)
  103682. */
  103683. keysRadiusIncr: number[];
  103684. /**
  103685. * Defines the list of key codes associated with the zoom-out action (increase radius)
  103686. */
  103687. keysRadiusDecr: number[];
  103688. /**
  103689. * Defines whether the Alt modifier key is required to zoom in/out (alter radius value)
  103690. */
  103691. keysRadiusModifierAlt: boolean;
  103692. /**
  103693. * Defines whether the Ctrl modifier key is required to zoom in/out (alter radius value)
  103694. */
  103695. keysRadiusModifierCtrl: boolean;
  103696. /**
  103697. * Defines whether the Shift modifier key is required to zoom in/out (alter radius value)
  103698. */
  103699. keysRadiusModifierShift: boolean;
  103700. /**
  103701. * Defines the rate of change of heightOffset.
  103702. */
  103703. heightSensibility: number;
  103704. /**
  103705. * Defines the rate of change of rotationOffset.
  103706. */
  103707. rotationSensibility: number;
  103708. /**
  103709. * Defines the rate of change of radius.
  103710. */
  103711. radiusSensibility: number;
  103712. private _keys;
  103713. private _ctrlPressed;
  103714. private _altPressed;
  103715. private _shiftPressed;
  103716. private _onCanvasBlurObserver;
  103717. private _onKeyboardObserver;
  103718. private _engine;
  103719. private _scene;
  103720. /**
  103721. * Attach the input controls to a specific dom element to get the input from.
  103722. * @param element Defines the element the controls should be listened from
  103723. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  103724. */
  103725. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  103726. /**
  103727. * Detach the current controls from the specified dom element.
  103728. * @param element Defines the element to stop listening the inputs from
  103729. */
  103730. detachControl(element: Nullable<HTMLElement>): void;
  103731. /**
  103732. * Update the current camera state depending on the inputs that have been used this frame.
  103733. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  103734. */
  103735. checkInputs(): void;
  103736. /**
  103737. * Gets the class name of the current input.
  103738. * @returns the class name
  103739. */
  103740. getClassName(): string;
  103741. /**
  103742. * Get the friendly name associated with the input class.
  103743. * @returns the input friendly name
  103744. */
  103745. getSimpleName(): string;
  103746. /**
  103747. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  103748. * allow modification of the heightOffset value.
  103749. */
  103750. private _modifierHeightOffset;
  103751. /**
  103752. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  103753. * allow modification of the rotationOffset value.
  103754. */
  103755. private _modifierRotationOffset;
  103756. /**
  103757. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  103758. * allow modification of the radius value.
  103759. */
  103760. private _modifierRadius;
  103761. }
  103762. }
  103763. declare module BABYLON {
  103764. interface FreeCameraInputsManager {
  103765. /**
  103766. * @hidden
  103767. */
  103768. _deviceOrientationInput: Nullable<FreeCameraDeviceOrientationInput>;
  103769. /**
  103770. * Add orientation input support to the input manager.
  103771. * @returns the current input manager
  103772. */
  103773. addDeviceOrientation(): FreeCameraInputsManager;
  103774. }
  103775. /**
  103776. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  103777. * Screen rotation is taken into account.
  103778. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  103779. */
  103780. export class FreeCameraDeviceOrientationInput implements ICameraInput<FreeCamera> {
  103781. private _camera;
  103782. private _screenOrientationAngle;
  103783. private _constantTranform;
  103784. private _screenQuaternion;
  103785. private _alpha;
  103786. private _beta;
  103787. private _gamma;
  103788. /**
  103789. * Can be used to detect if a device orientation sensor is availible on a device
  103790. * @param timeout amount of time in milliseconds to wait for a response from the sensor (default: infinite)
  103791. * @returns a promise that will resolve on orientation change
  103792. */
  103793. static WaitForOrientationChangeAsync(timeout?: number): Promise<unknown>;
  103794. /**
  103795. * @hidden
  103796. */
  103797. _onDeviceOrientationChangedObservable: Observable<void>;
  103798. /**
  103799. * Instantiates a new input
  103800. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  103801. */
  103802. constructor();
  103803. /**
  103804. * Define the camera controlled by the input.
  103805. */
  103806. camera: FreeCamera;
  103807. /**
  103808. * Attach the input controls to a specific dom element to get the input from.
  103809. * @param element Defines the element the controls should be listened from
  103810. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  103811. */
  103812. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  103813. private _orientationChanged;
  103814. private _deviceOrientation;
  103815. /**
  103816. * Detach the current controls from the specified dom element.
  103817. * @param element Defines the element to stop listening the inputs from
  103818. */
  103819. detachControl(element: Nullable<HTMLElement>): void;
  103820. /**
  103821. * Update the current camera state depending on the inputs that have been used this frame.
  103822. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  103823. */
  103824. checkInputs(): void;
  103825. /**
  103826. * Gets the class name of the current intput.
  103827. * @returns the class name
  103828. */
  103829. getClassName(): string;
  103830. /**
  103831. * Get the friendly name associated with the input class.
  103832. * @returns the input friendly name
  103833. */
  103834. getSimpleName(): string;
  103835. }
  103836. }
  103837. declare module BABYLON {
  103838. /**
  103839. * Manage the gamepad inputs to control a free camera.
  103840. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  103841. */
  103842. export class FreeCameraGamepadInput implements ICameraInput<FreeCamera> {
  103843. /**
  103844. * Define the camera the input is attached to.
  103845. */
  103846. camera: FreeCamera;
  103847. /**
  103848. * Define the Gamepad controlling the input
  103849. */
  103850. gamepad: Nullable<Gamepad>;
  103851. /**
  103852. * Defines the gamepad rotation sensiblity.
  103853. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  103854. */
  103855. gamepadAngularSensibility: number;
  103856. /**
  103857. * Defines the gamepad move sensiblity.
  103858. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  103859. */
  103860. gamepadMoveSensibility: number;
  103861. private _onGamepadConnectedObserver;
  103862. private _onGamepadDisconnectedObserver;
  103863. private _cameraTransform;
  103864. private _deltaTransform;
  103865. private _vector3;
  103866. private _vector2;
  103867. /**
  103868. * Attach the input controls to a specific dom element to get the input from.
  103869. * @param element Defines the element the controls should be listened from
  103870. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  103871. */
  103872. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  103873. /**
  103874. * Detach the current controls from the specified dom element.
  103875. * @param element Defines the element to stop listening the inputs from
  103876. */
  103877. detachControl(element: Nullable<HTMLElement>): void;
  103878. /**
  103879. * Update the current camera state depending on the inputs that have been used this frame.
  103880. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  103881. */
  103882. checkInputs(): void;
  103883. /**
  103884. * Gets the class name of the current intput.
  103885. * @returns the class name
  103886. */
  103887. getClassName(): string;
  103888. /**
  103889. * Get the friendly name associated with the input class.
  103890. * @returns the input friendly name
  103891. */
  103892. getSimpleName(): string;
  103893. }
  103894. }
  103895. declare module BABYLON {
  103896. /**
  103897. * Defines the potential axis of a Joystick
  103898. */
  103899. export enum JoystickAxis {
  103900. /** X axis */
  103901. X = 0,
  103902. /** Y axis */
  103903. Y = 1,
  103904. /** Z axis */
  103905. Z = 2
  103906. }
  103907. /**
  103908. * Class used to define virtual joystick (used in touch mode)
  103909. */
  103910. export class VirtualJoystick {
  103911. /**
  103912. * Gets or sets a boolean indicating that left and right values must be inverted
  103913. */
  103914. reverseLeftRight: boolean;
  103915. /**
  103916. * Gets or sets a boolean indicating that up and down values must be inverted
  103917. */
  103918. reverseUpDown: boolean;
  103919. /**
  103920. * Gets the offset value for the position (ie. the change of the position value)
  103921. */
  103922. deltaPosition: Vector3;
  103923. /**
  103924. * Gets a boolean indicating if the virtual joystick was pressed
  103925. */
  103926. pressed: boolean;
  103927. /**
  103928. * Canvas the virtual joystick will render onto, default z-index of this is 5
  103929. */
  103930. static Canvas: Nullable<HTMLCanvasElement>;
  103931. private static _globalJoystickIndex;
  103932. private static vjCanvasContext;
  103933. private static vjCanvasWidth;
  103934. private static vjCanvasHeight;
  103935. private static halfWidth;
  103936. private _action;
  103937. private _axisTargetedByLeftAndRight;
  103938. private _axisTargetedByUpAndDown;
  103939. private _joystickSensibility;
  103940. private _inversedSensibility;
  103941. private _joystickPointerID;
  103942. private _joystickColor;
  103943. private _joystickPointerPos;
  103944. private _joystickPreviousPointerPos;
  103945. private _joystickPointerStartPos;
  103946. private _deltaJoystickVector;
  103947. private _leftJoystick;
  103948. private _touches;
  103949. private _onPointerDownHandlerRef;
  103950. private _onPointerMoveHandlerRef;
  103951. private _onPointerUpHandlerRef;
  103952. private _onResize;
  103953. /**
  103954. * Creates a new virtual joystick
  103955. * @param leftJoystick defines that the joystick is for left hand (false by default)
  103956. */
  103957. constructor(leftJoystick?: boolean);
  103958. /**
  103959. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  103960. * @param newJoystickSensibility defines the new sensibility
  103961. */
  103962. setJoystickSensibility(newJoystickSensibility: number): void;
  103963. private _onPointerDown;
  103964. private _onPointerMove;
  103965. private _onPointerUp;
  103966. /**
  103967. * Change the color of the virtual joystick
  103968. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  103969. */
  103970. setJoystickColor(newColor: string): void;
  103971. /**
  103972. * Defines a callback to call when the joystick is touched
  103973. * @param action defines the callback
  103974. */
  103975. setActionOnTouch(action: () => any): void;
  103976. /**
  103977. * Defines which axis you'd like to control for left & right
  103978. * @param axis defines the axis to use
  103979. */
  103980. setAxisForLeftRight(axis: JoystickAxis): void;
  103981. /**
  103982. * Defines which axis you'd like to control for up & down
  103983. * @param axis defines the axis to use
  103984. */
  103985. setAxisForUpDown(axis: JoystickAxis): void;
  103986. private _drawVirtualJoystick;
  103987. /**
  103988. * Release internal HTML canvas
  103989. */
  103990. releaseCanvas(): void;
  103991. }
  103992. }
  103993. declare module BABYLON {
  103994. interface FreeCameraInputsManager {
  103995. /**
  103996. * Add virtual joystick input support to the input manager.
  103997. * @returns the current input manager
  103998. */
  103999. addVirtualJoystick(): FreeCameraInputsManager;
  104000. }
  104001. /**
  104002. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  104003. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  104004. */
  104005. export class FreeCameraVirtualJoystickInput implements ICameraInput<FreeCamera> {
  104006. /**
  104007. * Defines the camera the input is attached to.
  104008. */
  104009. camera: FreeCamera;
  104010. private _leftjoystick;
  104011. private _rightjoystick;
  104012. /**
  104013. * Gets the left stick of the virtual joystick.
  104014. * @returns The virtual Joystick
  104015. */
  104016. getLeftJoystick(): VirtualJoystick;
  104017. /**
  104018. * Gets the right stick of the virtual joystick.
  104019. * @returns The virtual Joystick
  104020. */
  104021. getRightJoystick(): VirtualJoystick;
  104022. /**
  104023. * Update the current camera state depending on the inputs that have been used this frame.
  104024. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  104025. */
  104026. checkInputs(): void;
  104027. /**
  104028. * Attach the input controls to a specific dom element to get the input from.
  104029. * @param element Defines the element the controls should be listened from
  104030. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  104031. */
  104032. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  104033. /**
  104034. * Detach the current controls from the specified dom element.
  104035. * @param element Defines the element to stop listening the inputs from
  104036. */
  104037. detachControl(element: Nullable<HTMLElement>): void;
  104038. /**
  104039. * Gets the class name of the current intput.
  104040. * @returns the class name
  104041. */
  104042. getClassName(): string;
  104043. /**
  104044. * Get the friendly name associated with the input class.
  104045. * @returns the input friendly name
  104046. */
  104047. getSimpleName(): string;
  104048. }
  104049. }
  104050. declare module BABYLON {
  104051. /**
  104052. * This represents a FPS type of camera controlled by touch.
  104053. * This is like a universal camera minus the Gamepad controls.
  104054. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  104055. */
  104056. export class TouchCamera extends FreeCamera {
  104057. /**
  104058. * Defines the touch sensibility for rotation.
  104059. * The higher the faster.
  104060. */
  104061. touchAngularSensibility: number;
  104062. /**
  104063. * Defines the touch sensibility for move.
  104064. * The higher the faster.
  104065. */
  104066. touchMoveSensibility: number;
  104067. /**
  104068. * Instantiates a new touch camera.
  104069. * This represents a FPS type of camera controlled by touch.
  104070. * This is like a universal camera minus the Gamepad controls.
  104071. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  104072. * @param name Define the name of the camera in the scene
  104073. * @param position Define the start position of the camera in the scene
  104074. * @param scene Define the scene the camera belongs to
  104075. */
  104076. constructor(name: string, position: Vector3, scene: Scene);
  104077. /**
  104078. * Gets the current object class name.
  104079. * @return the class name
  104080. */
  104081. getClassName(): string;
  104082. /** @hidden */
  104083. _setupInputs(): void;
  104084. }
  104085. }
  104086. declare module BABYLON {
  104087. /**
  104088. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  104089. * being tilted forward or back and left or right.
  104090. */
  104091. export class DeviceOrientationCamera extends FreeCamera {
  104092. private _initialQuaternion;
  104093. private _quaternionCache;
  104094. private _tmpDragQuaternion;
  104095. private _disablePointerInputWhenUsingDeviceOrientation;
  104096. /**
  104097. * Creates a new device orientation camera
  104098. * @param name The name of the camera
  104099. * @param position The start position camera
  104100. * @param scene The scene the camera belongs to
  104101. */
  104102. constructor(name: string, position: Vector3, scene: Scene);
  104103. /**
  104104. * Gets or sets a boolean indicating that pointer input must be disabled on first orientation sensor update (Default: true)
  104105. */
  104106. disablePointerInputWhenUsingDeviceOrientation: boolean;
  104107. private _dragFactor;
  104108. /**
  104109. * Enabled turning on the y axis when the orientation sensor is active
  104110. * @param dragFactor the factor that controls the turn speed (default: 1/300)
  104111. */
  104112. enableHorizontalDragging(dragFactor?: number): void;
  104113. /**
  104114. * Gets the current instance class name ("DeviceOrientationCamera").
  104115. * This helps avoiding instanceof at run time.
  104116. * @returns the class name
  104117. */
  104118. getClassName(): string;
  104119. /**
  104120. * @hidden
  104121. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  104122. */
  104123. _checkInputs(): void;
  104124. /**
  104125. * Reset the camera to its default orientation on the specified axis only.
  104126. * @param axis The axis to reset
  104127. */
  104128. resetToCurrentRotation(axis?: Axis): void;
  104129. }
  104130. }
  104131. declare module BABYLON {
  104132. /**
  104133. * Defines supported buttons for XBox360 compatible gamepads
  104134. */
  104135. export enum Xbox360Button {
  104136. /** A */
  104137. A = 0,
  104138. /** B */
  104139. B = 1,
  104140. /** X */
  104141. X = 2,
  104142. /** Y */
  104143. Y = 3,
  104144. /** Start */
  104145. Start = 4,
  104146. /** Back */
  104147. Back = 5,
  104148. /** Left button */
  104149. LB = 6,
  104150. /** Right button */
  104151. RB = 7,
  104152. /** Left stick */
  104153. LeftStick = 8,
  104154. /** Right stick */
  104155. RightStick = 9
  104156. }
  104157. /** Defines values for XBox360 DPad */
  104158. export enum Xbox360Dpad {
  104159. /** Up */
  104160. Up = 0,
  104161. /** Down */
  104162. Down = 1,
  104163. /** Left */
  104164. Left = 2,
  104165. /** Right */
  104166. Right = 3
  104167. }
  104168. /**
  104169. * Defines a XBox360 gamepad
  104170. */
  104171. export class Xbox360Pad extends Gamepad {
  104172. private _leftTrigger;
  104173. private _rightTrigger;
  104174. private _onlefttriggerchanged;
  104175. private _onrighttriggerchanged;
  104176. private _onbuttondown;
  104177. private _onbuttonup;
  104178. private _ondpaddown;
  104179. private _ondpadup;
  104180. /** Observable raised when a button is pressed */
  104181. onButtonDownObservable: Observable<Xbox360Button>;
  104182. /** Observable raised when a button is released */
  104183. onButtonUpObservable: Observable<Xbox360Button>;
  104184. /** Observable raised when a pad is pressed */
  104185. onPadDownObservable: Observable<Xbox360Dpad>;
  104186. /** Observable raised when a pad is released */
  104187. onPadUpObservable: Observable<Xbox360Dpad>;
  104188. private _buttonA;
  104189. private _buttonB;
  104190. private _buttonX;
  104191. private _buttonY;
  104192. private _buttonBack;
  104193. private _buttonStart;
  104194. private _buttonLB;
  104195. private _buttonRB;
  104196. private _buttonLeftStick;
  104197. private _buttonRightStick;
  104198. private _dPadUp;
  104199. private _dPadDown;
  104200. private _dPadLeft;
  104201. private _dPadRight;
  104202. private _isXboxOnePad;
  104203. /**
  104204. * Creates a new XBox360 gamepad object
  104205. * @param id defines the id of this gamepad
  104206. * @param index defines its index
  104207. * @param gamepad defines the internal HTML gamepad object
  104208. * @param xboxOne defines if it is a XBox One gamepad
  104209. */
  104210. constructor(id: string, index: number, gamepad: any, xboxOne?: boolean);
  104211. /**
  104212. * Defines the callback to call when left trigger is pressed
  104213. * @param callback defines the callback to use
  104214. */
  104215. onlefttriggerchanged(callback: (value: number) => void): void;
  104216. /**
  104217. * Defines the callback to call when right trigger is pressed
  104218. * @param callback defines the callback to use
  104219. */
  104220. onrighttriggerchanged(callback: (value: number) => void): void;
  104221. /**
  104222. * Gets the left trigger value
  104223. */
  104224. /**
  104225. * Sets the left trigger value
  104226. */
  104227. leftTrigger: number;
  104228. /**
  104229. * Gets the right trigger value
  104230. */
  104231. /**
  104232. * Sets the right trigger value
  104233. */
  104234. rightTrigger: number;
  104235. /**
  104236. * Defines the callback to call when a button is pressed
  104237. * @param callback defines the callback to use
  104238. */
  104239. onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void;
  104240. /**
  104241. * Defines the callback to call when a button is released
  104242. * @param callback defines the callback to use
  104243. */
  104244. onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void;
  104245. /**
  104246. * Defines the callback to call when a pad is pressed
  104247. * @param callback defines the callback to use
  104248. */
  104249. ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void;
  104250. /**
  104251. * Defines the callback to call when a pad is released
  104252. * @param callback defines the callback to use
  104253. */
  104254. ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void;
  104255. private _setButtonValue;
  104256. private _setDPadValue;
  104257. /**
  104258. * Gets the value of the `A` button
  104259. */
  104260. /**
  104261. * Sets the value of the `A` button
  104262. */
  104263. buttonA: number;
  104264. /**
  104265. * Gets the value of the `B` button
  104266. */
  104267. /**
  104268. * Sets the value of the `B` button
  104269. */
  104270. buttonB: number;
  104271. /**
  104272. * Gets the value of the `X` button
  104273. */
  104274. /**
  104275. * Sets the value of the `X` button
  104276. */
  104277. buttonX: number;
  104278. /**
  104279. * Gets the value of the `Y` button
  104280. */
  104281. /**
  104282. * Sets the value of the `Y` button
  104283. */
  104284. buttonY: number;
  104285. /**
  104286. * Gets the value of the `Start` button
  104287. */
  104288. /**
  104289. * Sets the value of the `Start` button
  104290. */
  104291. buttonStart: number;
  104292. /**
  104293. * Gets the value of the `Back` button
  104294. */
  104295. /**
  104296. * Sets the value of the `Back` button
  104297. */
  104298. buttonBack: number;
  104299. /**
  104300. * Gets the value of the `Left` button
  104301. */
  104302. /**
  104303. * Sets the value of the `Left` button
  104304. */
  104305. buttonLB: number;
  104306. /**
  104307. * Gets the value of the `Right` button
  104308. */
  104309. /**
  104310. * Sets the value of the `Right` button
  104311. */
  104312. buttonRB: number;
  104313. /**
  104314. * Gets the value of the Left joystick
  104315. */
  104316. /**
  104317. * Sets the value of the Left joystick
  104318. */
  104319. buttonLeftStick: number;
  104320. /**
  104321. * Gets the value of the Right joystick
  104322. */
  104323. /**
  104324. * Sets the value of the Right joystick
  104325. */
  104326. buttonRightStick: number;
  104327. /**
  104328. * Gets the value of D-pad up
  104329. */
  104330. /**
  104331. * Sets the value of D-pad up
  104332. */
  104333. dPadUp: number;
  104334. /**
  104335. * Gets the value of D-pad down
  104336. */
  104337. /**
  104338. * Sets the value of D-pad down
  104339. */
  104340. dPadDown: number;
  104341. /**
  104342. * Gets the value of D-pad left
  104343. */
  104344. /**
  104345. * Sets the value of D-pad left
  104346. */
  104347. dPadLeft: number;
  104348. /**
  104349. * Gets the value of D-pad right
  104350. */
  104351. /**
  104352. * Sets the value of D-pad right
  104353. */
  104354. dPadRight: number;
  104355. /**
  104356. * Force the gamepad to synchronize with device values
  104357. */
  104358. update(): void;
  104359. /**
  104360. * Disposes the gamepad
  104361. */
  104362. dispose(): void;
  104363. }
  104364. }
  104365. declare module BABYLON {
  104366. /**
  104367. * Defines supported buttons for DualShock compatible gamepads
  104368. */
  104369. export enum DualShockButton {
  104370. /** Cross */
  104371. Cross = 0,
  104372. /** Circle */
  104373. Circle = 1,
  104374. /** Square */
  104375. Square = 2,
  104376. /** Triangle */
  104377. Triangle = 3,
  104378. /** Options */
  104379. Options = 4,
  104380. /** Share */
  104381. Share = 5,
  104382. /** L1 */
  104383. L1 = 6,
  104384. /** R1 */
  104385. R1 = 7,
  104386. /** Left stick */
  104387. LeftStick = 8,
  104388. /** Right stick */
  104389. RightStick = 9
  104390. }
  104391. /** Defines values for DualShock DPad */
  104392. export enum DualShockDpad {
  104393. /** Up */
  104394. Up = 0,
  104395. /** Down */
  104396. Down = 1,
  104397. /** Left */
  104398. Left = 2,
  104399. /** Right */
  104400. Right = 3
  104401. }
  104402. /**
  104403. * Defines a DualShock gamepad
  104404. */
  104405. export class DualShockPad extends Gamepad {
  104406. private _leftTrigger;
  104407. private _rightTrigger;
  104408. private _onlefttriggerchanged;
  104409. private _onrighttriggerchanged;
  104410. private _onbuttondown;
  104411. private _onbuttonup;
  104412. private _ondpaddown;
  104413. private _ondpadup;
  104414. /** Observable raised when a button is pressed */
  104415. onButtonDownObservable: Observable<DualShockButton>;
  104416. /** Observable raised when a button is released */
  104417. onButtonUpObservable: Observable<DualShockButton>;
  104418. /** Observable raised when a pad is pressed */
  104419. onPadDownObservable: Observable<DualShockDpad>;
  104420. /** Observable raised when a pad is released */
  104421. onPadUpObservable: Observable<DualShockDpad>;
  104422. private _buttonCross;
  104423. private _buttonCircle;
  104424. private _buttonSquare;
  104425. private _buttonTriangle;
  104426. private _buttonShare;
  104427. private _buttonOptions;
  104428. private _buttonL1;
  104429. private _buttonR1;
  104430. private _buttonLeftStick;
  104431. private _buttonRightStick;
  104432. private _dPadUp;
  104433. private _dPadDown;
  104434. private _dPadLeft;
  104435. private _dPadRight;
  104436. /**
  104437. * Creates a new DualShock gamepad object
  104438. * @param id defines the id of this gamepad
  104439. * @param index defines its index
  104440. * @param gamepad defines the internal HTML gamepad object
  104441. */
  104442. constructor(id: string, index: number, gamepad: any);
  104443. /**
  104444. * Defines the callback to call when left trigger is pressed
  104445. * @param callback defines the callback to use
  104446. */
  104447. onlefttriggerchanged(callback: (value: number) => void): void;
  104448. /**
  104449. * Defines the callback to call when right trigger is pressed
  104450. * @param callback defines the callback to use
  104451. */
  104452. onrighttriggerchanged(callback: (value: number) => void): void;
  104453. /**
  104454. * Gets the left trigger value
  104455. */
  104456. /**
  104457. * Sets the left trigger value
  104458. */
  104459. leftTrigger: number;
  104460. /**
  104461. * Gets the right trigger value
  104462. */
  104463. /**
  104464. * Sets the right trigger value
  104465. */
  104466. rightTrigger: number;
  104467. /**
  104468. * Defines the callback to call when a button is pressed
  104469. * @param callback defines the callback to use
  104470. */
  104471. onbuttondown(callback: (buttonPressed: DualShockButton) => void): void;
  104472. /**
  104473. * Defines the callback to call when a button is released
  104474. * @param callback defines the callback to use
  104475. */
  104476. onbuttonup(callback: (buttonReleased: DualShockButton) => void): void;
  104477. /**
  104478. * Defines the callback to call when a pad is pressed
  104479. * @param callback defines the callback to use
  104480. */
  104481. ondpaddown(callback: (dPadPressed: DualShockDpad) => void): void;
  104482. /**
  104483. * Defines the callback to call when a pad is released
  104484. * @param callback defines the callback to use
  104485. */
  104486. ondpadup(callback: (dPadReleased: DualShockDpad) => void): void;
  104487. private _setButtonValue;
  104488. private _setDPadValue;
  104489. /**
  104490. * Gets the value of the `Cross` button
  104491. */
  104492. /**
  104493. * Sets the value of the `Cross` button
  104494. */
  104495. buttonCross: number;
  104496. /**
  104497. * Gets the value of the `Circle` button
  104498. */
  104499. /**
  104500. * Sets the value of the `Circle` button
  104501. */
  104502. buttonCircle: number;
  104503. /**
  104504. * Gets the value of the `Square` button
  104505. */
  104506. /**
  104507. * Sets the value of the `Square` button
  104508. */
  104509. buttonSquare: number;
  104510. /**
  104511. * Gets the value of the `Triangle` button
  104512. */
  104513. /**
  104514. * Sets the value of the `Triangle` button
  104515. */
  104516. buttonTriangle: number;
  104517. /**
  104518. * Gets the value of the `Options` button
  104519. */
  104520. /**
  104521. * Sets the value of the `Options` button
  104522. */
  104523. buttonOptions: number;
  104524. /**
  104525. * Gets the value of the `Share` button
  104526. */
  104527. /**
  104528. * Sets the value of the `Share` button
  104529. */
  104530. buttonShare: number;
  104531. /**
  104532. * Gets the value of the `L1` button
  104533. */
  104534. /**
  104535. * Sets the value of the `L1` button
  104536. */
  104537. buttonL1: number;
  104538. /**
  104539. * Gets the value of the `R1` button
  104540. */
  104541. /**
  104542. * Sets the value of the `R1` button
  104543. */
  104544. buttonR1: number;
  104545. /**
  104546. * Gets the value of the Left joystick
  104547. */
  104548. /**
  104549. * Sets the value of the Left joystick
  104550. */
  104551. buttonLeftStick: number;
  104552. /**
  104553. * Gets the value of the Right joystick
  104554. */
  104555. /**
  104556. * Sets the value of the Right joystick
  104557. */
  104558. buttonRightStick: number;
  104559. /**
  104560. * Gets the value of D-pad up
  104561. */
  104562. /**
  104563. * Sets the value of D-pad up
  104564. */
  104565. dPadUp: number;
  104566. /**
  104567. * Gets the value of D-pad down
  104568. */
  104569. /**
  104570. * Sets the value of D-pad down
  104571. */
  104572. dPadDown: number;
  104573. /**
  104574. * Gets the value of D-pad left
  104575. */
  104576. /**
  104577. * Sets the value of D-pad left
  104578. */
  104579. dPadLeft: number;
  104580. /**
  104581. * Gets the value of D-pad right
  104582. */
  104583. /**
  104584. * Sets the value of D-pad right
  104585. */
  104586. dPadRight: number;
  104587. /**
  104588. * Force the gamepad to synchronize with device values
  104589. */
  104590. update(): void;
  104591. /**
  104592. * Disposes the gamepad
  104593. */
  104594. dispose(): void;
  104595. }
  104596. }
  104597. declare module BABYLON {
  104598. /**
  104599. * Manager for handling gamepads
  104600. */
  104601. export class GamepadManager {
  104602. private _scene?;
  104603. private _babylonGamepads;
  104604. private _oneGamepadConnected;
  104605. /** @hidden */
  104606. _isMonitoring: boolean;
  104607. private _gamepadEventSupported;
  104608. private _gamepadSupport;
  104609. /**
  104610. * observable to be triggered when the gamepad controller has been connected
  104611. */
  104612. onGamepadConnectedObservable: Observable<Gamepad>;
  104613. /**
  104614. * observable to be triggered when the gamepad controller has been disconnected
  104615. */
  104616. onGamepadDisconnectedObservable: Observable<Gamepad>;
  104617. private _onGamepadConnectedEvent;
  104618. private _onGamepadDisconnectedEvent;
  104619. /**
  104620. * Initializes the gamepad manager
  104621. * @param _scene BabylonJS scene
  104622. */
  104623. constructor(_scene?: Scene | undefined);
  104624. /**
  104625. * The gamepads in the game pad manager
  104626. */
  104627. readonly gamepads: Gamepad[];
  104628. /**
  104629. * Get the gamepad controllers based on type
  104630. * @param type The type of gamepad controller
  104631. * @returns Nullable gamepad
  104632. */
  104633. getGamepadByType(type?: number): Nullable<Gamepad>;
  104634. /**
  104635. * Disposes the gamepad manager
  104636. */
  104637. dispose(): void;
  104638. private _addNewGamepad;
  104639. private _startMonitoringGamepads;
  104640. private _stopMonitoringGamepads;
  104641. /** @hidden */
  104642. _checkGamepadsStatus(): void;
  104643. private _updateGamepadObjects;
  104644. }
  104645. }
  104646. declare module BABYLON {
  104647. interface Scene {
  104648. /** @hidden */
  104649. _gamepadManager: Nullable<GamepadManager>;
  104650. /**
  104651. * Gets the gamepad manager associated with the scene
  104652. * @see http://doc.babylonjs.com/how_to/how_to_use_gamepads
  104653. */
  104654. gamepadManager: GamepadManager;
  104655. }
  104656. /**
  104657. * Interface representing a free camera inputs manager
  104658. */
  104659. interface FreeCameraInputsManager {
  104660. /**
  104661. * Adds gamepad input support to the FreeCameraInputsManager.
  104662. * @returns the FreeCameraInputsManager
  104663. */
  104664. addGamepad(): FreeCameraInputsManager;
  104665. }
  104666. /**
  104667. * Interface representing an arc rotate camera inputs manager
  104668. */
  104669. interface ArcRotateCameraInputsManager {
  104670. /**
  104671. * Adds gamepad input support to the ArcRotateCamera InputManager.
  104672. * @returns the camera inputs manager
  104673. */
  104674. addGamepad(): ArcRotateCameraInputsManager;
  104675. }
  104676. /**
  104677. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  104678. */
  104679. export class GamepadSystemSceneComponent implements ISceneComponent {
  104680. /**
  104681. * The component name helpfull to identify the component in the list of scene components.
  104682. */
  104683. readonly name: string;
  104684. /**
  104685. * The scene the component belongs to.
  104686. */
  104687. scene: Scene;
  104688. /**
  104689. * Creates a new instance of the component for the given scene
  104690. * @param scene Defines the scene to register the component in
  104691. */
  104692. constructor(scene: Scene);
  104693. /**
  104694. * Registers the component in a given scene
  104695. */
  104696. register(): void;
  104697. /**
  104698. * Rebuilds the elements related to this component in case of
  104699. * context lost for instance.
  104700. */
  104701. rebuild(): void;
  104702. /**
  104703. * Disposes the component and the associated ressources
  104704. */
  104705. dispose(): void;
  104706. private _beforeCameraUpdate;
  104707. }
  104708. }
  104709. declare module BABYLON {
  104710. /**
  104711. * The Universal Camera is the one to choose for first person shooter type games, and works with all the keyboard, mouse, touch and gamepads. This replaces the earlier Free Camera,
  104712. * which still works and will still be found in many Playgrounds.
  104713. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  104714. */
  104715. export class UniversalCamera extends TouchCamera {
  104716. /**
  104717. * Defines the gamepad rotation sensiblity.
  104718. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  104719. */
  104720. gamepadAngularSensibility: number;
  104721. /**
  104722. * Defines the gamepad move sensiblity.
  104723. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  104724. */
  104725. gamepadMoveSensibility: number;
  104726. /**
  104727. * The Universal Camera is the one to choose for first person shooter type games, and works with all the keyboard, mouse, touch and gamepads. This replaces the earlier Free Camera,
  104728. * which still works and will still be found in many Playgrounds.
  104729. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  104730. * @param name Define the name of the camera in the scene
  104731. * @param position Define the start position of the camera in the scene
  104732. * @param scene Define the scene the camera belongs to
  104733. */
  104734. constructor(name: string, position: Vector3, scene: Scene);
  104735. /**
  104736. * Gets the current object class name.
  104737. * @return the class name
  104738. */
  104739. getClassName(): string;
  104740. }
  104741. }
  104742. declare module BABYLON {
  104743. /**
  104744. * This represents a FPS type of camera. This is only here for back compat purpose.
  104745. * Please use the UniversalCamera instead as both are identical.
  104746. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  104747. */
  104748. export class GamepadCamera extends UniversalCamera {
  104749. /**
  104750. * Instantiates a new Gamepad Camera
  104751. * This represents a FPS type of camera. This is only here for back compat purpose.
  104752. * Please use the UniversalCamera instead as both are identical.
  104753. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  104754. * @param name Define the name of the camera in the scene
  104755. * @param position Define the start position of the camera in the scene
  104756. * @param scene Define the scene the camera belongs to
  104757. */
  104758. constructor(name: string, position: Vector3, scene: Scene);
  104759. /**
  104760. * Gets the current object class name.
  104761. * @return the class name
  104762. */
  104763. getClassName(): string;
  104764. }
  104765. }
  104766. declare module BABYLON {
  104767. /** @hidden */
  104768. export var passPixelShader: {
  104769. name: string;
  104770. shader: string;
  104771. };
  104772. }
  104773. declare module BABYLON {
  104774. /** @hidden */
  104775. export var passCubePixelShader: {
  104776. name: string;
  104777. shader: string;
  104778. };
  104779. }
  104780. declare module BABYLON {
  104781. /**
  104782. * PassPostProcess which produces an output the same as it's input
  104783. */
  104784. export class PassPostProcess extends PostProcess {
  104785. /**
  104786. * Creates the PassPostProcess
  104787. * @param name The name of the effect.
  104788. * @param options The required width/height ratio to downsize to before computing the render pass.
  104789. * @param camera The camera to apply the render pass to.
  104790. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  104791. * @param engine The engine which the post process will be applied. (default: current engine)
  104792. * @param reusable If the post process can be reused on the same frame. (default: false)
  104793. * @param textureType The type of texture to be used when performing the post processing.
  104794. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  104795. */
  104796. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  104797. }
  104798. /**
  104799. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  104800. */
  104801. export class PassCubePostProcess extends PostProcess {
  104802. private _face;
  104803. /**
  104804. * Gets or sets the cube face to display.
  104805. * * 0 is +X
  104806. * * 1 is -X
  104807. * * 2 is +Y
  104808. * * 3 is -Y
  104809. * * 4 is +Z
  104810. * * 5 is -Z
  104811. */
  104812. face: number;
  104813. /**
  104814. * Creates the PassCubePostProcess
  104815. * @param name The name of the effect.
  104816. * @param options The required width/height ratio to downsize to before computing the render pass.
  104817. * @param camera The camera to apply the render pass to.
  104818. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  104819. * @param engine The engine which the post process will be applied. (default: current engine)
  104820. * @param reusable If the post process can be reused on the same frame. (default: false)
  104821. * @param textureType The type of texture to be used when performing the post processing.
  104822. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  104823. */
  104824. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  104825. }
  104826. }
  104827. declare module BABYLON {
  104828. /** @hidden */
  104829. export var anaglyphPixelShader: {
  104830. name: string;
  104831. shader: string;
  104832. };
  104833. }
  104834. declare module BABYLON {
  104835. /**
  104836. * Postprocess used to generate anaglyphic rendering
  104837. */
  104838. export class AnaglyphPostProcess extends PostProcess {
  104839. private _passedProcess;
  104840. /**
  104841. * Creates a new AnaglyphPostProcess
  104842. * @param name defines postprocess name
  104843. * @param options defines creation options or target ratio scale
  104844. * @param rigCameras defines cameras using this postprocess
  104845. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  104846. * @param engine defines hosting engine
  104847. * @param reusable defines if the postprocess will be reused multiple times per frame
  104848. */
  104849. constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
  104850. }
  104851. }
  104852. declare module BABYLON {
  104853. /**
  104854. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  104855. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  104856. */
  104857. export class AnaglyphArcRotateCamera extends ArcRotateCamera {
  104858. /**
  104859. * Creates a new AnaglyphArcRotateCamera
  104860. * @param name defines camera name
  104861. * @param alpha defines alpha angle (in radians)
  104862. * @param beta defines beta angle (in radians)
  104863. * @param radius defines radius
  104864. * @param target defines camera target
  104865. * @param interaxialDistance defines distance between each color axis
  104866. * @param scene defines the hosting scene
  104867. */
  104868. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, scene: Scene);
  104869. /**
  104870. * Gets camera class name
  104871. * @returns AnaglyphArcRotateCamera
  104872. */
  104873. getClassName(): string;
  104874. }
  104875. }
  104876. declare module BABYLON {
  104877. /**
  104878. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  104879. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  104880. */
  104881. export class AnaglyphFreeCamera extends FreeCamera {
  104882. /**
  104883. * Creates a new AnaglyphFreeCamera
  104884. * @param name defines camera name
  104885. * @param position defines initial position
  104886. * @param interaxialDistance defines distance between each color axis
  104887. * @param scene defines the hosting scene
  104888. */
  104889. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  104890. /**
  104891. * Gets camera class name
  104892. * @returns AnaglyphFreeCamera
  104893. */
  104894. getClassName(): string;
  104895. }
  104896. }
  104897. declare module BABYLON {
  104898. /**
  104899. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  104900. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  104901. */
  104902. export class AnaglyphGamepadCamera extends GamepadCamera {
  104903. /**
  104904. * Creates a new AnaglyphGamepadCamera
  104905. * @param name defines camera name
  104906. * @param position defines initial position
  104907. * @param interaxialDistance defines distance between each color axis
  104908. * @param scene defines the hosting scene
  104909. */
  104910. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  104911. /**
  104912. * Gets camera class name
  104913. * @returns AnaglyphGamepadCamera
  104914. */
  104915. getClassName(): string;
  104916. }
  104917. }
  104918. declare module BABYLON {
  104919. /**
  104920. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  104921. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  104922. */
  104923. export class AnaglyphUniversalCamera extends UniversalCamera {
  104924. /**
  104925. * Creates a new AnaglyphUniversalCamera
  104926. * @param name defines camera name
  104927. * @param position defines initial position
  104928. * @param interaxialDistance defines distance between each color axis
  104929. * @param scene defines the hosting scene
  104930. */
  104931. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  104932. /**
  104933. * Gets camera class name
  104934. * @returns AnaglyphUniversalCamera
  104935. */
  104936. getClassName(): string;
  104937. }
  104938. }
  104939. declare module BABYLON {
  104940. /** @hidden */
  104941. export var stereoscopicInterlacePixelShader: {
  104942. name: string;
  104943. shader: string;
  104944. };
  104945. }
  104946. declare module BABYLON {
  104947. /**
  104948. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  104949. */
  104950. export class StereoscopicInterlacePostProcess extends PostProcess {
  104951. private _stepSize;
  104952. private _passedProcess;
  104953. /**
  104954. * Initializes a StereoscopicInterlacePostProcess
  104955. * @param name The name of the effect.
  104956. * @param rigCameras The rig cameras to be appled to the post process
  104957. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  104958. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  104959. * @param engine The engine which the post process will be applied. (default: current engine)
  104960. * @param reusable If the post process can be reused on the same frame. (default: false)
  104961. */
  104962. constructor(name: string, rigCameras: Camera[], isStereoscopicHoriz: boolean, samplingMode?: number, engine?: Engine, reusable?: boolean);
  104963. }
  104964. }
  104965. declare module BABYLON {
  104966. /**
  104967. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  104968. * @see http://doc.babylonjs.com/features/cameras
  104969. */
  104970. export class StereoscopicArcRotateCamera extends ArcRotateCamera {
  104971. /**
  104972. * Creates a new StereoscopicArcRotateCamera
  104973. * @param name defines camera name
  104974. * @param alpha defines alpha angle (in radians)
  104975. * @param beta defines beta angle (in radians)
  104976. * @param radius defines radius
  104977. * @param target defines camera target
  104978. * @param interaxialDistance defines distance between each color axis
  104979. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  104980. * @param scene defines the hosting scene
  104981. */
  104982. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  104983. /**
  104984. * Gets camera class name
  104985. * @returns StereoscopicArcRotateCamera
  104986. */
  104987. getClassName(): string;
  104988. }
  104989. }
  104990. declare module BABYLON {
  104991. /**
  104992. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  104993. * @see http://doc.babylonjs.com/features/cameras
  104994. */
  104995. export class StereoscopicFreeCamera extends FreeCamera {
  104996. /**
  104997. * Creates a new StereoscopicFreeCamera
  104998. * @param name defines camera name
  104999. * @param position defines initial position
  105000. * @param interaxialDistance defines distance between each color axis
  105001. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  105002. * @param scene defines the hosting scene
  105003. */
  105004. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  105005. /**
  105006. * Gets camera class name
  105007. * @returns StereoscopicFreeCamera
  105008. */
  105009. getClassName(): string;
  105010. }
  105011. }
  105012. declare module BABYLON {
  105013. /**
  105014. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  105015. * @see http://doc.babylonjs.com/features/cameras
  105016. */
  105017. export class StereoscopicGamepadCamera extends GamepadCamera {
  105018. /**
  105019. * Creates a new StereoscopicGamepadCamera
  105020. * @param name defines camera name
  105021. * @param position defines initial position
  105022. * @param interaxialDistance defines distance between each color axis
  105023. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  105024. * @param scene defines the hosting scene
  105025. */
  105026. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  105027. /**
  105028. * Gets camera class name
  105029. * @returns StereoscopicGamepadCamera
  105030. */
  105031. getClassName(): string;
  105032. }
  105033. }
  105034. declare module BABYLON {
  105035. /**
  105036. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  105037. * @see http://doc.babylonjs.com/features/cameras
  105038. */
  105039. export class StereoscopicUniversalCamera extends UniversalCamera {
  105040. /**
  105041. * Creates a new StereoscopicUniversalCamera
  105042. * @param name defines camera name
  105043. * @param position defines initial position
  105044. * @param interaxialDistance defines distance between each color axis
  105045. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  105046. * @param scene defines the hosting scene
  105047. */
  105048. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  105049. /**
  105050. * Gets camera class name
  105051. * @returns StereoscopicUniversalCamera
  105052. */
  105053. getClassName(): string;
  105054. }
  105055. }
  105056. declare module BABYLON {
  105057. /**
  105058. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  105059. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  105060. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  105061. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  105062. */
  105063. export class VirtualJoysticksCamera extends FreeCamera {
  105064. /**
  105065. * Intantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.
  105066. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  105067. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  105068. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  105069. * @param name Define the name of the camera in the scene
  105070. * @param position Define the start position of the camera in the scene
  105071. * @param scene Define the scene the camera belongs to
  105072. */
  105073. constructor(name: string, position: Vector3, scene: Scene);
  105074. /**
  105075. * Gets the current object class name.
  105076. * @return the class name
  105077. */
  105078. getClassName(): string;
  105079. }
  105080. }
  105081. declare module BABYLON {
  105082. /**
  105083. * This represents all the required metrics to create a VR camera.
  105084. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  105085. */
  105086. export class VRCameraMetrics {
  105087. /**
  105088. * Define the horizontal resolution off the screen.
  105089. */
  105090. hResolution: number;
  105091. /**
  105092. * Define the vertical resolution off the screen.
  105093. */
  105094. vResolution: number;
  105095. /**
  105096. * Define the horizontal screen size.
  105097. */
  105098. hScreenSize: number;
  105099. /**
  105100. * Define the vertical screen size.
  105101. */
  105102. vScreenSize: number;
  105103. /**
  105104. * Define the vertical screen center position.
  105105. */
  105106. vScreenCenter: number;
  105107. /**
  105108. * Define the distance of the eyes to the screen.
  105109. */
  105110. eyeToScreenDistance: number;
  105111. /**
  105112. * Define the distance between both lenses
  105113. */
  105114. lensSeparationDistance: number;
  105115. /**
  105116. * Define the distance between both viewer's eyes.
  105117. */
  105118. interpupillaryDistance: number;
  105119. /**
  105120. * Define the distortion factor of the VR postprocess.
  105121. * Please, touch with care.
  105122. */
  105123. distortionK: number[];
  105124. /**
  105125. * Define the chromatic aberration correction factors for the VR post process.
  105126. */
  105127. chromaAbCorrection: number[];
  105128. /**
  105129. * Define the scale factor of the post process.
  105130. * The smaller the better but the slower.
  105131. */
  105132. postProcessScaleFactor: number;
  105133. /**
  105134. * Define an offset for the lens center.
  105135. */
  105136. lensCenterOffset: number;
  105137. /**
  105138. * Define if the current vr camera should compensate the distortion of the lense or not.
  105139. */
  105140. compensateDistortion: boolean;
  105141. /**
  105142. * Defines if multiview should be enabled when rendering (Default: false)
  105143. */
  105144. multiviewEnabled: boolean;
  105145. /**
  105146. * Gets the rendering aspect ratio based on the provided resolutions.
  105147. */
  105148. readonly aspectRatio: number;
  105149. /**
  105150. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  105151. */
  105152. readonly aspectRatioFov: number;
  105153. /**
  105154. * @hidden
  105155. */
  105156. readonly leftHMatrix: Matrix;
  105157. /**
  105158. * @hidden
  105159. */
  105160. readonly rightHMatrix: Matrix;
  105161. /**
  105162. * @hidden
  105163. */
  105164. readonly leftPreViewMatrix: Matrix;
  105165. /**
  105166. * @hidden
  105167. */
  105168. readonly rightPreViewMatrix: Matrix;
  105169. /**
  105170. * Get the default VRMetrics based on the most generic setup.
  105171. * @returns the default vr metrics
  105172. */
  105173. static GetDefault(): VRCameraMetrics;
  105174. }
  105175. }
  105176. declare module BABYLON {
  105177. /** @hidden */
  105178. export var vrDistortionCorrectionPixelShader: {
  105179. name: string;
  105180. shader: string;
  105181. };
  105182. }
  105183. declare module BABYLON {
  105184. /**
  105185. * VRDistortionCorrectionPostProcess used for mobile VR
  105186. */
  105187. export class VRDistortionCorrectionPostProcess extends PostProcess {
  105188. private _isRightEye;
  105189. private _distortionFactors;
  105190. private _postProcessScaleFactor;
  105191. private _lensCenterOffset;
  105192. private _scaleIn;
  105193. private _scaleFactor;
  105194. private _lensCenter;
  105195. /**
  105196. * Initializes the VRDistortionCorrectionPostProcess
  105197. * @param name The name of the effect.
  105198. * @param camera The camera to apply the render pass to.
  105199. * @param isRightEye If this is for the right eye distortion
  105200. * @param vrMetrics All the required metrics for the VR camera
  105201. */
  105202. constructor(name: string, camera: Camera, isRightEye: boolean, vrMetrics: VRCameraMetrics);
  105203. }
  105204. }
  105205. declare module BABYLON {
  105206. /**
  105207. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  105208. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  105209. */
  105210. export class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
  105211. /**
  105212. * Creates a new VRDeviceOrientationArcRotateCamera
  105213. * @param name defines camera name
  105214. * @param alpha defines the camera rotation along the logitudinal axis
  105215. * @param beta defines the camera rotation along the latitudinal axis
  105216. * @param radius defines the camera distance from its target
  105217. * @param target defines the camera target
  105218. * @param scene defines the scene the camera belongs to
  105219. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  105220. * @param vrCameraMetrics defines the vr metrics associated to the camera
  105221. */
  105222. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  105223. /**
  105224. * Gets camera class name
  105225. * @returns VRDeviceOrientationArcRotateCamera
  105226. */
  105227. getClassName(): string;
  105228. }
  105229. }
  105230. declare module BABYLON {
  105231. /**
  105232. * Camera used to simulate VR rendering (based on FreeCamera)
  105233. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  105234. */
  105235. export class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
  105236. /**
  105237. * Creates a new VRDeviceOrientationFreeCamera
  105238. * @param name defines camera name
  105239. * @param position defines the start position of the camera
  105240. * @param scene defines the scene the camera belongs to
  105241. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  105242. * @param vrCameraMetrics defines the vr metrics associated to the camera
  105243. */
  105244. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  105245. /**
  105246. * Gets camera class name
  105247. * @returns VRDeviceOrientationFreeCamera
  105248. */
  105249. getClassName(): string;
  105250. }
  105251. }
  105252. declare module BABYLON {
  105253. /**
  105254. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  105255. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  105256. */
  105257. export class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
  105258. /**
  105259. * Creates a new VRDeviceOrientationGamepadCamera
  105260. * @param name defines camera name
  105261. * @param position defines the start position of the camera
  105262. * @param scene defines the scene the camera belongs to
  105263. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  105264. * @param vrCameraMetrics defines the vr metrics associated to the camera
  105265. */
  105266. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  105267. /**
  105268. * Gets camera class name
  105269. * @returns VRDeviceOrientationGamepadCamera
  105270. */
  105271. getClassName(): string;
  105272. }
  105273. }
  105274. declare module BABYLON {
  105275. /**
  105276. * Base class of materials working in push mode in babylon JS
  105277. * @hidden
  105278. */
  105279. export class PushMaterial extends Material {
  105280. protected _activeEffect: Effect;
  105281. protected _normalMatrix: Matrix;
  105282. /**
  105283. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  105284. * This means that the material can keep using a previous shader while a new one is being compiled.
  105285. * This is mostly used when shader parallel compilation is supported (true by default)
  105286. */
  105287. allowShaderHotSwapping: boolean;
  105288. constructor(name: string, scene: Scene);
  105289. getEffect(): Effect;
  105290. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  105291. /**
  105292. * Binds the given world matrix to the active effect
  105293. *
  105294. * @param world the matrix to bind
  105295. */
  105296. bindOnlyWorldMatrix(world: Matrix): void;
  105297. /**
  105298. * Binds the given normal matrix to the active effect
  105299. *
  105300. * @param normalMatrix the matrix to bind
  105301. */
  105302. bindOnlyNormalMatrix(normalMatrix: Matrix): void;
  105303. bind(world: Matrix, mesh?: Mesh): void;
  105304. protected _afterBind(mesh: Mesh, effect?: Nullable<Effect>): void;
  105305. protected _mustRebind(scene: Scene, effect: Effect, visibility?: number): boolean;
  105306. }
  105307. }
  105308. declare module BABYLON {
  105309. /**
  105310. * This groups all the flags used to control the materials channel.
  105311. */
  105312. export class MaterialFlags {
  105313. private static _DiffuseTextureEnabled;
  105314. /**
  105315. * Are diffuse textures enabled in the application.
  105316. */
  105317. static DiffuseTextureEnabled: boolean;
  105318. private static _AmbientTextureEnabled;
  105319. /**
  105320. * Are ambient textures enabled in the application.
  105321. */
  105322. static AmbientTextureEnabled: boolean;
  105323. private static _OpacityTextureEnabled;
  105324. /**
  105325. * Are opacity textures enabled in the application.
  105326. */
  105327. static OpacityTextureEnabled: boolean;
  105328. private static _ReflectionTextureEnabled;
  105329. /**
  105330. * Are reflection textures enabled in the application.
  105331. */
  105332. static ReflectionTextureEnabled: boolean;
  105333. private static _EmissiveTextureEnabled;
  105334. /**
  105335. * Are emissive textures enabled in the application.
  105336. */
  105337. static EmissiveTextureEnabled: boolean;
  105338. private static _SpecularTextureEnabled;
  105339. /**
  105340. * Are specular textures enabled in the application.
  105341. */
  105342. static SpecularTextureEnabled: boolean;
  105343. private static _BumpTextureEnabled;
  105344. /**
  105345. * Are bump textures enabled in the application.
  105346. */
  105347. static BumpTextureEnabled: boolean;
  105348. private static _LightmapTextureEnabled;
  105349. /**
  105350. * Are lightmap textures enabled in the application.
  105351. */
  105352. static LightmapTextureEnabled: boolean;
  105353. private static _RefractionTextureEnabled;
  105354. /**
  105355. * Are refraction textures enabled in the application.
  105356. */
  105357. static RefractionTextureEnabled: boolean;
  105358. private static _ColorGradingTextureEnabled;
  105359. /**
  105360. * Are color grading textures enabled in the application.
  105361. */
  105362. static ColorGradingTextureEnabled: boolean;
  105363. private static _FresnelEnabled;
  105364. /**
  105365. * Are fresnels enabled in the application.
  105366. */
  105367. static FresnelEnabled: boolean;
  105368. private static _ClearCoatTextureEnabled;
  105369. /**
  105370. * Are clear coat textures enabled in the application.
  105371. */
  105372. static ClearCoatTextureEnabled: boolean;
  105373. private static _ClearCoatBumpTextureEnabled;
  105374. /**
  105375. * Are clear coat bump textures enabled in the application.
  105376. */
  105377. static ClearCoatBumpTextureEnabled: boolean;
  105378. private static _ClearCoatTintTextureEnabled;
  105379. /**
  105380. * Are clear coat tint textures enabled in the application.
  105381. */
  105382. static ClearCoatTintTextureEnabled: boolean;
  105383. private static _SheenTextureEnabled;
  105384. /**
  105385. * Are sheen textures enabled in the application.
  105386. */
  105387. static SheenTextureEnabled: boolean;
  105388. private static _AnisotropicTextureEnabled;
  105389. /**
  105390. * Are anisotropic textures enabled in the application.
  105391. */
  105392. static AnisotropicTextureEnabled: boolean;
  105393. private static _ThicknessTextureEnabled;
  105394. /**
  105395. * Are thickness textures enabled in the application.
  105396. */
  105397. static ThicknessTextureEnabled: boolean;
  105398. }
  105399. }
  105400. declare module BABYLON {
  105401. /** @hidden */
  105402. export var defaultFragmentDeclaration: {
  105403. name: string;
  105404. shader: string;
  105405. };
  105406. }
  105407. declare module BABYLON {
  105408. /** @hidden */
  105409. export var defaultUboDeclaration: {
  105410. name: string;
  105411. shader: string;
  105412. };
  105413. }
  105414. declare module BABYLON {
  105415. /** @hidden */
  105416. export var lightFragmentDeclaration: {
  105417. name: string;
  105418. shader: string;
  105419. };
  105420. }
  105421. declare module BABYLON {
  105422. /** @hidden */
  105423. export var lightUboDeclaration: {
  105424. name: string;
  105425. shader: string;
  105426. };
  105427. }
  105428. declare module BABYLON {
  105429. /** @hidden */
  105430. export var lightsFragmentFunctions: {
  105431. name: string;
  105432. shader: string;
  105433. };
  105434. }
  105435. declare module BABYLON {
  105436. /** @hidden */
  105437. export var shadowsFragmentFunctions: {
  105438. name: string;
  105439. shader: string;
  105440. };
  105441. }
  105442. declare module BABYLON {
  105443. /** @hidden */
  105444. export var fresnelFunction: {
  105445. name: string;
  105446. shader: string;
  105447. };
  105448. }
  105449. declare module BABYLON {
  105450. /** @hidden */
  105451. export var reflectionFunction: {
  105452. name: string;
  105453. shader: string;
  105454. };
  105455. }
  105456. declare module BABYLON {
  105457. /** @hidden */
  105458. export var bumpFragmentFunctions: {
  105459. name: string;
  105460. shader: string;
  105461. };
  105462. }
  105463. declare module BABYLON {
  105464. /** @hidden */
  105465. export var logDepthDeclaration: {
  105466. name: string;
  105467. shader: string;
  105468. };
  105469. }
  105470. declare module BABYLON {
  105471. /** @hidden */
  105472. export var bumpFragment: {
  105473. name: string;
  105474. shader: string;
  105475. };
  105476. }
  105477. declare module BABYLON {
  105478. /** @hidden */
  105479. export var depthPrePass: {
  105480. name: string;
  105481. shader: string;
  105482. };
  105483. }
  105484. declare module BABYLON {
  105485. /** @hidden */
  105486. export var lightFragment: {
  105487. name: string;
  105488. shader: string;
  105489. };
  105490. }
  105491. declare module BABYLON {
  105492. /** @hidden */
  105493. export var logDepthFragment: {
  105494. name: string;
  105495. shader: string;
  105496. };
  105497. }
  105498. declare module BABYLON {
  105499. /** @hidden */
  105500. export var defaultPixelShader: {
  105501. name: string;
  105502. shader: string;
  105503. };
  105504. }
  105505. declare module BABYLON {
  105506. /** @hidden */
  105507. export var defaultVertexDeclaration: {
  105508. name: string;
  105509. shader: string;
  105510. };
  105511. }
  105512. declare module BABYLON {
  105513. /** @hidden */
  105514. export var bumpVertexDeclaration: {
  105515. name: string;
  105516. shader: string;
  105517. };
  105518. }
  105519. declare module BABYLON {
  105520. /** @hidden */
  105521. export var bumpVertex: {
  105522. name: string;
  105523. shader: string;
  105524. };
  105525. }
  105526. declare module BABYLON {
  105527. /** @hidden */
  105528. export var fogVertex: {
  105529. name: string;
  105530. shader: string;
  105531. };
  105532. }
  105533. declare module BABYLON {
  105534. /** @hidden */
  105535. export var shadowsVertex: {
  105536. name: string;
  105537. shader: string;
  105538. };
  105539. }
  105540. declare module BABYLON {
  105541. /** @hidden */
  105542. export var pointCloudVertex: {
  105543. name: string;
  105544. shader: string;
  105545. };
  105546. }
  105547. declare module BABYLON {
  105548. /** @hidden */
  105549. export var logDepthVertex: {
  105550. name: string;
  105551. shader: string;
  105552. };
  105553. }
  105554. declare module BABYLON {
  105555. /** @hidden */
  105556. export var defaultVertexShader: {
  105557. name: string;
  105558. shader: string;
  105559. };
  105560. }
  105561. declare module BABYLON {
  105562. /** @hidden */
  105563. export class StandardMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  105564. MAINUV1: boolean;
  105565. MAINUV2: boolean;
  105566. DIFFUSE: boolean;
  105567. DIFFUSEDIRECTUV: number;
  105568. AMBIENT: boolean;
  105569. AMBIENTDIRECTUV: number;
  105570. OPACITY: boolean;
  105571. OPACITYDIRECTUV: number;
  105572. OPACITYRGB: boolean;
  105573. REFLECTION: boolean;
  105574. EMISSIVE: boolean;
  105575. EMISSIVEDIRECTUV: number;
  105576. SPECULAR: boolean;
  105577. SPECULARDIRECTUV: number;
  105578. BUMP: boolean;
  105579. BUMPDIRECTUV: number;
  105580. PARALLAX: boolean;
  105581. PARALLAXOCCLUSION: boolean;
  105582. SPECULAROVERALPHA: boolean;
  105583. CLIPPLANE: boolean;
  105584. CLIPPLANE2: boolean;
  105585. CLIPPLANE3: boolean;
  105586. CLIPPLANE4: boolean;
  105587. ALPHATEST: boolean;
  105588. DEPTHPREPASS: boolean;
  105589. ALPHAFROMDIFFUSE: boolean;
  105590. POINTSIZE: boolean;
  105591. FOG: boolean;
  105592. SPECULARTERM: boolean;
  105593. DIFFUSEFRESNEL: boolean;
  105594. OPACITYFRESNEL: boolean;
  105595. REFLECTIONFRESNEL: boolean;
  105596. REFRACTIONFRESNEL: boolean;
  105597. EMISSIVEFRESNEL: boolean;
  105598. FRESNEL: boolean;
  105599. NORMAL: boolean;
  105600. UV1: boolean;
  105601. UV2: boolean;
  105602. VERTEXCOLOR: boolean;
  105603. VERTEXALPHA: boolean;
  105604. NUM_BONE_INFLUENCERS: number;
  105605. BonesPerMesh: number;
  105606. BONETEXTURE: boolean;
  105607. INSTANCES: boolean;
  105608. GLOSSINESS: boolean;
  105609. ROUGHNESS: boolean;
  105610. EMISSIVEASILLUMINATION: boolean;
  105611. LINKEMISSIVEWITHDIFFUSE: boolean;
  105612. REFLECTIONFRESNELFROMSPECULAR: boolean;
  105613. LIGHTMAP: boolean;
  105614. LIGHTMAPDIRECTUV: number;
  105615. OBJECTSPACE_NORMALMAP: boolean;
  105616. USELIGHTMAPASSHADOWMAP: boolean;
  105617. REFLECTIONMAP_3D: boolean;
  105618. REFLECTIONMAP_SPHERICAL: boolean;
  105619. REFLECTIONMAP_PLANAR: boolean;
  105620. REFLECTIONMAP_CUBIC: boolean;
  105621. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  105622. REFLECTIONMAP_PROJECTION: boolean;
  105623. REFLECTIONMAP_SKYBOX: boolean;
  105624. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  105625. REFLECTIONMAP_EXPLICIT: boolean;
  105626. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  105627. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  105628. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  105629. INVERTCUBICMAP: boolean;
  105630. LOGARITHMICDEPTH: boolean;
  105631. REFRACTION: boolean;
  105632. REFRACTIONMAP_3D: boolean;
  105633. REFLECTIONOVERALPHA: boolean;
  105634. TWOSIDEDLIGHTING: boolean;
  105635. SHADOWFLOAT: boolean;
  105636. MORPHTARGETS: boolean;
  105637. MORPHTARGETS_NORMAL: boolean;
  105638. MORPHTARGETS_TANGENT: boolean;
  105639. MORPHTARGETS_UV: boolean;
  105640. NUM_MORPH_INFLUENCERS: number;
  105641. NONUNIFORMSCALING: boolean;
  105642. PREMULTIPLYALPHA: boolean;
  105643. IMAGEPROCESSING: boolean;
  105644. VIGNETTE: boolean;
  105645. VIGNETTEBLENDMODEMULTIPLY: boolean;
  105646. VIGNETTEBLENDMODEOPAQUE: boolean;
  105647. TONEMAPPING: boolean;
  105648. TONEMAPPING_ACES: boolean;
  105649. CONTRAST: boolean;
  105650. COLORCURVES: boolean;
  105651. COLORGRADING: boolean;
  105652. COLORGRADING3D: boolean;
  105653. SAMPLER3DGREENDEPTH: boolean;
  105654. SAMPLER3DBGRMAP: boolean;
  105655. IMAGEPROCESSINGPOSTPROCESS: boolean;
  105656. MULTIVIEW: boolean;
  105657. /**
  105658. * If the reflection texture on this material is in linear color space
  105659. * @hidden
  105660. */
  105661. IS_REFLECTION_LINEAR: boolean;
  105662. /**
  105663. * If the refraction texture on this material is in linear color space
  105664. * @hidden
  105665. */
  105666. IS_REFRACTION_LINEAR: boolean;
  105667. EXPOSURE: boolean;
  105668. constructor();
  105669. setReflectionMode(modeToEnable: string): void;
  105670. }
  105671. /**
  105672. * This is the default material used in Babylon. It is the best trade off between quality
  105673. * and performances.
  105674. * @see http://doc.babylonjs.com/babylon101/materials
  105675. */
  105676. export class StandardMaterial extends PushMaterial {
  105677. private _diffuseTexture;
  105678. /**
  105679. * The basic texture of the material as viewed under a light.
  105680. */
  105681. diffuseTexture: Nullable<BaseTexture>;
  105682. private _ambientTexture;
  105683. /**
  105684. * AKA Occlusion Texture in other nomenclature, it helps adding baked shadows into your material.
  105685. */
  105686. ambientTexture: Nullable<BaseTexture>;
  105687. private _opacityTexture;
  105688. /**
  105689. * Define the transparency of the material from a texture.
  105690. * The final alpha value can be read either from the red channel (if texture.getAlphaFromRGB is false)
  105691. * or from the luminance or the current texel (if texture.getAlphaFromRGB is true)
  105692. */
  105693. opacityTexture: Nullable<BaseTexture>;
  105694. private _reflectionTexture;
  105695. /**
  105696. * Define the texture used to display the reflection.
  105697. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  105698. */
  105699. reflectionTexture: Nullable<BaseTexture>;
  105700. private _emissiveTexture;
  105701. /**
  105702. * Define texture of the material as if self lit.
  105703. * This will be mixed in the final result even in the absence of light.
  105704. */
  105705. emissiveTexture: Nullable<BaseTexture>;
  105706. private _specularTexture;
  105707. /**
  105708. * Define how the color and intensity of the highlight given by the light in the material.
  105709. */
  105710. specularTexture: Nullable<BaseTexture>;
  105711. private _bumpTexture;
  105712. /**
  105713. * Bump mapping is a technique to simulate bump and dents on a rendered surface.
  105714. * These are made by creating a normal map from an image. The means to do this can be found on the web, a search for 'normal map generator' will bring up free and paid for methods of doing this.
  105715. * @see http://doc.babylonjs.com/how_to/more_materials#bump-map
  105716. */
  105717. bumpTexture: Nullable<BaseTexture>;
  105718. private _lightmapTexture;
  105719. /**
  105720. * Complex lighting can be computationally expensive to compute at runtime.
  105721. * To save on computation, lightmaps may be used to store calculated lighting in a texture which will be applied to a given mesh.
  105722. * @see http://doc.babylonjs.com/babylon101/lights#lightmaps
  105723. */
  105724. lightmapTexture: Nullable<BaseTexture>;
  105725. private _refractionTexture;
  105726. /**
  105727. * Define the texture used to display the refraction.
  105728. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  105729. */
  105730. refractionTexture: Nullable<BaseTexture>;
  105731. /**
  105732. * The color of the material lit by the environmental background lighting.
  105733. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  105734. */
  105735. ambientColor: Color3;
  105736. /**
  105737. * The basic color of the material as viewed under a light.
  105738. */
  105739. diffuseColor: Color3;
  105740. /**
  105741. * Define how the color and intensity of the highlight given by the light in the material.
  105742. */
  105743. specularColor: Color3;
  105744. /**
  105745. * Define the color of the material as if self lit.
  105746. * This will be mixed in the final result even in the absence of light.
  105747. */
  105748. emissiveColor: Color3;
  105749. /**
  105750. * Defines how sharp are the highlights in the material.
  105751. * The bigger the value the sharper giving a more glossy feeling to the result.
  105752. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  105753. */
  105754. specularPower: number;
  105755. private _useAlphaFromDiffuseTexture;
  105756. /**
  105757. * Does the transparency come from the diffuse texture alpha channel.
  105758. */
  105759. useAlphaFromDiffuseTexture: boolean;
  105760. private _useEmissiveAsIllumination;
  105761. /**
  105762. * If true, the emissive value is added into the end result, otherwise it is multiplied in.
  105763. */
  105764. useEmissiveAsIllumination: boolean;
  105765. private _linkEmissiveWithDiffuse;
  105766. /**
  105767. * If true, some kind of energy conservation will prevent the end result to be more than 1 by reducing
  105768. * the emissive level when the final color is close to one.
  105769. */
  105770. linkEmissiveWithDiffuse: boolean;
  105771. private _useSpecularOverAlpha;
  105772. /**
  105773. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  105774. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  105775. */
  105776. useSpecularOverAlpha: boolean;
  105777. private _useReflectionOverAlpha;
  105778. /**
  105779. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  105780. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  105781. */
  105782. useReflectionOverAlpha: boolean;
  105783. private _disableLighting;
  105784. /**
  105785. * Does lights from the scene impacts this material.
  105786. * It can be a nice trick for performance to disable lighting on a fully emissive material.
  105787. */
  105788. disableLighting: boolean;
  105789. private _useObjectSpaceNormalMap;
  105790. /**
  105791. * Allows using an object space normal map (instead of tangent space).
  105792. */
  105793. useObjectSpaceNormalMap: boolean;
  105794. private _useParallax;
  105795. /**
  105796. * Is parallax enabled or not.
  105797. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  105798. */
  105799. useParallax: boolean;
  105800. private _useParallaxOcclusion;
  105801. /**
  105802. * Is parallax occlusion enabled or not.
  105803. * If true, the outcome is way more realistic than traditional Parallax but you can expect a performance hit that worthes consideration.
  105804. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  105805. */
  105806. useParallaxOcclusion: boolean;
  105807. /**
  105808. * Apply a scaling factor that determine which "depth" the height map should reprensent. A value between 0.05 and 0.1 is reasonnable in Parallax, you can reach 0.2 using Parallax Occlusion.
  105809. */
  105810. parallaxScaleBias: number;
  105811. private _roughness;
  105812. /**
  105813. * Helps to define how blurry the reflections should appears in the material.
  105814. */
  105815. roughness: number;
  105816. /**
  105817. * In case of refraction, define the value of the index of refraction.
  105818. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  105819. */
  105820. indexOfRefraction: number;
  105821. /**
  105822. * Invert the refraction texture alongside the y axis.
  105823. * It can be useful with procedural textures or probe for instance.
  105824. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  105825. */
  105826. invertRefractionY: boolean;
  105827. /**
  105828. * Defines the alpha limits in alpha test mode.
  105829. */
  105830. alphaCutOff: number;
  105831. private _useLightmapAsShadowmap;
  105832. /**
  105833. * In case of light mapping, define whether the map contains light or shadow informations.
  105834. */
  105835. useLightmapAsShadowmap: boolean;
  105836. private _diffuseFresnelParameters;
  105837. /**
  105838. * Define the diffuse fresnel parameters of the material.
  105839. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  105840. */
  105841. diffuseFresnelParameters: FresnelParameters;
  105842. private _opacityFresnelParameters;
  105843. /**
  105844. * Define the opacity fresnel parameters of the material.
  105845. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  105846. */
  105847. opacityFresnelParameters: FresnelParameters;
  105848. private _reflectionFresnelParameters;
  105849. /**
  105850. * Define the reflection fresnel parameters of the material.
  105851. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  105852. */
  105853. reflectionFresnelParameters: FresnelParameters;
  105854. private _refractionFresnelParameters;
  105855. /**
  105856. * Define the refraction fresnel parameters of the material.
  105857. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  105858. */
  105859. refractionFresnelParameters: FresnelParameters;
  105860. private _emissiveFresnelParameters;
  105861. /**
  105862. * Define the emissive fresnel parameters of the material.
  105863. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  105864. */
  105865. emissiveFresnelParameters: FresnelParameters;
  105866. private _useReflectionFresnelFromSpecular;
  105867. /**
  105868. * If true automatically deducts the fresnels values from the material specularity.
  105869. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  105870. */
  105871. useReflectionFresnelFromSpecular: boolean;
  105872. private _useGlossinessFromSpecularMapAlpha;
  105873. /**
  105874. * Defines if the glossiness/roughness of the material should be read from the specular map alpha channel
  105875. */
  105876. useGlossinessFromSpecularMapAlpha: boolean;
  105877. private _maxSimultaneousLights;
  105878. /**
  105879. * Defines the maximum number of lights that can be used in the material
  105880. */
  105881. maxSimultaneousLights: number;
  105882. private _invertNormalMapX;
  105883. /**
  105884. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  105885. */
  105886. invertNormalMapX: boolean;
  105887. private _invertNormalMapY;
  105888. /**
  105889. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  105890. */
  105891. invertNormalMapY: boolean;
  105892. private _twoSidedLighting;
  105893. /**
  105894. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  105895. */
  105896. twoSidedLighting: boolean;
  105897. /**
  105898. * Default configuration related to image processing available in the standard Material.
  105899. */
  105900. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  105901. /**
  105902. * Gets the image processing configuration used either in this material.
  105903. */
  105904. /**
  105905. * Sets the Default image processing configuration used either in the this material.
  105906. *
  105907. * If sets to null, the scene one is in use.
  105908. */
  105909. imageProcessingConfiguration: ImageProcessingConfiguration;
  105910. /**
  105911. * Keep track of the image processing observer to allow dispose and replace.
  105912. */
  105913. private _imageProcessingObserver;
  105914. /**
  105915. * Attaches a new image processing configuration to the Standard Material.
  105916. * @param configuration
  105917. */
  105918. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  105919. /**
  105920. * Gets wether the color curves effect is enabled.
  105921. */
  105922. /**
  105923. * Sets wether the color curves effect is enabled.
  105924. */
  105925. cameraColorCurvesEnabled: boolean;
  105926. /**
  105927. * Gets wether the color grading effect is enabled.
  105928. */
  105929. /**
  105930. * Gets wether the color grading effect is enabled.
  105931. */
  105932. cameraColorGradingEnabled: boolean;
  105933. /**
  105934. * Gets wether tonemapping is enabled or not.
  105935. */
  105936. /**
  105937. * Sets wether tonemapping is enabled or not
  105938. */
  105939. cameraToneMappingEnabled: boolean;
  105940. /**
  105941. * The camera exposure used on this material.
  105942. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  105943. * This corresponds to a photographic exposure.
  105944. */
  105945. /**
  105946. * The camera exposure used on this material.
  105947. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  105948. * This corresponds to a photographic exposure.
  105949. */
  105950. cameraExposure: number;
  105951. /**
  105952. * Gets The camera contrast used on this material.
  105953. */
  105954. /**
  105955. * Sets The camera contrast used on this material.
  105956. */
  105957. cameraContrast: number;
  105958. /**
  105959. * Gets the Color Grading 2D Lookup Texture.
  105960. */
  105961. /**
  105962. * Sets the Color Grading 2D Lookup Texture.
  105963. */
  105964. cameraColorGradingTexture: Nullable<BaseTexture>;
  105965. /**
  105966. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  105967. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  105968. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  105969. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  105970. */
  105971. /**
  105972. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  105973. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  105974. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  105975. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  105976. */
  105977. cameraColorCurves: Nullable<ColorCurves>;
  105978. /**
  105979. * Custom callback helping to override the default shader used in the material.
  105980. */
  105981. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: StandardMaterialDefines) => string;
  105982. protected _renderTargets: SmartArray<RenderTargetTexture>;
  105983. protected _worldViewProjectionMatrix: Matrix;
  105984. protected _globalAmbientColor: Color3;
  105985. protected _useLogarithmicDepth: boolean;
  105986. protected _rebuildInParallel: boolean;
  105987. /**
  105988. * Instantiates a new standard material.
  105989. * This is the default material used in Babylon. It is the best trade off between quality
  105990. * and performances.
  105991. * @see http://doc.babylonjs.com/babylon101/materials
  105992. * @param name Define the name of the material in the scene
  105993. * @param scene Define the scene the material belong to
  105994. */
  105995. constructor(name: string, scene: Scene);
  105996. /**
  105997. * Gets a boolean indicating that current material needs to register RTT
  105998. */
  105999. readonly hasRenderTargetTextures: boolean;
  106000. /**
  106001. * Gets the current class name of the material e.g. "StandardMaterial"
  106002. * Mainly use in serialization.
  106003. * @returns the class name
  106004. */
  106005. getClassName(): string;
  106006. /**
  106007. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  106008. * You can try switching to logarithmic depth.
  106009. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  106010. */
  106011. useLogarithmicDepth: boolean;
  106012. /**
  106013. * Specifies if the material will require alpha blending
  106014. * @returns a boolean specifying if alpha blending is needed
  106015. */
  106016. needAlphaBlending(): boolean;
  106017. /**
  106018. * Specifies if this material should be rendered in alpha test mode
  106019. * @returns a boolean specifying if an alpha test is needed.
  106020. */
  106021. needAlphaTesting(): boolean;
  106022. protected _shouldUseAlphaFromDiffuseTexture(): boolean;
  106023. /**
  106024. * Get the texture used for alpha test purpose.
  106025. * @returns the diffuse texture in case of the standard material.
  106026. */
  106027. getAlphaTestTexture(): Nullable<BaseTexture>;
  106028. /**
  106029. * Get if the submesh is ready to be used and all its information available.
  106030. * Child classes can use it to update shaders
  106031. * @param mesh defines the mesh to check
  106032. * @param subMesh defines which submesh to check
  106033. * @param useInstances specifies that instances should be used
  106034. * @returns a boolean indicating that the submesh is ready or not
  106035. */
  106036. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  106037. /**
  106038. * Builds the material UBO layouts.
  106039. * Used internally during the effect preparation.
  106040. */
  106041. buildUniformLayout(): void;
  106042. /**
  106043. * Unbinds the material from the mesh
  106044. */
  106045. unbind(): void;
  106046. /**
  106047. * Binds the submesh to this material by preparing the effect and shader to draw
  106048. * @param world defines the world transformation matrix
  106049. * @param mesh defines the mesh containing the submesh
  106050. * @param subMesh defines the submesh to bind the material to
  106051. */
  106052. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  106053. /**
  106054. * Get the list of animatables in the material.
  106055. * @returns the list of animatables object used in the material
  106056. */
  106057. getAnimatables(): IAnimatable[];
  106058. /**
  106059. * Gets the active textures from the material
  106060. * @returns an array of textures
  106061. */
  106062. getActiveTextures(): BaseTexture[];
  106063. /**
  106064. * Specifies if the material uses a texture
  106065. * @param texture defines the texture to check against the material
  106066. * @returns a boolean specifying if the material uses the texture
  106067. */
  106068. hasTexture(texture: BaseTexture): boolean;
  106069. /**
  106070. * Disposes the material
  106071. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  106072. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  106073. */
  106074. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  106075. /**
  106076. * Makes a duplicate of the material, and gives it a new name
  106077. * @param name defines the new name for the duplicated material
  106078. * @returns the cloned material
  106079. */
  106080. clone(name: string): StandardMaterial;
  106081. /**
  106082. * Serializes this material in a JSON representation
  106083. * @returns the serialized material object
  106084. */
  106085. serialize(): any;
  106086. /**
  106087. * Creates a standard material from parsed material data
  106088. * @param source defines the JSON representation of the material
  106089. * @param scene defines the hosting scene
  106090. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  106091. * @returns a new standard material
  106092. */
  106093. static Parse(source: any, scene: Scene, rootUrl: string): StandardMaterial;
  106094. /**
  106095. * Are diffuse textures enabled in the application.
  106096. */
  106097. static DiffuseTextureEnabled: boolean;
  106098. /**
  106099. * Are ambient textures enabled in the application.
  106100. */
  106101. static AmbientTextureEnabled: boolean;
  106102. /**
  106103. * Are opacity textures enabled in the application.
  106104. */
  106105. static OpacityTextureEnabled: boolean;
  106106. /**
  106107. * Are reflection textures enabled in the application.
  106108. */
  106109. static ReflectionTextureEnabled: boolean;
  106110. /**
  106111. * Are emissive textures enabled in the application.
  106112. */
  106113. static EmissiveTextureEnabled: boolean;
  106114. /**
  106115. * Are specular textures enabled in the application.
  106116. */
  106117. static SpecularTextureEnabled: boolean;
  106118. /**
  106119. * Are bump textures enabled in the application.
  106120. */
  106121. static BumpTextureEnabled: boolean;
  106122. /**
  106123. * Are lightmap textures enabled in the application.
  106124. */
  106125. static LightmapTextureEnabled: boolean;
  106126. /**
  106127. * Are refraction textures enabled in the application.
  106128. */
  106129. static RefractionTextureEnabled: boolean;
  106130. /**
  106131. * Are color grading textures enabled in the application.
  106132. */
  106133. static ColorGradingTextureEnabled: boolean;
  106134. /**
  106135. * Are fresnels enabled in the application.
  106136. */
  106137. static FresnelEnabled: boolean;
  106138. }
  106139. }
  106140. declare module BABYLON {
  106141. /**
  106142. * A class extending Texture allowing drawing on a texture
  106143. * @see http://doc.babylonjs.com/how_to/dynamictexture
  106144. */
  106145. export class DynamicTexture extends Texture {
  106146. private _generateMipMaps;
  106147. private _canvas;
  106148. private _context;
  106149. private _engine;
  106150. /**
  106151. * Creates a DynamicTexture
  106152. * @param name defines the name of the texture
  106153. * @param options provides 3 alternatives for width and height of texture, a canvas, object with width and height properties, number for both width and height
  106154. * @param scene defines the scene where you want the texture
  106155. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  106156. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  106157. * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)
  106158. */
  106159. constructor(name: string, options: any, scene: Scene | null | undefined, generateMipMaps: boolean, samplingMode?: number, format?: number);
  106160. /**
  106161. * Get the current class name of the texture useful for serialization or dynamic coding.
  106162. * @returns "DynamicTexture"
  106163. */
  106164. getClassName(): string;
  106165. /**
  106166. * Gets the current state of canRescale
  106167. */
  106168. readonly canRescale: boolean;
  106169. private _recreate;
  106170. /**
  106171. * Scales the texture
  106172. * @param ratio the scale factor to apply to both width and height
  106173. */
  106174. scale(ratio: number): void;
  106175. /**
  106176. * Resizes the texture
  106177. * @param width the new width
  106178. * @param height the new height
  106179. */
  106180. scaleTo(width: number, height: number): void;
  106181. /**
  106182. * Gets the context of the canvas used by the texture
  106183. * @returns the canvas context of the dynamic texture
  106184. */
  106185. getContext(): CanvasRenderingContext2D;
  106186. /**
  106187. * Clears the texture
  106188. */
  106189. clear(): void;
  106190. /**
  106191. * Updates the texture
  106192. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  106193. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  106194. */
  106195. update(invertY?: boolean, premulAlpha?: boolean): void;
  106196. /**
  106197. * Draws text onto the texture
  106198. * @param text defines the text to be drawn
  106199. * @param x defines the placement of the text from the left
  106200. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  106201. * @param font defines the font to be used with font-style, font-size, font-name
  106202. * @param color defines the color used for the text
  106203. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  106204. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  106205. * @param update defines whether texture is immediately update (default is true)
  106206. */
  106207. drawText(text: string, x: number, y: number, font: string, color: string, clearColor: string, invertY?: boolean, update?: boolean): void;
  106208. /**
  106209. * Clones the texture
  106210. * @returns the clone of the texture.
  106211. */
  106212. clone(): DynamicTexture;
  106213. /**
  106214. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  106215. * @returns a serialized dynamic texture object
  106216. */
  106217. serialize(): any;
  106218. /** @hidden */
  106219. _rebuild(): void;
  106220. }
  106221. }
  106222. declare module BABYLON {
  106223. /** @hidden */
  106224. export var imageProcessingPixelShader: {
  106225. name: string;
  106226. shader: string;
  106227. };
  106228. }
  106229. declare module BABYLON {
  106230. /**
  106231. * ImageProcessingPostProcess
  106232. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  106233. */
  106234. export class ImageProcessingPostProcess extends PostProcess {
  106235. /**
  106236. * Default configuration related to image processing available in the PBR Material.
  106237. */
  106238. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  106239. /**
  106240. * Gets the image processing configuration used either in this material.
  106241. */
  106242. /**
  106243. * Sets the Default image processing configuration used either in the this material.
  106244. *
  106245. * If sets to null, the scene one is in use.
  106246. */
  106247. imageProcessingConfiguration: ImageProcessingConfiguration;
  106248. /**
  106249. * Keep track of the image processing observer to allow dispose and replace.
  106250. */
  106251. private _imageProcessingObserver;
  106252. /**
  106253. * Attaches a new image processing configuration to the PBR Material.
  106254. * @param configuration
  106255. */
  106256. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>, doNotBuild?: boolean): void;
  106257. /**
  106258. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  106259. */
  106260. /**
  106261. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  106262. */
  106263. colorCurves: Nullable<ColorCurves>;
  106264. /**
  106265. * Gets wether the color curves effect is enabled.
  106266. */
  106267. /**
  106268. * Sets wether the color curves effect is enabled.
  106269. */
  106270. colorCurvesEnabled: boolean;
  106271. /**
  106272. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  106273. */
  106274. /**
  106275. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  106276. */
  106277. colorGradingTexture: Nullable<BaseTexture>;
  106278. /**
  106279. * Gets wether the color grading effect is enabled.
  106280. */
  106281. /**
  106282. * Gets wether the color grading effect is enabled.
  106283. */
  106284. colorGradingEnabled: boolean;
  106285. /**
  106286. * Gets exposure used in the effect.
  106287. */
  106288. /**
  106289. * Sets exposure used in the effect.
  106290. */
  106291. exposure: number;
  106292. /**
  106293. * Gets wether tonemapping is enabled or not.
  106294. */
  106295. /**
  106296. * Sets wether tonemapping is enabled or not
  106297. */
  106298. toneMappingEnabled: boolean;
  106299. /**
  106300. * Gets the type of tone mapping effect.
  106301. */
  106302. /**
  106303. * Sets the type of tone mapping effect.
  106304. */
  106305. toneMappingType: number;
  106306. /**
  106307. * Gets contrast used in the effect.
  106308. */
  106309. /**
  106310. * Sets contrast used in the effect.
  106311. */
  106312. contrast: number;
  106313. /**
  106314. * Gets Vignette stretch size.
  106315. */
  106316. /**
  106317. * Sets Vignette stretch size.
  106318. */
  106319. vignetteStretch: number;
  106320. /**
  106321. * Gets Vignette centre X Offset.
  106322. */
  106323. /**
  106324. * Sets Vignette centre X Offset.
  106325. */
  106326. vignetteCentreX: number;
  106327. /**
  106328. * Gets Vignette centre Y Offset.
  106329. */
  106330. /**
  106331. * Sets Vignette centre Y Offset.
  106332. */
  106333. vignetteCentreY: number;
  106334. /**
  106335. * Gets Vignette weight or intensity of the vignette effect.
  106336. */
  106337. /**
  106338. * Sets Vignette weight or intensity of the vignette effect.
  106339. */
  106340. vignetteWeight: number;
  106341. /**
  106342. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  106343. * if vignetteEnabled is set to true.
  106344. */
  106345. /**
  106346. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  106347. * if vignetteEnabled is set to true.
  106348. */
  106349. vignetteColor: Color4;
  106350. /**
  106351. * Gets Camera field of view used by the Vignette effect.
  106352. */
  106353. /**
  106354. * Sets Camera field of view used by the Vignette effect.
  106355. */
  106356. vignetteCameraFov: number;
  106357. /**
  106358. * Gets the vignette blend mode allowing different kind of effect.
  106359. */
  106360. /**
  106361. * Sets the vignette blend mode allowing different kind of effect.
  106362. */
  106363. vignetteBlendMode: number;
  106364. /**
  106365. * Gets wether the vignette effect is enabled.
  106366. */
  106367. /**
  106368. * Sets wether the vignette effect is enabled.
  106369. */
  106370. vignetteEnabled: boolean;
  106371. private _fromLinearSpace;
  106372. /**
  106373. * Gets wether the input of the processing is in Gamma or Linear Space.
  106374. */
  106375. /**
  106376. * Sets wether the input of the processing is in Gamma or Linear Space.
  106377. */
  106378. fromLinearSpace: boolean;
  106379. /**
  106380. * Defines cache preventing GC.
  106381. */
  106382. private _defines;
  106383. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, imageProcessingConfiguration?: ImageProcessingConfiguration);
  106384. /**
  106385. * "ImageProcessingPostProcess"
  106386. * @returns "ImageProcessingPostProcess"
  106387. */
  106388. getClassName(): string;
  106389. protected _updateParameters(): void;
  106390. dispose(camera?: Camera): void;
  106391. }
  106392. }
  106393. declare module BABYLON {
  106394. /**
  106395. * Class containing static functions to help procedurally build meshes
  106396. */
  106397. export class GroundBuilder {
  106398. /**
  106399. * Creates a ground mesh
  106400. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  106401. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  106402. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  106403. * @param name defines the name of the mesh
  106404. * @param options defines the options used to create the mesh
  106405. * @param scene defines the hosting scene
  106406. * @returns the ground mesh
  106407. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  106408. */
  106409. static CreateGround(name: string, options: {
  106410. width?: number;
  106411. height?: number;
  106412. subdivisions?: number;
  106413. subdivisionsX?: number;
  106414. subdivisionsY?: number;
  106415. updatable?: boolean;
  106416. }, scene: any): Mesh;
  106417. /**
  106418. * Creates a tiled ground mesh
  106419. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  106420. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  106421. * * The parameter `subdivisions` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 6, h: 6}`). `w` and `h` are the numbers of subdivisions on the ground width and height. Each subdivision is called a tile
  106422. * * The parameter `precision` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 2, h: 2}`). `w` and `h` are the numbers of subdivisions on the ground width and height of each tile
  106423. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  106424. * @param name defines the name of the mesh
  106425. * @param options defines the options used to create the mesh
  106426. * @param scene defines the hosting scene
  106427. * @returns the tiled ground mesh
  106428. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  106429. */
  106430. static CreateTiledGround(name: string, options: {
  106431. xmin: number;
  106432. zmin: number;
  106433. xmax: number;
  106434. zmax: number;
  106435. subdivisions?: {
  106436. w: number;
  106437. h: number;
  106438. };
  106439. precision?: {
  106440. w: number;
  106441. h: number;
  106442. };
  106443. updatable?: boolean;
  106444. }, scene?: Nullable<Scene>): Mesh;
  106445. /**
  106446. * Creates a ground mesh from a height map
  106447. * * The parameter `url` sets the URL of the height map image resource.
  106448. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  106449. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  106450. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  106451. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  106452. * * The parameter `colorFilter` (optional Color3, default (0.3, 0.59, 0.11) ) is the filter to apply to the image pixel colors to compute the height.
  106453. * * The parameter `onReady` is a javascript callback function that will be called once the mesh is just built (the height map download can last some time).
  106454. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  106455. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  106456. * @param name defines the name of the mesh
  106457. * @param url defines the url to the height map
  106458. * @param options defines the options used to create the mesh
  106459. * @param scene defines the hosting scene
  106460. * @returns the ground mesh
  106461. * @see https://doc.babylonjs.com/babylon101/height_map
  106462. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  106463. */
  106464. static CreateGroundFromHeightMap(name: string, url: string, options: {
  106465. width?: number;
  106466. height?: number;
  106467. subdivisions?: number;
  106468. minHeight?: number;
  106469. maxHeight?: number;
  106470. colorFilter?: Color3;
  106471. alphaFilter?: number;
  106472. updatable?: boolean;
  106473. onReady?: (mesh: GroundMesh) => void;
  106474. }, scene?: Nullable<Scene>): GroundMesh;
  106475. }
  106476. }
  106477. declare module BABYLON {
  106478. /**
  106479. * Class containing static functions to help procedurally build meshes
  106480. */
  106481. export class TorusBuilder {
  106482. /**
  106483. * Creates a torus mesh
  106484. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  106485. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  106486. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  106487. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  106488. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  106489. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  106490. * @param name defines the name of the mesh
  106491. * @param options defines the options used to create the mesh
  106492. * @param scene defines the hosting scene
  106493. * @returns the torus mesh
  106494. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  106495. */
  106496. static CreateTorus(name: string, options: {
  106497. diameter?: number;
  106498. thickness?: number;
  106499. tessellation?: number;
  106500. updatable?: boolean;
  106501. sideOrientation?: number;
  106502. frontUVs?: Vector4;
  106503. backUVs?: Vector4;
  106504. }, scene: any): Mesh;
  106505. }
  106506. }
  106507. declare module BABYLON {
  106508. /**
  106509. * Class containing static functions to help procedurally build meshes
  106510. */
  106511. export class CylinderBuilder {
  106512. /**
  106513. * Creates a cylinder or a cone mesh
  106514. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  106515. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  106516. * * The parameters `diameterTop` and `diameterBottom` overwrite the parameter `diameter` and set respectively the top cap and bottom cap diameter (floats, default 1). The parameter "diameterBottom" can't be zero.
  106517. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  106518. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  106519. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  106520. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  106521. * * The parameter `cap` sets the way the cylinder is capped. Possible values : BABYLON.Mesh.NO_CAP, BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL (default).
  106522. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  106523. * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of n Color3 elements) and `faceUV` (an array of n Vector4 elements).
  106524. * * The value of n is the number of cylinder faces. If the cylinder has only 1 subdivisions, n equals : top face + cylinder surface + bottom face = 3
  106525. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  106526. * * Finally, if the cylinder has 5 independent subdivisions and is enclose, n equals : top face + 5 x (stripe surface + 2 closing faces) + bottom face = 2 + 5 * 3 = 17
  106527. * * Each array (color or UVs) is always ordered the same way : the first element is the bottom cap, the last element is the top cap. The other elements are each a ring surface.
  106528. * * If `enclose` is false, a ring surface is one element.
  106529. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  106530. * * Example how to set colors and textures on a sliced cylinder : https://www.html5gamedevs.com/topic/17945-creating-a-closed-slice-of-a-cylinder/#comment-106379
  106531. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  106532. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  106533. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  106534. * @param name defines the name of the mesh
  106535. * @param options defines the options used to create the mesh
  106536. * @param scene defines the hosting scene
  106537. * @returns the cylinder mesh
  106538. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  106539. */
  106540. static CreateCylinder(name: string, options: {
  106541. height?: number;
  106542. diameterTop?: number;
  106543. diameterBottom?: number;
  106544. diameter?: number;
  106545. tessellation?: number;
  106546. subdivisions?: number;
  106547. arc?: number;
  106548. faceColors?: Color4[];
  106549. faceUV?: Vector4[];
  106550. updatable?: boolean;
  106551. hasRings?: boolean;
  106552. enclose?: boolean;
  106553. cap?: number;
  106554. sideOrientation?: number;
  106555. frontUVs?: Vector4;
  106556. backUVs?: Vector4;
  106557. }, scene: any): Mesh;
  106558. }
  106559. }
  106560. declare module BABYLON {
  106561. /**
  106562. * Options to modify the vr teleportation behavior.
  106563. */
  106564. export interface VRTeleportationOptions {
  106565. /**
  106566. * The name of the mesh which should be used as the teleportation floor. (default: null)
  106567. */
  106568. floorMeshName?: string;
  106569. /**
  106570. * A list of meshes to be used as the teleportation floor. (default: empty)
  106571. */
  106572. floorMeshes?: Mesh[];
  106573. }
  106574. /**
  106575. * Options to modify the vr experience helper's behavior.
  106576. */
  106577. export interface VRExperienceHelperOptions extends WebVROptions {
  106578. /**
  106579. * Create a DeviceOrientationCamera to be used as your out of vr camera. (default: true)
  106580. */
  106581. createDeviceOrientationCamera?: boolean;
  106582. /**
  106583. * Create a VRDeviceOrientationFreeCamera to be used for VR when no external HMD is found. (default: true)
  106584. */
  106585. createFallbackVRDeviceOrientationFreeCamera?: boolean;
  106586. /**
  106587. * Uses the main button on the controller to toggle the laser casted. (default: true)
  106588. */
  106589. laserToggle?: boolean;
  106590. /**
  106591. * A list of meshes to be used as the teleportation floor. If specified, teleportation will be enabled (default: undefined)
  106592. */
  106593. floorMeshes?: Mesh[];
  106594. /**
  106595. * Distortion metrics for the fallback vrDeviceOrientationCamera (default: VRCameraMetrics.Default)
  106596. */
  106597. vrDeviceOrientationCameraMetrics?: VRCameraMetrics;
  106598. }
  106599. /**
  106600. * Event containing information after VR has been entered
  106601. */
  106602. export class OnAfterEnteringVRObservableEvent {
  106603. /**
  106604. * If entering vr was successful
  106605. */
  106606. success: boolean;
  106607. }
  106608. /**
  106609. * Helps to quickly add VR support to an existing scene.
  106610. * See http://doc.babylonjs.com/how_to/webvr_helper
  106611. */
  106612. export class VRExperienceHelper {
  106613. /** Options to modify the vr experience helper's behavior. */
  106614. webVROptions: VRExperienceHelperOptions;
  106615. private _scene;
  106616. private _position;
  106617. private _btnVR;
  106618. private _btnVRDisplayed;
  106619. private _webVRsupported;
  106620. private _webVRready;
  106621. private _webVRrequesting;
  106622. private _webVRpresenting;
  106623. private _hasEnteredVR;
  106624. private _fullscreenVRpresenting;
  106625. private _canvas;
  106626. private _webVRCamera;
  106627. private _vrDeviceOrientationCamera;
  106628. private _deviceOrientationCamera;
  106629. private _existingCamera;
  106630. private _onKeyDown;
  106631. private _onVrDisplayPresentChange;
  106632. private _onVRDisplayChanged;
  106633. private _onVRRequestPresentStart;
  106634. private _onVRRequestPresentComplete;
  106635. /**
  106636. * Gets or sets a boolean indicating that gaze can be enabled even if pointer lock is not engage (useful on iOS where fullscreen mode and pointer lock are not supported)
  106637. */
  106638. enableGazeEvenWhenNoPointerLock: boolean;
  106639. /**
  106640. * Gets or sets a boolean indicating that the VREXperienceHelper will exit VR if double tap is detected
  106641. */
  106642. exitVROnDoubleTap: boolean;
  106643. /**
  106644. * Observable raised right before entering VR.
  106645. */
  106646. onEnteringVRObservable: Observable<VRExperienceHelper>;
  106647. /**
  106648. * Observable raised when entering VR has completed.
  106649. */
  106650. onAfterEnteringVRObservable: Observable<OnAfterEnteringVRObservableEvent>;
  106651. /**
  106652. * Observable raised when exiting VR.
  106653. */
  106654. onExitingVRObservable: Observable<VRExperienceHelper>;
  106655. /**
  106656. * Observable raised when controller mesh is loaded.
  106657. */
  106658. onControllerMeshLoadedObservable: Observable<WebVRController>;
  106659. /** Return this.onEnteringVRObservable
  106660. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  106661. */
  106662. readonly onEnteringVR: Observable<VRExperienceHelper>;
  106663. /** Return this.onExitingVRObservable
  106664. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  106665. */
  106666. readonly onExitingVR: Observable<VRExperienceHelper>;
  106667. /** Return this.onControllerMeshLoadedObservable
  106668. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  106669. */
  106670. readonly onControllerMeshLoaded: Observable<WebVRController>;
  106671. private _rayLength;
  106672. private _useCustomVRButton;
  106673. private _teleportationRequested;
  106674. private _teleportActive;
  106675. private _floorMeshName;
  106676. private _floorMeshesCollection;
  106677. private _rotationAllowed;
  106678. private _teleportBackwardsVector;
  106679. private _teleportationTarget;
  106680. private _isDefaultTeleportationTarget;
  106681. private _postProcessMove;
  106682. private _teleportationFillColor;
  106683. private _teleportationBorderColor;
  106684. private _rotationAngle;
  106685. private _haloCenter;
  106686. private _cameraGazer;
  106687. private _padSensibilityUp;
  106688. private _padSensibilityDown;
  106689. private _leftController;
  106690. private _rightController;
  106691. /**
  106692. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  106693. */
  106694. onNewMeshSelected: Observable<AbstractMesh>;
  106695. /**
  106696. * Observable raised when a new mesh is selected based on meshSelectionPredicate.
  106697. * This observable will provide the mesh and the controller used to select the mesh
  106698. */
  106699. onMeshSelectedWithController: Observable<{
  106700. mesh: AbstractMesh;
  106701. controller: WebVRController;
  106702. }>;
  106703. /**
  106704. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  106705. */
  106706. onNewMeshPicked: Observable<PickingInfo>;
  106707. private _circleEase;
  106708. /**
  106709. * Observable raised before camera teleportation
  106710. */
  106711. onBeforeCameraTeleport: Observable<Vector3>;
  106712. /**
  106713. * Observable raised after camera teleportation
  106714. */
  106715. onAfterCameraTeleport: Observable<Vector3>;
  106716. /**
  106717. * Observable raised when current selected mesh gets unselected
  106718. */
  106719. onSelectedMeshUnselected: Observable<AbstractMesh>;
  106720. private _raySelectionPredicate;
  106721. /**
  106722. * To be optionaly changed by user to define custom ray selection
  106723. */
  106724. raySelectionPredicate: (mesh: AbstractMesh) => boolean;
  106725. /**
  106726. * To be optionaly changed by user to define custom selection logic (after ray selection)
  106727. */
  106728. meshSelectionPredicate: (mesh: AbstractMesh) => boolean;
  106729. /**
  106730. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  106731. */
  106732. teleportationEnabled: boolean;
  106733. private _defaultHeight;
  106734. private _teleportationInitialized;
  106735. private _interactionsEnabled;
  106736. private _interactionsRequested;
  106737. private _displayGaze;
  106738. private _displayLaserPointer;
  106739. /**
  106740. * The mesh used to display where the user is going to teleport.
  106741. */
  106742. /**
  106743. * Sets the mesh to be used to display where the user is going to teleport.
  106744. */
  106745. teleportationTarget: Mesh;
  106746. /**
  106747. * The mesh used to display where the user is selecting, this mesh will be cloned and set as the gazeTracker for the left and right controller
  106748. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  106749. * See http://doc.babylonjs.com/resources/baking_transformations
  106750. */
  106751. gazeTrackerMesh: Mesh;
  106752. /**
  106753. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  106754. */
  106755. updateGazeTrackerScale: boolean;
  106756. /**
  106757. * If the gaze trackers color should be updated when selecting meshes
  106758. */
  106759. updateGazeTrackerColor: boolean;
  106760. /**
  106761. * If the controller laser color should be updated when selecting meshes
  106762. */
  106763. updateControllerLaserColor: boolean;
  106764. /**
  106765. * The gaze tracking mesh corresponding to the left controller
  106766. */
  106767. readonly leftControllerGazeTrackerMesh: Nullable<Mesh>;
  106768. /**
  106769. * The gaze tracking mesh corresponding to the right controller
  106770. */
  106771. readonly rightControllerGazeTrackerMesh: Nullable<Mesh>;
  106772. /**
  106773. * If the ray of the gaze should be displayed.
  106774. */
  106775. /**
  106776. * Sets if the ray of the gaze should be displayed.
  106777. */
  106778. displayGaze: boolean;
  106779. /**
  106780. * If the ray of the LaserPointer should be displayed.
  106781. */
  106782. /**
  106783. * Sets if the ray of the LaserPointer should be displayed.
  106784. */
  106785. displayLaserPointer: boolean;
  106786. /**
  106787. * The deviceOrientationCamera used as the camera when not in VR.
  106788. */
  106789. readonly deviceOrientationCamera: Nullable<DeviceOrientationCamera>;
  106790. /**
  106791. * Based on the current WebVR support, returns the current VR camera used.
  106792. */
  106793. readonly currentVRCamera: Nullable<Camera>;
  106794. /**
  106795. * The webVRCamera which is used when in VR.
  106796. */
  106797. readonly webVRCamera: WebVRFreeCamera;
  106798. /**
  106799. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  106800. */
  106801. readonly vrDeviceOrientationCamera: Nullable<VRDeviceOrientationFreeCamera>;
  106802. /**
  106803. * The html button that is used to trigger entering into VR.
  106804. */
  106805. readonly vrButton: Nullable<HTMLButtonElement>;
  106806. private readonly _teleportationRequestInitiated;
  106807. /**
  106808. * Defines wether or not Pointer lock should be requested when switching to
  106809. * full screen.
  106810. */
  106811. requestPointerLockOnFullScreen: boolean;
  106812. /**
  106813. * Instantiates a VRExperienceHelper.
  106814. * Helps to quickly add VR support to an existing scene.
  106815. * @param scene The scene the VRExperienceHelper belongs to.
  106816. * @param webVROptions Options to modify the vr experience helper's behavior.
  106817. */
  106818. constructor(scene: Scene,
  106819. /** Options to modify the vr experience helper's behavior. */
  106820. webVROptions?: VRExperienceHelperOptions);
  106821. private _onDefaultMeshLoaded;
  106822. private _onResize;
  106823. private _onFullscreenChange;
  106824. /**
  106825. * Gets a value indicating if we are currently in VR mode.
  106826. */
  106827. readonly isInVRMode: boolean;
  106828. private onVrDisplayPresentChange;
  106829. private onVRDisplayChanged;
  106830. private moveButtonToBottomRight;
  106831. private displayVRButton;
  106832. private updateButtonVisibility;
  106833. private _cachedAngularSensibility;
  106834. /**
  106835. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  106836. * Otherwise, will use the fullscreen API.
  106837. */
  106838. enterVR(): void;
  106839. /**
  106840. * Attempt to exit VR, or fullscreen.
  106841. */
  106842. exitVR(): void;
  106843. /**
  106844. * The position of the vr experience helper.
  106845. */
  106846. /**
  106847. * Sets the position of the vr experience helper.
  106848. */
  106849. position: Vector3;
  106850. /**
  106851. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  106852. */
  106853. enableInteractions(): void;
  106854. private readonly _noControllerIsActive;
  106855. private beforeRender;
  106856. private _isTeleportationFloor;
  106857. /**
  106858. * Adds a floor mesh to be used for teleportation.
  106859. * @param floorMesh the mesh to be used for teleportation.
  106860. */
  106861. addFloorMesh(floorMesh: Mesh): void;
  106862. /**
  106863. * Removes a floor mesh from being used for teleportation.
  106864. * @param floorMesh the mesh to be removed.
  106865. */
  106866. removeFloorMesh(floorMesh: Mesh): void;
  106867. /**
  106868. * Enables interactions and teleportation using the VR controllers and gaze.
  106869. * @param vrTeleportationOptions options to modify teleportation behavior.
  106870. */
  106871. enableTeleportation(vrTeleportationOptions?: VRTeleportationOptions): void;
  106872. private _onNewGamepadConnected;
  106873. private _tryEnableInteractionOnController;
  106874. private _onNewGamepadDisconnected;
  106875. private _enableInteractionOnController;
  106876. private _checkTeleportWithRay;
  106877. private _checkRotate;
  106878. private _checkTeleportBackwards;
  106879. private _enableTeleportationOnController;
  106880. private _createTeleportationCircles;
  106881. private _displayTeleportationTarget;
  106882. private _hideTeleportationTarget;
  106883. private _rotateCamera;
  106884. private _moveTeleportationSelectorTo;
  106885. private _workingVector;
  106886. private _workingQuaternion;
  106887. private _workingMatrix;
  106888. /**
  106889. * Teleports the users feet to the desired location
  106890. * @param location The location where the user's feet should be placed
  106891. */
  106892. teleportCamera(location: Vector3): void;
  106893. private _convertNormalToDirectionOfRay;
  106894. private _castRayAndSelectObject;
  106895. private _notifySelectedMeshUnselected;
  106896. /**
  106897. * Sets the color of the laser ray from the vr controllers.
  106898. * @param color new color for the ray.
  106899. */
  106900. changeLaserColor(color: Color3): void;
  106901. /**
  106902. * Sets the color of the ray from the vr headsets gaze.
  106903. * @param color new color for the ray.
  106904. */
  106905. changeGazeColor(color: Color3): void;
  106906. /**
  106907. * Exits VR and disposes of the vr experience helper
  106908. */
  106909. dispose(): void;
  106910. /**
  106911. * Gets the name of the VRExperienceHelper class
  106912. * @returns "VRExperienceHelper"
  106913. */
  106914. getClassName(): string;
  106915. }
  106916. }
  106917. declare module BABYLON {
  106918. /**
  106919. * Manages an XRSession to work with Babylon's engine
  106920. * @see https://doc.babylonjs.com/how_to/webxr
  106921. */
  106922. export class WebXRSessionManager implements IDisposable {
  106923. private scene;
  106924. /**
  106925. * Fires every time a new xrFrame arrives which can be used to update the camera
  106926. */
  106927. onXRFrameObservable: Observable<any>;
  106928. /**
  106929. * Fires when the xr session is ended either by the device or manually done
  106930. */
  106931. onXRSessionEnded: Observable<any>;
  106932. /**
  106933. * Underlying xr session
  106934. */
  106935. session: XRSession;
  106936. /**
  106937. * Type of reference space used when creating the session
  106938. */
  106939. referenceSpace: XRReferenceSpace;
  106940. /** @hidden */
  106941. _sessionRenderTargetTexture: Nullable<RenderTargetTexture>;
  106942. /**
  106943. * Current XR frame
  106944. */
  106945. currentFrame: Nullable<XRFrame>;
  106946. private _xrNavigator;
  106947. private baseLayer;
  106948. /**
  106949. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  106950. * @param scene The scene which the session should be created for
  106951. */
  106952. constructor(scene: Scene);
  106953. /**
  106954. * Initializes the manager
  106955. * After initialization enterXR can be called to start an XR session
  106956. * @returns Promise which resolves after it is initialized
  106957. */
  106958. initializeAsync(): Promise<void>;
  106959. /**
  106960. * Initializes an xr session
  106961. * @param xrSessionMode mode to initialize
  106962. * @returns a promise which will resolve once the session has been initialized
  106963. */
  106964. initializeSessionAsync(xrSessionMode: XRSessionMode): any;
  106965. /**
  106966. * Sets the reference space on the xr session
  106967. * @param referenceSpace space to set
  106968. * @returns a promise that will resolve once the reference space has been set
  106969. */
  106970. setReferenceSpaceAsync(referenceSpace: XRReferenceSpaceType): Promise<void>;
  106971. /**
  106972. * Updates the render state of the session
  106973. * @param state state to set
  106974. * @returns a promise that resolves once the render state has been updated
  106975. */
  106976. updateRenderStateAsync(state: XRRenderState): Promise<void>;
  106977. /**
  106978. * Starts rendering to the xr layer
  106979. * @returns a promise that will resolve once rendering has started
  106980. */
  106981. startRenderingToXRAsync(): Promise<void>;
  106982. /**
  106983. * Stops the xrSession and restores the renderloop
  106984. * @returns Promise which resolves after it exits XR
  106985. */
  106986. exitXRAsync(): Promise<unknown>;
  106987. /**
  106988. * Checks if a session would be supported for the creation options specified
  106989. * @param sessionMode session mode to check if supported eg. immersive-vr
  106990. * @returns true if supported
  106991. */
  106992. supportsSessionAsync(sessionMode: XRSessionMode): any;
  106993. /**
  106994. * @hidden
  106995. * Converts the render layer of xrSession to a render target
  106996. * @param session session to create render target for
  106997. * @param scene scene the new render target should be created for
  106998. */
  106999. static _CreateRenderTargetTextureFromSession(session: XRSession, scene: Scene, baseLayer: XRWebGLLayer): RenderTargetTexture;
  107000. /**
  107001. * Disposes of the session manager
  107002. */
  107003. dispose(): void;
  107004. }
  107005. }
  107006. declare module BABYLON {
  107007. /**
  107008. * WebXR Camera which holds the views for the xrSession
  107009. * @see https://doc.babylonjs.com/how_to/webxr
  107010. */
  107011. export class WebXRCamera extends FreeCamera {
  107012. private static _TmpMatrix;
  107013. /**
  107014. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  107015. * @param name the name of the camera
  107016. * @param scene the scene to add the camera to
  107017. */
  107018. constructor(name: string, scene: Scene);
  107019. private _updateNumberOfRigCameras;
  107020. /** @hidden */
  107021. _updateForDualEyeDebugging(pupilDistance?: number): void;
  107022. /**
  107023. * Updates the cameras position from the current pose information of the XR session
  107024. * @param xrSessionManager the session containing pose information
  107025. * @returns true if the camera has been updated, false if the session did not contain pose or frame data
  107026. */
  107027. updateFromXRSessionManager(xrSessionManager: WebXRSessionManager): boolean;
  107028. }
  107029. }
  107030. declare module BABYLON {
  107031. /**
  107032. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  107033. */
  107034. export class WebXRManagedOutputCanvas implements IDisposable {
  107035. private helper;
  107036. private _canvas;
  107037. /**
  107038. * xrpresent context of the canvas which can be used to display/mirror xr content
  107039. */
  107040. canvasContext: WebGLRenderingContext;
  107041. /**
  107042. * xr layer for the canvas
  107043. */
  107044. xrLayer: Nullable<XRWebGLLayer>;
  107045. /**
  107046. * Initializes the xr layer for the session
  107047. * @param xrSession xr session
  107048. * @returns a promise that will resolve once the XR Layer has been created
  107049. */
  107050. initializeXRLayerAsync(xrSession: any): any;
  107051. /**
  107052. * Initializes the canvas to be added/removed upon entering/exiting xr
  107053. * @param helper the xr experience helper used to trigger adding/removing of the canvas
  107054. * @param canvas The canvas to be added/removed (If not specified a full screen canvas will be created)
  107055. */
  107056. constructor(helper: WebXRExperienceHelper, canvas?: HTMLCanvasElement);
  107057. /**
  107058. * Disposes of the object
  107059. */
  107060. dispose(): void;
  107061. private _setManagedOutputCanvas;
  107062. private _addCanvas;
  107063. private _removeCanvas;
  107064. }
  107065. }
  107066. declare module BABYLON {
  107067. /**
  107068. * States of the webXR experience
  107069. */
  107070. export enum WebXRState {
  107071. /**
  107072. * Transitioning to being in XR mode
  107073. */
  107074. ENTERING_XR = 0,
  107075. /**
  107076. * Transitioning to non XR mode
  107077. */
  107078. EXITING_XR = 1,
  107079. /**
  107080. * In XR mode and presenting
  107081. */
  107082. IN_XR = 2,
  107083. /**
  107084. * Not entered XR mode
  107085. */
  107086. NOT_IN_XR = 3
  107087. }
  107088. /**
  107089. * Base set of functionality needed to create an XR experince (WebXRSessionManager, Camera, StateManagement, etc.)
  107090. * @see https://doc.babylonjs.com/how_to/webxr
  107091. */
  107092. export class WebXRExperienceHelper implements IDisposable {
  107093. private scene;
  107094. /**
  107095. * Container which stores the xr camera and controllers as children. This can be used to move the camera/user as the camera's position is updated by the xr device
  107096. */
  107097. container: AbstractMesh;
  107098. /**
  107099. * Camera used to render xr content
  107100. */
  107101. camera: WebXRCamera;
  107102. /**
  107103. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  107104. */
  107105. state: WebXRState;
  107106. private _setState;
  107107. private static _TmpVector;
  107108. /**
  107109. * Fires when the state of the experience helper has changed
  107110. */
  107111. onStateChangedObservable: Observable<WebXRState>;
  107112. /** Session manager used to keep track of xr session */
  107113. sessionManager: WebXRSessionManager;
  107114. private _nonVRCamera;
  107115. private _originalSceneAutoClear;
  107116. private _supported;
  107117. /**
  107118. * Creates the experience helper
  107119. * @param scene the scene to attach the experience helper to
  107120. * @returns a promise for the experience helper
  107121. */
  107122. static CreateAsync(scene: Scene): Promise<WebXRExperienceHelper>;
  107123. /**
  107124. * Creates a WebXRExperienceHelper
  107125. * @param scene The scene the helper should be created in
  107126. */
  107127. private constructor();
  107128. /**
  107129. * Exits XR mode and returns the scene to its original state
  107130. * @returns promise that resolves after xr mode has exited
  107131. */
  107132. exitXRAsync(): Promise<unknown>;
  107133. /**
  107134. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  107135. * @param sessionCreationOptions options for the XR session
  107136. * @param referenceSpaceType frame of reference of the XR session
  107137. * @param outputCanvas the output canvas that will be used to enter XR mode
  107138. * @returns promise that resolves after xr mode has entered
  107139. */
  107140. enterXRAsync(sessionCreationOptions: XRSessionMode, referenceSpaceType: XRReferenceSpaceType, outputCanvas: WebXRManagedOutputCanvas): any;
  107141. /**
  107142. * Updates the global position of the camera by moving the camera's container
  107143. * This should be used instead of modifying the camera's position as it will be overwritten by an xrSessions's update frame
  107144. * @param position The desired global position of the camera
  107145. */
  107146. setPositionOfCameraUsingContainer(position: Vector3): void;
  107147. /**
  107148. * Rotates the xr camera by rotating the camera's container around the camera's position
  107149. * This should be used instead of modifying the camera's rotation as it will be overwritten by an xrSessions's update frame
  107150. * @param rotation the desired quaternion rotation to apply to the camera
  107151. */
  107152. rotateCameraByQuaternionUsingContainer(rotation: Quaternion): void;
  107153. /**
  107154. * Disposes of the experience helper
  107155. */
  107156. dispose(): void;
  107157. }
  107158. }
  107159. declare module BABYLON {
  107160. /**
  107161. * Button which can be used to enter a different mode of XR
  107162. */
  107163. export class WebXREnterExitUIButton {
  107164. /** button element */
  107165. element: HTMLElement;
  107166. /** XR initialization options for the button */
  107167. sessionMode: XRSessionMode;
  107168. /** Reference space type */
  107169. referenceSpaceType: XRReferenceSpaceType;
  107170. /**
  107171. * Creates a WebXREnterExitUIButton
  107172. * @param element button element
  107173. * @param sessionMode XR initialization session mode
  107174. * @param referenceSpaceType the type of reference space to be used
  107175. */
  107176. constructor(
  107177. /** button element */
  107178. element: HTMLElement,
  107179. /** XR initialization options for the button */
  107180. sessionMode: XRSessionMode,
  107181. /** Reference space type */
  107182. referenceSpaceType: XRReferenceSpaceType);
  107183. /**
  107184. * Overwritable function which can be used to update the button's visuals when the state changes
  107185. * @param activeButton the current active button in the UI
  107186. */
  107187. update(activeButton: Nullable<WebXREnterExitUIButton>): void;
  107188. }
  107189. /**
  107190. * Options to create the webXR UI
  107191. */
  107192. export class WebXREnterExitUIOptions {
  107193. /**
  107194. * Context to enter xr with
  107195. */
  107196. webXRManagedOutputCanvas?: Nullable<WebXRManagedOutputCanvas>;
  107197. /**
  107198. * User provided buttons to enable/disable WebXR. The system will provide default if not set
  107199. */
  107200. customButtons?: Array<WebXREnterExitUIButton>;
  107201. }
  107202. /**
  107203. * UI to allow the user to enter/exit XR mode
  107204. */
  107205. export class WebXREnterExitUI implements IDisposable {
  107206. private scene;
  107207. private _overlay;
  107208. private _buttons;
  107209. private _activeButton;
  107210. /**
  107211. * Fired every time the active button is changed.
  107212. *
  107213. * When xr is entered via a button that launches xr that button will be the callback parameter
  107214. *
  107215. * When exiting xr the callback parameter will be null)
  107216. */
  107217. activeButtonChangedObservable: Observable<Nullable<WebXREnterExitUIButton>>;
  107218. /**
  107219. * Creates UI to allow the user to enter/exit XR mode
  107220. * @param scene the scene to add the ui to
  107221. * @param helper the xr experience helper to enter/exit xr with
  107222. * @param options options to configure the UI
  107223. * @returns the created ui
  107224. */
  107225. static CreateAsync(scene: Scene, helper: WebXRExperienceHelper, options: WebXREnterExitUIOptions): Promise<WebXREnterExitUI>;
  107226. private constructor();
  107227. private _updateButtons;
  107228. /**
  107229. * Disposes of the object
  107230. */
  107231. dispose(): void;
  107232. }
  107233. }
  107234. declare module BABYLON {
  107235. /**
  107236. * Represents an XR input
  107237. */
  107238. export class WebXRController {
  107239. private scene;
  107240. /** The underlying input source for the controller */
  107241. inputSource: XRInputSource;
  107242. private parentContainer;
  107243. /**
  107244. * Represents the part of the controller that is held. This may not exist if the controller is the head mounted display itself, if thats the case only the pointer from the head will be availible
  107245. */
  107246. grip?: AbstractMesh;
  107247. /**
  107248. * Pointer which can be used to select objects or attach a visible laser to
  107249. */
  107250. pointer: AbstractMesh;
  107251. /**
  107252. * Event that fires when the controller is removed/disposed
  107253. */
  107254. onDisposeObservable: Observable<{}>;
  107255. private _tmpMatrix;
  107256. private _tmpQuaternion;
  107257. private _tmpVector;
  107258. /**
  107259. * Creates the controller
  107260. * @see https://doc.babylonjs.com/how_to/webxr
  107261. * @param scene the scene which the controller should be associated to
  107262. * @param inputSource the underlying input source for the controller
  107263. * @param parentContainer parent that the controller meshes should be children of
  107264. */
  107265. constructor(scene: Scene,
  107266. /** The underlying input source for the controller */
  107267. inputSource: XRInputSource, parentContainer?: Nullable<AbstractMesh>);
  107268. /**
  107269. * Updates the controller pose based on the given XRFrame
  107270. * @param xrFrame xr frame to update the pose with
  107271. * @param referenceSpace reference space to use
  107272. */
  107273. updateFromXRFrame(xrFrame: XRFrame, referenceSpace: XRReferenceSpace): void;
  107274. /**
  107275. * Gets a world space ray coming from the controller
  107276. * @param result the resulting ray
  107277. */
  107278. getWorldPointerRayToRef(result: Ray): void;
  107279. /**
  107280. * Disposes of the object
  107281. */
  107282. dispose(): void;
  107283. }
  107284. }
  107285. declare module BABYLON {
  107286. /**
  107287. * XR input used to track XR inputs such as controllers/rays
  107288. */
  107289. export class WebXRInput implements IDisposable {
  107290. /**
  107291. * Base experience the input listens to
  107292. */
  107293. baseExperience: WebXRExperienceHelper;
  107294. /**
  107295. * XR controllers being tracked
  107296. */
  107297. controllers: Array<WebXRController>;
  107298. private _frameObserver;
  107299. private _stateObserver;
  107300. /**
  107301. * Event when a controller has been connected/added
  107302. */
  107303. onControllerAddedObservable: Observable<WebXRController>;
  107304. /**
  107305. * Event when a controller has been removed/disconnected
  107306. */
  107307. onControllerRemovedObservable: Observable<WebXRController>;
  107308. /**
  107309. * Initializes the WebXRInput
  107310. * @param baseExperience experience helper which the input should be created for
  107311. */
  107312. constructor(
  107313. /**
  107314. * Base experience the input listens to
  107315. */
  107316. baseExperience: WebXRExperienceHelper);
  107317. private _onInputSourcesChange;
  107318. private _addAndRemoveControllers;
  107319. /**
  107320. * Disposes of the object
  107321. */
  107322. dispose(): void;
  107323. }
  107324. }
  107325. declare module BABYLON {
  107326. /**
  107327. * Enables teleportation
  107328. */
  107329. export class WebXRControllerTeleportation {
  107330. private _teleportationFillColor;
  107331. private _teleportationBorderColor;
  107332. private _tmpRay;
  107333. private _tmpVector;
  107334. /**
  107335. * Creates a WebXRControllerTeleportation
  107336. * @param input input manager to add teleportation to
  107337. * @param floorMeshes floormeshes which can be teleported to
  107338. */
  107339. constructor(input: WebXRInput, floorMeshes?: Array<AbstractMesh>);
  107340. }
  107341. }
  107342. declare module BABYLON {
  107343. /**
  107344. * Handles pointer input automatically for the pointer of XR controllers
  107345. */
  107346. export class WebXRControllerPointerSelection {
  107347. private static _idCounter;
  107348. private _tmpRay;
  107349. /**
  107350. * Creates a WebXRControllerPointerSelection
  107351. * @param input input manager to setup pointer selection
  107352. */
  107353. constructor(input: WebXRInput);
  107354. private _convertNormalToDirectionOfRay;
  107355. private _updatePointerDistance;
  107356. }
  107357. }
  107358. declare module BABYLON {
  107359. /**
  107360. * Class used to represent data loading progression
  107361. */
  107362. export class SceneLoaderProgressEvent {
  107363. /** defines if data length to load can be evaluated */
  107364. readonly lengthComputable: boolean;
  107365. /** defines the loaded data length */
  107366. readonly loaded: number;
  107367. /** defines the data length to load */
  107368. readonly total: number;
  107369. /**
  107370. * Create a new progress event
  107371. * @param lengthComputable defines if data length to load can be evaluated
  107372. * @param loaded defines the loaded data length
  107373. * @param total defines the data length to load
  107374. */
  107375. constructor(
  107376. /** defines if data length to load can be evaluated */
  107377. lengthComputable: boolean,
  107378. /** defines the loaded data length */
  107379. loaded: number,
  107380. /** defines the data length to load */
  107381. total: number);
  107382. /**
  107383. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  107384. * @param event defines the source event
  107385. * @returns a new SceneLoaderProgressEvent
  107386. */
  107387. static FromProgressEvent(event: ProgressEvent): SceneLoaderProgressEvent;
  107388. }
  107389. /**
  107390. * Interface used by SceneLoader plugins to define supported file extensions
  107391. */
  107392. export interface ISceneLoaderPluginExtensions {
  107393. /**
  107394. * Defines the list of supported extensions
  107395. */
  107396. [extension: string]: {
  107397. isBinary: boolean;
  107398. };
  107399. }
  107400. /**
  107401. * Interface used by SceneLoader plugin factory
  107402. */
  107403. export interface ISceneLoaderPluginFactory {
  107404. /**
  107405. * Defines the name of the factory
  107406. */
  107407. name: string;
  107408. /**
  107409. * Function called to create a new plugin
  107410. * @return the new plugin
  107411. */
  107412. createPlugin(): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
  107413. /**
  107414. * Boolean indicating if the plugin can direct load specific data
  107415. */
  107416. canDirectLoad?: (data: string) => boolean;
  107417. }
  107418. /**
  107419. * Interface used to define a SceneLoader plugin
  107420. */
  107421. export interface ISceneLoaderPlugin {
  107422. /**
  107423. * The friendly name of this plugin.
  107424. */
  107425. name: string;
  107426. /**
  107427. * The file extensions supported by this plugin.
  107428. */
  107429. extensions: string | ISceneLoaderPluginExtensions;
  107430. /**
  107431. * Import meshes into a scene.
  107432. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  107433. * @param scene The scene to import into
  107434. * @param data The data to import
  107435. * @param rootUrl The root url for scene and resources
  107436. * @param meshes The meshes array to import into
  107437. * @param particleSystems The particle systems array to import into
  107438. * @param skeletons The skeletons array to import into
  107439. * @param onError The callback when import fails
  107440. * @returns True if successful or false otherwise
  107441. */
  107442. importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], onError?: (message: string, exception?: any) => void): boolean;
  107443. /**
  107444. * Load into a scene.
  107445. * @param scene The scene to load into
  107446. * @param data The data to import
  107447. * @param rootUrl The root url for scene and resources
  107448. * @param onError The callback when import fails
  107449. * @returns true if successful or false otherwise
  107450. */
  107451. load(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): boolean;
  107452. /**
  107453. * The callback that returns true if the data can be directly loaded.
  107454. */
  107455. canDirectLoad?: (data: string) => boolean;
  107456. /**
  107457. * The callback that allows custom handling of the root url based on the response url.
  107458. */
  107459. rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
  107460. /**
  107461. * Load into an asset container.
  107462. * @param scene The scene to load into
  107463. * @param data The data to import
  107464. * @param rootUrl The root url for scene and resources
  107465. * @param onError The callback when import fails
  107466. * @returns The loaded asset container
  107467. */
  107468. loadAssetContainer(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): AssetContainer;
  107469. }
  107470. /**
  107471. * Interface used to define an async SceneLoader plugin
  107472. */
  107473. export interface ISceneLoaderPluginAsync {
  107474. /**
  107475. * The friendly name of this plugin.
  107476. */
  107477. name: string;
  107478. /**
  107479. * The file extensions supported by this plugin.
  107480. */
  107481. extensions: string | ISceneLoaderPluginExtensions;
  107482. /**
  107483. * Import meshes into a scene.
  107484. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  107485. * @param scene The scene to import into
  107486. * @param data The data to import
  107487. * @param rootUrl The root url for scene and resources
  107488. * @param onProgress The callback when the load progresses
  107489. * @param fileName Defines the name of the file to load
  107490. * @returns The loaded meshes, particle systems, skeletons, and animation groups
  107491. */
  107492. importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<{
  107493. meshes: AbstractMesh[];
  107494. particleSystems: IParticleSystem[];
  107495. skeletons: Skeleton[];
  107496. animationGroups: AnimationGroup[];
  107497. }>;
  107498. /**
  107499. * Load into a scene.
  107500. * @param scene The scene to load into
  107501. * @param data The data to import
  107502. * @param rootUrl The root url for scene and resources
  107503. * @param onProgress The callback when the load progresses
  107504. * @param fileName Defines the name of the file to load
  107505. * @returns Nothing
  107506. */
  107507. loadAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
  107508. /**
  107509. * The callback that returns true if the data can be directly loaded.
  107510. */
  107511. canDirectLoad?: (data: string) => boolean;
  107512. /**
  107513. * The callback that allows custom handling of the root url based on the response url.
  107514. */
  107515. rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
  107516. /**
  107517. * Load into an asset container.
  107518. * @param scene The scene to load into
  107519. * @param data The data to import
  107520. * @param rootUrl The root url for scene and resources
  107521. * @param onProgress The callback when the load progresses
  107522. * @param fileName Defines the name of the file to load
  107523. * @returns The loaded asset container
  107524. */
  107525. loadAssetContainerAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
  107526. }
  107527. /**
  107528. * Class used to load scene from various file formats using registered plugins
  107529. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  107530. */
  107531. export class SceneLoader {
  107532. /**
  107533. * No logging while loading
  107534. */
  107535. static readonly NO_LOGGING: number;
  107536. /**
  107537. * Minimal logging while loading
  107538. */
  107539. static readonly MINIMAL_LOGGING: number;
  107540. /**
  107541. * Summary logging while loading
  107542. */
  107543. static readonly SUMMARY_LOGGING: number;
  107544. /**
  107545. * Detailled logging while loading
  107546. */
  107547. static readonly DETAILED_LOGGING: number;
  107548. /**
  107549. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  107550. */
  107551. static ForceFullSceneLoadingForIncremental: boolean;
  107552. /**
  107553. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  107554. */
  107555. static ShowLoadingScreen: boolean;
  107556. /**
  107557. * Defines the current logging level (while loading the scene)
  107558. * @ignorenaming
  107559. */
  107560. static loggingLevel: number;
  107561. /**
  107562. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  107563. */
  107564. static CleanBoneMatrixWeights: boolean;
  107565. /**
  107566. * Event raised when a plugin is used to load a scene
  107567. */
  107568. static OnPluginActivatedObservable: Observable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  107569. private static _registeredPlugins;
  107570. private static _getDefaultPlugin;
  107571. private static _getPluginForExtension;
  107572. private static _getPluginForDirectLoad;
  107573. private static _getPluginForFilename;
  107574. private static _getDirectLoad;
  107575. private static _loadData;
  107576. private static _getFileInfo;
  107577. /**
  107578. * Gets a plugin that can load the given extension
  107579. * @param extension defines the extension to load
  107580. * @returns a plugin or null if none works
  107581. */
  107582. static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync | ISceneLoaderPluginFactory;
  107583. /**
  107584. * Gets a boolean indicating that the given extension can be loaded
  107585. * @param extension defines the extension to load
  107586. * @returns true if the extension is supported
  107587. */
  107588. static IsPluginForExtensionAvailable(extension: string): boolean;
  107589. /**
  107590. * Adds a new plugin to the list of registered plugins
  107591. * @param plugin defines the plugin to add
  107592. */
  107593. static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
  107594. /**
  107595. * Import meshes into a scene
  107596. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  107597. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  107598. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  107599. * @param scene the instance of BABYLON.Scene to append to
  107600. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  107601. * @param onProgress a callback with a progress event for each file being loaded
  107602. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  107603. * @param pluginExtension the extension used to determine the plugin
  107604. * @returns The loaded plugin
  107605. */
  107606. static ImportMesh(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onSuccess?: Nullable<(meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], animationGroups: AnimationGroup[]) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  107607. /**
  107608. * Import meshes into a scene
  107609. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  107610. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  107611. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  107612. * @param scene the instance of BABYLON.Scene to append to
  107613. * @param onProgress a callback with a progress event for each file being loaded
  107614. * @param pluginExtension the extension used to determine the plugin
  107615. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  107616. */
  107617. static ImportMeshAsync(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<{
  107618. meshes: AbstractMesh[];
  107619. particleSystems: IParticleSystem[];
  107620. skeletons: Skeleton[];
  107621. animationGroups: AnimationGroup[];
  107622. }>;
  107623. /**
  107624. * Load a scene
  107625. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  107626. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  107627. * @param engine is the instance of BABYLON.Engine to use to create the scene
  107628. * @param onSuccess a callback with the scene when import succeeds
  107629. * @param onProgress a callback with a progress event for each file being loaded
  107630. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  107631. * @param pluginExtension the extension used to determine the plugin
  107632. * @returns The loaded plugin
  107633. */
  107634. static Load(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onSuccess?: Nullable<(scene: Scene) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  107635. /**
  107636. * Load a scene
  107637. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  107638. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  107639. * @param engine is the instance of BABYLON.Engine to use to create the scene
  107640. * @param onProgress a callback with a progress event for each file being loaded
  107641. * @param pluginExtension the extension used to determine the plugin
  107642. * @returns The loaded scene
  107643. */
  107644. static LoadAsync(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  107645. /**
  107646. * Append a scene
  107647. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  107648. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  107649. * @param scene is the instance of BABYLON.Scene to append to
  107650. * @param onSuccess a callback with the scene when import succeeds
  107651. * @param onProgress a callback with a progress event for each file being loaded
  107652. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  107653. * @param pluginExtension the extension used to determine the plugin
  107654. * @returns The loaded plugin
  107655. */
  107656. static Append(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onSuccess?: Nullable<(scene: Scene) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  107657. /**
  107658. * Append a scene
  107659. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  107660. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  107661. * @param scene is the instance of BABYLON.Scene to append to
  107662. * @param onProgress a callback with a progress event for each file being loaded
  107663. * @param pluginExtension the extension used to determine the plugin
  107664. * @returns The given scene
  107665. */
  107666. static AppendAsync(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  107667. /**
  107668. * Load a scene into an asset container
  107669. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  107670. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  107671. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  107672. * @param onSuccess a callback with the scene when import succeeds
  107673. * @param onProgress a callback with a progress event for each file being loaded
  107674. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  107675. * @param pluginExtension the extension used to determine the plugin
  107676. * @returns The loaded plugin
  107677. */
  107678. static LoadAssetContainer(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onSuccess?: Nullable<(assets: AssetContainer) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  107679. /**
  107680. * Load a scene into an asset container
  107681. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  107682. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene (default: empty string)
  107683. * @param scene is the instance of Scene to append to
  107684. * @param onProgress a callback with a progress event for each file being loaded
  107685. * @param pluginExtension the extension used to determine the plugin
  107686. * @returns The loaded asset container
  107687. */
  107688. static LoadAssetContainerAsync(rootUrl: string, sceneFilename?: string, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<AssetContainer>;
  107689. }
  107690. }
  107691. declare module BABYLON {
  107692. /**
  107693. * Generic Controller
  107694. */
  107695. export class GenericController extends WebVRController {
  107696. /**
  107697. * Base Url for the controller model.
  107698. */
  107699. static readonly MODEL_BASE_URL: string;
  107700. /**
  107701. * File name for the controller model.
  107702. */
  107703. static readonly MODEL_FILENAME: string;
  107704. /**
  107705. * Creates a new GenericController from a gamepad
  107706. * @param vrGamepad the gamepad that the controller should be created from
  107707. */
  107708. constructor(vrGamepad: any);
  107709. /**
  107710. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  107711. * @param scene scene in which to add meshes
  107712. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  107713. */
  107714. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  107715. /**
  107716. * Called once for each button that changed state since the last frame
  107717. * @param buttonIdx Which button index changed
  107718. * @param state New state of the button
  107719. * @param changes Which properties on the state changed since last frame
  107720. */
  107721. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  107722. }
  107723. }
  107724. declare module BABYLON {
  107725. /**
  107726. * Defines the WindowsMotionController object that the state of the windows motion controller
  107727. */
  107728. export class WindowsMotionController extends WebVRController {
  107729. /**
  107730. * The base url used to load the left and right controller models
  107731. */
  107732. static MODEL_BASE_URL: string;
  107733. /**
  107734. * The name of the left controller model file
  107735. */
  107736. static MODEL_LEFT_FILENAME: string;
  107737. /**
  107738. * The name of the right controller model file
  107739. */
  107740. static MODEL_RIGHT_FILENAME: string;
  107741. /**
  107742. * The controller name prefix for this controller type
  107743. */
  107744. static readonly GAMEPAD_ID_PREFIX: string;
  107745. /**
  107746. * The controller id pattern for this controller type
  107747. */
  107748. private static readonly GAMEPAD_ID_PATTERN;
  107749. private _loadedMeshInfo;
  107750. private readonly _mapping;
  107751. /**
  107752. * Fired when the trackpad on this controller is clicked
  107753. */
  107754. onTrackpadChangedObservable: Observable<ExtendedGamepadButton>;
  107755. /**
  107756. * Fired when the trackpad on this controller is modified
  107757. */
  107758. onTrackpadValuesChangedObservable: Observable<StickValues>;
  107759. /**
  107760. * The current x and y values of this controller's trackpad
  107761. */
  107762. trackpad: StickValues;
  107763. /**
  107764. * Creates a new WindowsMotionController from a gamepad
  107765. * @param vrGamepad the gamepad that the controller should be created from
  107766. */
  107767. constructor(vrGamepad: any);
  107768. /**
  107769. * Fired when the trigger on this controller is modified
  107770. */
  107771. readonly onTriggerButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107772. /**
  107773. * Fired when the menu button on this controller is modified
  107774. */
  107775. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107776. /**
  107777. * Fired when the grip button on this controller is modified
  107778. */
  107779. readonly onGripButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107780. /**
  107781. * Fired when the thumbstick button on this controller is modified
  107782. */
  107783. readonly onThumbstickButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107784. /**
  107785. * Fired when the touchpad button on this controller is modified
  107786. */
  107787. readonly onTouchpadButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107788. /**
  107789. * Fired when the touchpad values on this controller are modified
  107790. */
  107791. readonly onTouchpadValuesChangedObservable: Observable<StickValues>;
  107792. private _updateTrackpad;
  107793. /**
  107794. * Called once per frame by the engine.
  107795. */
  107796. update(): void;
  107797. /**
  107798. * Called once for each button that changed state since the last frame
  107799. * @param buttonIdx Which button index changed
  107800. * @param state New state of the button
  107801. * @param changes Which properties on the state changed since last frame
  107802. */
  107803. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  107804. /**
  107805. * Moves the buttons on the controller mesh based on their current state
  107806. * @param buttonName the name of the button to move
  107807. * @param buttonValue the value of the button which determines the buttons new position
  107808. */
  107809. protected _lerpButtonTransform(buttonName: string, buttonValue: number): void;
  107810. /**
  107811. * Moves the axis on the controller mesh based on its current state
  107812. * @param axis the index of the axis
  107813. * @param axisValue the value of the axis which determines the meshes new position
  107814. * @hidden
  107815. */
  107816. protected _lerpAxisTransform(axis: number, axisValue: number): void;
  107817. /**
  107818. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  107819. * @param scene scene in which to add meshes
  107820. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  107821. */
  107822. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void, forceDefault?: boolean): void;
  107823. /**
  107824. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  107825. * can be transformed by button presses and axes values, based on this._mapping.
  107826. *
  107827. * @param scene scene in which the meshes exist
  107828. * @param meshes list of meshes that make up the controller model to process
  107829. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  107830. */
  107831. private processModel;
  107832. private createMeshInfo;
  107833. /**
  107834. * Gets the ray of the controller in the direction the controller is pointing
  107835. * @param length the length the resulting ray should be
  107836. * @returns a ray in the direction the controller is pointing
  107837. */
  107838. getForwardRay(length?: number): Ray;
  107839. /**
  107840. * Disposes of the controller
  107841. */
  107842. dispose(): void;
  107843. }
  107844. }
  107845. declare module BABYLON {
  107846. /**
  107847. * Oculus Touch Controller
  107848. */
  107849. export class OculusTouchController extends WebVRController {
  107850. /**
  107851. * Base Url for the controller model.
  107852. */
  107853. static MODEL_BASE_URL: string;
  107854. /**
  107855. * File name for the left controller model.
  107856. */
  107857. static MODEL_LEFT_FILENAME: string;
  107858. /**
  107859. * File name for the right controller model.
  107860. */
  107861. static MODEL_RIGHT_FILENAME: string;
  107862. /**
  107863. * Base Url for the Quest controller model.
  107864. */
  107865. static QUEST_MODEL_BASE_URL: string;
  107866. /**
  107867. * @hidden
  107868. * If the controllers are running on a device that needs the updated Quest controller models
  107869. */
  107870. static _IsQuest: boolean;
  107871. /**
  107872. * Fired when the secondary trigger on this controller is modified
  107873. */
  107874. onSecondaryTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  107875. /**
  107876. * Fired when the thumb rest on this controller is modified
  107877. */
  107878. onThumbRestChangedObservable: Observable<ExtendedGamepadButton>;
  107879. /**
  107880. * Creates a new OculusTouchController from a gamepad
  107881. * @param vrGamepad the gamepad that the controller should be created from
  107882. */
  107883. constructor(vrGamepad: any);
  107884. /**
  107885. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  107886. * @param scene scene in which to add meshes
  107887. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  107888. */
  107889. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  107890. /**
  107891. * Fired when the A button on this controller is modified
  107892. */
  107893. readonly onAButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107894. /**
  107895. * Fired when the B button on this controller is modified
  107896. */
  107897. readonly onBButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107898. /**
  107899. * Fired when the X button on this controller is modified
  107900. */
  107901. readonly onXButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107902. /**
  107903. * Fired when the Y button on this controller is modified
  107904. */
  107905. readonly onYButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107906. /**
  107907. * Called once for each button that changed state since the last frame
  107908. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  107909. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  107910. * 2) secondary trigger (same)
  107911. * 3) A (right) X (left), touch, pressed = value
  107912. * 4) B / Y
  107913. * 5) thumb rest
  107914. * @param buttonIdx Which button index changed
  107915. * @param state New state of the button
  107916. * @param changes Which properties on the state changed since last frame
  107917. */
  107918. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  107919. }
  107920. }
  107921. declare module BABYLON {
  107922. /**
  107923. * Vive Controller
  107924. */
  107925. export class ViveController extends WebVRController {
  107926. /**
  107927. * Base Url for the controller model.
  107928. */
  107929. static MODEL_BASE_URL: string;
  107930. /**
  107931. * File name for the controller model.
  107932. */
  107933. static MODEL_FILENAME: string;
  107934. /**
  107935. * Creates a new ViveController from a gamepad
  107936. * @param vrGamepad the gamepad that the controller should be created from
  107937. */
  107938. constructor(vrGamepad: any);
  107939. /**
  107940. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  107941. * @param scene scene in which to add meshes
  107942. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  107943. */
  107944. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  107945. /**
  107946. * Fired when the left button on this controller is modified
  107947. */
  107948. readonly onLeftButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107949. /**
  107950. * Fired when the right button on this controller is modified
  107951. */
  107952. readonly onRightButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107953. /**
  107954. * Fired when the menu button on this controller is modified
  107955. */
  107956. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107957. /**
  107958. * Called once for each button that changed state since the last frame
  107959. * Vive mapping:
  107960. * 0: touchpad
  107961. * 1: trigger
  107962. * 2: left AND right buttons
  107963. * 3: menu button
  107964. * @param buttonIdx Which button index changed
  107965. * @param state New state of the button
  107966. * @param changes Which properties on the state changed since last frame
  107967. */
  107968. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  107969. }
  107970. }
  107971. declare module BABYLON {
  107972. /**
  107973. * Loads a controller model and adds it as a child of the WebXRControllers grip when the controller is created
  107974. */
  107975. export class WebXRControllerModelLoader {
  107976. /**
  107977. * Creates the WebXRControllerModelLoader
  107978. * @param input xr input that creates the controllers
  107979. */
  107980. constructor(input: WebXRInput);
  107981. }
  107982. }
  107983. declare module BABYLON {
  107984. /**
  107985. * Contains an array of blocks representing the octree
  107986. */
  107987. export interface IOctreeContainer<T> {
  107988. /**
  107989. * Blocks within the octree
  107990. */
  107991. blocks: Array<OctreeBlock<T>>;
  107992. }
  107993. /**
  107994. * Class used to store a cell in an octree
  107995. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  107996. */
  107997. export class OctreeBlock<T> {
  107998. /**
  107999. * Gets the content of the current block
  108000. */
  108001. entries: T[];
  108002. /**
  108003. * Gets the list of block children
  108004. */
  108005. blocks: Array<OctreeBlock<T>>;
  108006. private _depth;
  108007. private _maxDepth;
  108008. private _capacity;
  108009. private _minPoint;
  108010. private _maxPoint;
  108011. private _boundingVectors;
  108012. private _creationFunc;
  108013. /**
  108014. * Creates a new block
  108015. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  108016. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  108017. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  108018. * @param depth defines the current depth of this block in the octree
  108019. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  108020. * @param creationFunc defines a callback to call when an element is added to the block
  108021. */
  108022. constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
  108023. /**
  108024. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  108025. */
  108026. readonly capacity: number;
  108027. /**
  108028. * Gets the minimum vector (in world space) of the block's bounding box
  108029. */
  108030. readonly minPoint: Vector3;
  108031. /**
  108032. * Gets the maximum vector (in world space) of the block's bounding box
  108033. */
  108034. readonly maxPoint: Vector3;
  108035. /**
  108036. * Add a new element to this block
  108037. * @param entry defines the element to add
  108038. */
  108039. addEntry(entry: T): void;
  108040. /**
  108041. * Remove an element from this block
  108042. * @param entry defines the element to remove
  108043. */
  108044. removeEntry(entry: T): void;
  108045. /**
  108046. * Add an array of elements to this block
  108047. * @param entries defines the array of elements to add
  108048. */
  108049. addEntries(entries: T[]): void;
  108050. /**
  108051. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  108052. * @param frustumPlanes defines the frustum planes to test
  108053. * @param selection defines the array to store current content if selection is positive
  108054. * @param allowDuplicate defines if the selection array can contains duplicated entries
  108055. */
  108056. select(frustumPlanes: Plane[], selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  108057. /**
  108058. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  108059. * @param sphereCenter defines the bounding sphere center
  108060. * @param sphereRadius defines the bounding sphere radius
  108061. * @param selection defines the array to store current content if selection is positive
  108062. * @param allowDuplicate defines if the selection array can contains duplicated entries
  108063. */
  108064. intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  108065. /**
  108066. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  108067. * @param ray defines the ray to test with
  108068. * @param selection defines the array to store current content if selection is positive
  108069. */
  108070. intersectsRay(ray: Ray, selection: SmartArrayNoDuplicate<T>): void;
  108071. /**
  108072. * Subdivide the content into child blocks (this block will then be empty)
  108073. */
  108074. createInnerBlocks(): void;
  108075. /**
  108076. * @hidden
  108077. */
  108078. 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;
  108079. }
  108080. }
  108081. declare module BABYLON {
  108082. /**
  108083. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  108084. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  108085. */
  108086. export class Octree<T> {
  108087. /** Defines the maximum depth (sub-levels) for your octree. Default value is 2, which means 8 8 8 = 512 blocks :) (This parameter takes precedence over capacity.) */
  108088. maxDepth: number;
  108089. /**
  108090. * Blocks within the octree containing objects
  108091. */
  108092. blocks: Array<OctreeBlock<T>>;
  108093. /**
  108094. * Content stored in the octree
  108095. */
  108096. dynamicContent: T[];
  108097. private _maxBlockCapacity;
  108098. private _selectionContent;
  108099. private _creationFunc;
  108100. /**
  108101. * Creates a octree
  108102. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  108103. * @param creationFunc function to be used to instatiate the octree
  108104. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  108105. * @param maxDepth defines the maximum depth (sub-levels) for your octree. Default value is 2, which means 8 8 8 = 512 blocks :) (This parameter takes precedence over capacity.)
  108106. */
  108107. constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number,
  108108. /** Defines the maximum depth (sub-levels) for your octree. Default value is 2, which means 8 8 8 = 512 blocks :) (This parameter takes precedence over capacity.) */
  108109. maxDepth?: number);
  108110. /**
  108111. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  108112. * @param worldMin worldMin for the octree blocks var blockSize = new Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);
  108113. * @param worldMax worldMax for the octree blocks var blockSize = new Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);
  108114. * @param entries meshes to be added to the octree blocks
  108115. */
  108116. update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
  108117. /**
  108118. * Adds a mesh to the octree
  108119. * @param entry Mesh to add to the octree
  108120. */
  108121. addMesh(entry: T): void;
  108122. /**
  108123. * Remove an element from the octree
  108124. * @param entry defines the element to remove
  108125. */
  108126. removeMesh(entry: T): void;
  108127. /**
  108128. * Selects an array of meshes within the frustum
  108129. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  108130. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  108131. * @returns array of meshes within the frustum
  108132. */
  108133. select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
  108134. /**
  108135. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  108136. * @param sphereCenter defines the bounding sphere center
  108137. * @param sphereRadius defines the bounding sphere radius
  108138. * @param allowDuplicate defines if the selection array can contains duplicated entries
  108139. * @returns an array of objects that intersect the sphere
  108140. */
  108141. intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
  108142. /**
  108143. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  108144. * @param ray defines the ray to test with
  108145. * @returns array of intersected objects
  108146. */
  108147. intersectsRay(ray: Ray): SmartArray<T>;
  108148. /**
  108149. * Adds a mesh into the octree block if it intersects the block
  108150. */
  108151. static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
  108152. /**
  108153. * Adds a submesh into the octree block if it intersects the block
  108154. */
  108155. static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
  108156. }
  108157. }
  108158. declare module BABYLON {
  108159. interface Scene {
  108160. /**
  108161. * @hidden
  108162. * Backing Filed
  108163. */
  108164. _selectionOctree: Octree<AbstractMesh>;
  108165. /**
  108166. * Gets the octree used to boost mesh selection (picking)
  108167. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  108168. */
  108169. selectionOctree: Octree<AbstractMesh>;
  108170. /**
  108171. * Creates or updates the octree used to boost selection (picking)
  108172. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  108173. * @param maxCapacity defines the maximum capacity per leaf
  108174. * @param maxDepth defines the maximum depth of the octree
  108175. * @returns an octree of AbstractMesh
  108176. */
  108177. createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;
  108178. }
  108179. interface AbstractMesh {
  108180. /**
  108181. * @hidden
  108182. * Backing Field
  108183. */
  108184. _submeshesOctree: Octree<SubMesh>;
  108185. /**
  108186. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  108187. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  108188. * @param maxCapacity defines the maximum size of each block (64 by default)
  108189. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  108190. * @returns the new octree
  108191. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  108192. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  108193. */
  108194. createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;
  108195. }
  108196. /**
  108197. * Defines the octree scene component responsible to manage any octrees
  108198. * in a given scene.
  108199. */
  108200. export class OctreeSceneComponent {
  108201. /**
  108202. * The component name help to identify the component in the list of scene components.
  108203. */
  108204. readonly name: string;
  108205. /**
  108206. * The scene the component belongs to.
  108207. */
  108208. scene: Scene;
  108209. /**
  108210. * Indicates if the meshes have been checked to make sure they are isEnabled()
  108211. */
  108212. readonly checksIsEnabled: boolean;
  108213. /**
  108214. * Creates a new instance of the component for the given scene
  108215. * @param scene Defines the scene to register the component in
  108216. */
  108217. constructor(scene: Scene);
  108218. /**
  108219. * Registers the component in a given scene
  108220. */
  108221. register(): void;
  108222. /**
  108223. * Return the list of active meshes
  108224. * @returns the list of active meshes
  108225. */
  108226. getActiveMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  108227. /**
  108228. * Return the list of active sub meshes
  108229. * @param mesh The mesh to get the candidates sub meshes from
  108230. * @returns the list of active sub meshes
  108231. */
  108232. getActiveSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  108233. private _tempRay;
  108234. /**
  108235. * Return the list of sub meshes intersecting with a given local ray
  108236. * @param mesh defines the mesh to find the submesh for
  108237. * @param localRay defines the ray in local space
  108238. * @returns the list of intersecting sub meshes
  108239. */
  108240. getIntersectingSubMeshCandidates(mesh: AbstractMesh, localRay: Ray): ISmartArrayLike<SubMesh>;
  108241. /**
  108242. * Return the list of sub meshes colliding with a collider
  108243. * @param mesh defines the mesh to find the submesh for
  108244. * @param collider defines the collider to evaluate the collision against
  108245. * @returns the list of colliding sub meshes
  108246. */
  108247. getCollidingSubMeshCandidates(mesh: AbstractMesh, collider: Collider): ISmartArrayLike<SubMesh>;
  108248. /**
  108249. * Rebuilds the elements related to this component in case of
  108250. * context lost for instance.
  108251. */
  108252. rebuild(): void;
  108253. /**
  108254. * Disposes the component and the associated ressources.
  108255. */
  108256. dispose(): void;
  108257. }
  108258. }
  108259. declare module BABYLON {
  108260. /**
  108261. * Renders a layer on top of an existing scene
  108262. */
  108263. export class UtilityLayerRenderer implements IDisposable {
  108264. /** the original scene that will be rendered on top of */
  108265. originalScene: Scene;
  108266. private _pointerCaptures;
  108267. private _lastPointerEvents;
  108268. private static _DefaultUtilityLayer;
  108269. private static _DefaultKeepDepthUtilityLayer;
  108270. private _sharedGizmoLight;
  108271. private _renderCamera;
  108272. /**
  108273. * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
  108274. * @returns the camera that is used when rendering the utility layer
  108275. */
  108276. getRenderCamera(): Nullable<Camera>;
  108277. /**
  108278. * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
  108279. * @param cam the camera that should be used when rendering the utility layer
  108280. */
  108281. setRenderCamera(cam: Nullable<Camera>): void;
  108282. /**
  108283. * @hidden
  108284. * Light which used by gizmos to get light shading
  108285. */
  108286. _getSharedGizmoLight(): HemisphericLight;
  108287. /**
  108288. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  108289. */
  108290. pickUtilitySceneFirst: boolean;
  108291. /**
  108292. * A shared utility layer that can be used to overlay objects into a scene (Depth map of the previous scene is cleared before drawing on top of it)
  108293. */
  108294. static readonly DefaultUtilityLayer: UtilityLayerRenderer;
  108295. /**
  108296. * A shared utility layer that can be used to embed objects into a scene (Depth map of the previous scene is not cleared before drawing on top of it)
  108297. */
  108298. static readonly DefaultKeepDepthUtilityLayer: UtilityLayerRenderer;
  108299. /**
  108300. * The scene that is rendered on top of the original scene
  108301. */
  108302. utilityLayerScene: Scene;
  108303. /**
  108304. * If the utility layer should automatically be rendered on top of existing scene
  108305. */
  108306. shouldRender: boolean;
  108307. /**
  108308. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  108309. */
  108310. onlyCheckPointerDownEvents: boolean;
  108311. /**
  108312. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  108313. */
  108314. processAllEvents: boolean;
  108315. /**
  108316. * Observable raised when the pointer move from the utility layer scene to the main scene
  108317. */
  108318. onPointerOutObservable: Observable<number>;
  108319. /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
  108320. mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
  108321. private _afterRenderObserver;
  108322. private _sceneDisposeObserver;
  108323. private _originalPointerObserver;
  108324. /**
  108325. * Instantiates a UtilityLayerRenderer
  108326. * @param originalScene the original scene that will be rendered on top of
  108327. * @param handleEvents boolean indicating if the utility layer should handle events
  108328. */
  108329. constructor(
  108330. /** the original scene that will be rendered on top of */
  108331. originalScene: Scene, handleEvents?: boolean);
  108332. private _notifyObservers;
  108333. /**
  108334. * Renders the utility layers scene on top of the original scene
  108335. */
  108336. render(): void;
  108337. /**
  108338. * Disposes of the renderer
  108339. */
  108340. dispose(): void;
  108341. private _updateCamera;
  108342. }
  108343. }
  108344. declare module BABYLON {
  108345. /**
  108346. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  108347. */
  108348. export class Gizmo implements IDisposable {
  108349. /** The utility layer the gizmo will be added to */
  108350. gizmoLayer: UtilityLayerRenderer;
  108351. /**
  108352. * The root mesh of the gizmo
  108353. */
  108354. _rootMesh: Mesh;
  108355. private _attachedMesh;
  108356. /**
  108357. * Ratio for the scale of the gizmo (Default: 1)
  108358. */
  108359. scaleRatio: number;
  108360. /**
  108361. * If a custom mesh has been set (Default: false)
  108362. */
  108363. protected _customMeshSet: boolean;
  108364. /**
  108365. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  108366. * * When set, interactions will be enabled
  108367. */
  108368. attachedMesh: Nullable<AbstractMesh>;
  108369. /**
  108370. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  108371. * @param mesh The mesh to replace the default mesh of the gizmo
  108372. */
  108373. setCustomMesh(mesh: Mesh): void;
  108374. /**
  108375. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  108376. */
  108377. updateGizmoRotationToMatchAttachedMesh: boolean;
  108378. /**
  108379. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  108380. */
  108381. updateGizmoPositionToMatchAttachedMesh: boolean;
  108382. /**
  108383. * When set, the gizmo will always appear the same size no matter where the camera is (default: true)
  108384. */
  108385. updateScale: boolean;
  108386. protected _interactionsEnabled: boolean;
  108387. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  108388. private _beforeRenderObserver;
  108389. private _tempVector;
  108390. /**
  108391. * Creates a gizmo
  108392. * @param gizmoLayer The utility layer the gizmo will be added to
  108393. */
  108394. constructor(
  108395. /** The utility layer the gizmo will be added to */
  108396. gizmoLayer?: UtilityLayerRenderer);
  108397. /**
  108398. * Updates the gizmo to match the attached mesh's position/rotation
  108399. */
  108400. protected _update(): void;
  108401. /**
  108402. * Disposes of the gizmo
  108403. */
  108404. dispose(): void;
  108405. }
  108406. }
  108407. declare module BABYLON {
  108408. /**
  108409. * Single plane drag gizmo
  108410. */
  108411. export class PlaneDragGizmo extends Gizmo {
  108412. /**
  108413. * Drag behavior responsible for the gizmos dragging interactions
  108414. */
  108415. dragBehavior: PointerDragBehavior;
  108416. private _pointerObserver;
  108417. /**
  108418. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  108419. */
  108420. snapDistance: number;
  108421. /**
  108422. * Event that fires each time the gizmo snaps to a new location.
  108423. * * snapDistance is the the change in distance
  108424. */
  108425. onSnapObservable: Observable<{
  108426. snapDistance: number;
  108427. }>;
  108428. private _plane;
  108429. private _coloredMaterial;
  108430. private _hoverMaterial;
  108431. private _isEnabled;
  108432. private _parent;
  108433. /** @hidden */
  108434. static _CreatePlane(scene: Scene, material: StandardMaterial): TransformNode;
  108435. /** @hidden */
  108436. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  108437. /**
  108438. * Creates a PlaneDragGizmo
  108439. * @param gizmoLayer The utility layer the gizmo will be added to
  108440. * @param dragPlaneNormal The axis normal to which the gizmo will be able to drag on
  108441. * @param color The color of the gizmo
  108442. */
  108443. constructor(dragPlaneNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  108444. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  108445. /**
  108446. * If the gizmo is enabled
  108447. */
  108448. isEnabled: boolean;
  108449. /**
  108450. * Disposes of the gizmo
  108451. */
  108452. dispose(): void;
  108453. }
  108454. }
  108455. declare module BABYLON {
  108456. /**
  108457. * Gizmo that enables dragging a mesh along 3 axis
  108458. */
  108459. export class PositionGizmo extends Gizmo {
  108460. /**
  108461. * Internal gizmo used for interactions on the x axis
  108462. */
  108463. xGizmo: AxisDragGizmo;
  108464. /**
  108465. * Internal gizmo used for interactions on the y axis
  108466. */
  108467. yGizmo: AxisDragGizmo;
  108468. /**
  108469. * Internal gizmo used for interactions on the z axis
  108470. */
  108471. zGizmo: AxisDragGizmo;
  108472. /**
  108473. * Internal gizmo used for interactions on the yz plane
  108474. */
  108475. xPlaneGizmo: PlaneDragGizmo;
  108476. /**
  108477. * Internal gizmo used for interactions on the xz plane
  108478. */
  108479. yPlaneGizmo: PlaneDragGizmo;
  108480. /**
  108481. * Internal gizmo used for interactions on the xy plane
  108482. */
  108483. zPlaneGizmo: PlaneDragGizmo;
  108484. /**
  108485. * private variables
  108486. */
  108487. private _meshAttached;
  108488. private _updateGizmoRotationToMatchAttachedMesh;
  108489. private _snapDistance;
  108490. private _scaleRatio;
  108491. /** Fires an event when any of it's sub gizmos are dragged */
  108492. onDragStartObservable: Observable<unknown>;
  108493. /** Fires an event when any of it's sub gizmos are released from dragging */
  108494. onDragEndObservable: Observable<unknown>;
  108495. /**
  108496. * If set to true, planar drag is enabled
  108497. */
  108498. private _planarGizmoEnabled;
  108499. attachedMesh: Nullable<AbstractMesh>;
  108500. /**
  108501. * Creates a PositionGizmo
  108502. * @param gizmoLayer The utility layer the gizmo will be added to
  108503. */
  108504. constructor(gizmoLayer?: UtilityLayerRenderer);
  108505. /**
  108506. * If the planar drag gizmo is enabled
  108507. * setting this will enable/disable XY, XZ and YZ planes regardless of individual gizmo settings.
  108508. */
  108509. planarGizmoEnabled: boolean;
  108510. updateGizmoRotationToMatchAttachedMesh: boolean;
  108511. /**
  108512. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  108513. */
  108514. snapDistance: number;
  108515. /**
  108516. * Ratio for the scale of the gizmo (Default: 1)
  108517. */
  108518. scaleRatio: number;
  108519. /**
  108520. * Disposes of the gizmo
  108521. */
  108522. dispose(): void;
  108523. /**
  108524. * CustomMeshes are not supported by this gizmo
  108525. * @param mesh The mesh to replace the default mesh of the gizmo
  108526. */
  108527. setCustomMesh(mesh: Mesh): void;
  108528. }
  108529. }
  108530. declare module BABYLON {
  108531. /**
  108532. * Single axis drag gizmo
  108533. */
  108534. export class AxisDragGizmo extends Gizmo {
  108535. /**
  108536. * Drag behavior responsible for the gizmos dragging interactions
  108537. */
  108538. dragBehavior: PointerDragBehavior;
  108539. private _pointerObserver;
  108540. /**
  108541. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  108542. */
  108543. snapDistance: number;
  108544. /**
  108545. * Event that fires each time the gizmo snaps to a new location.
  108546. * * snapDistance is the the change in distance
  108547. */
  108548. onSnapObservable: Observable<{
  108549. snapDistance: number;
  108550. }>;
  108551. private _isEnabled;
  108552. private _parent;
  108553. private _arrow;
  108554. private _coloredMaterial;
  108555. private _hoverMaterial;
  108556. /** @hidden */
  108557. static _CreateArrow(scene: Scene, material: StandardMaterial): TransformNode;
  108558. /** @hidden */
  108559. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  108560. /**
  108561. * Creates an AxisDragGizmo
  108562. * @param gizmoLayer The utility layer the gizmo will be added to
  108563. * @param dragAxis The axis which the gizmo will be able to drag on
  108564. * @param color The color of the gizmo
  108565. */
  108566. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  108567. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  108568. /**
  108569. * If the gizmo is enabled
  108570. */
  108571. isEnabled: boolean;
  108572. /**
  108573. * Disposes of the gizmo
  108574. */
  108575. dispose(): void;
  108576. }
  108577. }
  108578. declare module BABYLON.Debug {
  108579. /**
  108580. * The Axes viewer will show 3 axes in a specific point in space
  108581. */
  108582. export class AxesViewer {
  108583. private _xAxis;
  108584. private _yAxis;
  108585. private _zAxis;
  108586. private _scaleLinesFactor;
  108587. private _instanced;
  108588. /**
  108589. * Gets the hosting scene
  108590. */
  108591. scene: Scene;
  108592. /**
  108593. * Gets or sets a number used to scale line length
  108594. */
  108595. scaleLines: number;
  108596. /** Gets the node hierarchy used to render x-axis */
  108597. readonly xAxis: TransformNode;
  108598. /** Gets the node hierarchy used to render y-axis */
  108599. readonly yAxis: TransformNode;
  108600. /** Gets the node hierarchy used to render z-axis */
  108601. readonly zAxis: TransformNode;
  108602. /**
  108603. * Creates a new AxesViewer
  108604. * @param scene defines the hosting scene
  108605. * @param scaleLines defines a number used to scale line length (1 by default)
  108606. * @param renderingGroupId defines a number used to set the renderingGroupId of the meshes (2 by default)
  108607. * @param xAxis defines the node hierarchy used to render the x-axis
  108608. * @param yAxis defines the node hierarchy used to render the y-axis
  108609. * @param zAxis defines the node hierarchy used to render the z-axis
  108610. */
  108611. constructor(scene: Scene, scaleLines?: number, renderingGroupId?: Nullable<number>, xAxis?: TransformNode, yAxis?: TransformNode, zAxis?: TransformNode);
  108612. /**
  108613. * Force the viewer to update
  108614. * @param position defines the position of the viewer
  108615. * @param xaxis defines the x axis of the viewer
  108616. * @param yaxis defines the y axis of the viewer
  108617. * @param zaxis defines the z axis of the viewer
  108618. */
  108619. update(position: Vector3, xaxis: Vector3, yaxis: Vector3, zaxis: Vector3): void;
  108620. /**
  108621. * Creates an instance of this axes viewer.
  108622. * @returns a new axes viewer with instanced meshes
  108623. */
  108624. createInstance(): AxesViewer;
  108625. /** Releases resources */
  108626. dispose(): void;
  108627. private static _SetRenderingGroupId;
  108628. }
  108629. }
  108630. declare module BABYLON.Debug {
  108631. /**
  108632. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  108633. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  108634. */
  108635. export class BoneAxesViewer extends AxesViewer {
  108636. /**
  108637. * Gets or sets the target mesh where to display the axes viewer
  108638. */
  108639. mesh: Nullable<Mesh>;
  108640. /**
  108641. * Gets or sets the target bone where to display the axes viewer
  108642. */
  108643. bone: Nullable<Bone>;
  108644. /** Gets current position */
  108645. pos: Vector3;
  108646. /** Gets direction of X axis */
  108647. xaxis: Vector3;
  108648. /** Gets direction of Y axis */
  108649. yaxis: Vector3;
  108650. /** Gets direction of Z axis */
  108651. zaxis: Vector3;
  108652. /**
  108653. * Creates a new BoneAxesViewer
  108654. * @param scene defines the hosting scene
  108655. * @param bone defines the target bone
  108656. * @param mesh defines the target mesh
  108657. * @param scaleLines defines a scaling factor for line length (1 by default)
  108658. */
  108659. constructor(scene: Scene, bone: Bone, mesh: Mesh, scaleLines?: number);
  108660. /**
  108661. * Force the viewer to update
  108662. */
  108663. update(): void;
  108664. /** Releases resources */
  108665. dispose(): void;
  108666. }
  108667. }
  108668. declare module BABYLON {
  108669. /**
  108670. * Interface used to define scene explorer extensibility option
  108671. */
  108672. export interface IExplorerExtensibilityOption {
  108673. /**
  108674. * Define the option label
  108675. */
  108676. label: string;
  108677. /**
  108678. * Defines the action to execute on click
  108679. */
  108680. action: (entity: any) => void;
  108681. }
  108682. /**
  108683. * Defines a group of actions associated with a predicate to use when extending the Inspector scene explorer
  108684. */
  108685. export interface IExplorerExtensibilityGroup {
  108686. /**
  108687. * Defines a predicate to test if a given type mut be extended
  108688. */
  108689. predicate: (entity: any) => boolean;
  108690. /**
  108691. * Gets the list of options added to a type
  108692. */
  108693. entries: IExplorerExtensibilityOption[];
  108694. }
  108695. /**
  108696. * Interface used to define the options to use to create the Inspector
  108697. */
  108698. export interface IInspectorOptions {
  108699. /**
  108700. * Display in overlay mode (default: false)
  108701. */
  108702. overlay?: boolean;
  108703. /**
  108704. * HTML element to use as root (the parent of the rendering canvas will be used as default value)
  108705. */
  108706. globalRoot?: HTMLElement;
  108707. /**
  108708. * Display the Scene explorer
  108709. */
  108710. showExplorer?: boolean;
  108711. /**
  108712. * Display the property inspector
  108713. */
  108714. showInspector?: boolean;
  108715. /**
  108716. * Display in embed mode (both panes on the right)
  108717. */
  108718. embedMode?: boolean;
  108719. /**
  108720. * let the Inspector handles resize of the canvas when panes are resized (default to true)
  108721. */
  108722. handleResize?: boolean;
  108723. /**
  108724. * Allow the panes to popup (default: true)
  108725. */
  108726. enablePopup?: boolean;
  108727. /**
  108728. * Allow the panes to be closed by users (default: true)
  108729. */
  108730. enableClose?: boolean;
  108731. /**
  108732. * Optional list of extensibility entries
  108733. */
  108734. explorerExtensibility?: IExplorerExtensibilityGroup[];
  108735. /**
  108736. * Optional URL to get the inspector script from (by default it uses the babylonjs CDN).
  108737. */
  108738. inspectorURL?: string;
  108739. }
  108740. interface Scene {
  108741. /**
  108742. * @hidden
  108743. * Backing field
  108744. */
  108745. _debugLayer: DebugLayer;
  108746. /**
  108747. * Gets the debug layer (aka Inspector) associated with the scene
  108748. * @see http://doc.babylonjs.com/features/playground_debuglayer
  108749. */
  108750. debugLayer: DebugLayer;
  108751. }
  108752. /**
  108753. * The debug layer (aka Inspector) is the go to tool in order to better understand
  108754. * what is happening in your scene
  108755. * @see http://doc.babylonjs.com/features/playground_debuglayer
  108756. */
  108757. export class DebugLayer {
  108758. /**
  108759. * Define the url to get the inspector script from.
  108760. * By default it uses the babylonjs CDN.
  108761. * @ignoreNaming
  108762. */
  108763. static InspectorURL: string;
  108764. private _scene;
  108765. private BJSINSPECTOR;
  108766. private _onPropertyChangedObservable?;
  108767. /**
  108768. * Observable triggered when a property is changed through the inspector.
  108769. */
  108770. readonly onPropertyChangedObservable: any;
  108771. /**
  108772. * Instantiates a new debug layer.
  108773. * The debug layer (aka Inspector) is the go to tool in order to better understand
  108774. * what is happening in your scene
  108775. * @see http://doc.babylonjs.com/features/playground_debuglayer
  108776. * @param scene Defines the scene to inspect
  108777. */
  108778. constructor(scene: Scene);
  108779. /** Creates the inspector window. */
  108780. private _createInspector;
  108781. /**
  108782. * Select a specific entity in the scene explorer and highlight a specific block in that entity property grid
  108783. * @param entity defines the entity to select
  108784. * @param lineContainerTitle defines the specific block to highlight
  108785. */
  108786. select(entity: any, lineContainerTitle?: string): void;
  108787. /** Get the inspector from bundle or global */
  108788. private _getGlobalInspector;
  108789. /**
  108790. * Get if the inspector is visible or not.
  108791. * @returns true if visible otherwise, false
  108792. */
  108793. isVisible(): boolean;
  108794. /**
  108795. * Hide the inspector and close its window.
  108796. */
  108797. hide(): void;
  108798. /**
  108799. * Launch the debugLayer.
  108800. * @param config Define the configuration of the inspector
  108801. * @return a promise fulfilled when the debug layer is visible
  108802. */
  108803. show(config?: IInspectorOptions): Promise<DebugLayer>;
  108804. }
  108805. }
  108806. declare module BABYLON {
  108807. /**
  108808. * Class containing static functions to help procedurally build meshes
  108809. */
  108810. export class BoxBuilder {
  108811. /**
  108812. * Creates a box mesh
  108813. * * The parameter `size` sets the size (float) of each box side (default 1)
  108814. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  108815. * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of 6 Color3 elements) and `faceUV` (an array of 6 Vector4 elements)
  108816. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  108817. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  108818. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  108819. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  108820. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  108821. * @param name defines the name of the mesh
  108822. * @param options defines the options used to create the mesh
  108823. * @param scene defines the hosting scene
  108824. * @returns the box mesh
  108825. */
  108826. static CreateBox(name: string, options: {
  108827. size?: number;
  108828. width?: number;
  108829. height?: number;
  108830. depth?: number;
  108831. faceUV?: Vector4[];
  108832. faceColors?: Color4[];
  108833. sideOrientation?: number;
  108834. frontUVs?: Vector4;
  108835. backUVs?: Vector4;
  108836. wrap?: boolean;
  108837. topBaseAt?: number;
  108838. bottomBaseAt?: number;
  108839. updatable?: boolean;
  108840. }, scene?: Nullable<Scene>): Mesh;
  108841. }
  108842. }
  108843. declare module BABYLON {
  108844. /**
  108845. * Class containing static functions to help procedurally build meshes
  108846. */
  108847. export class SphereBuilder {
  108848. /**
  108849. * Creates a sphere mesh
  108850. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  108851. * * You can set some different sphere dimensions, for instance to build an ellipsoid, by using the parameters `diameterX`, `diameterY` and `diameterZ` (all by default have the same value of `diameter`)
  108852. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  108853. * * You can create an unclosed sphere with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference (latitude) : 2 x PI x ratio
  108854. * * You can create an unclosed sphere on its height with the parameter `slice` (positive float, default1), valued between 0 and 1, what is the height ratio (longitude)
  108855. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  108856. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  108857. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  108858. * @param name defines the name of the mesh
  108859. * @param options defines the options used to create the mesh
  108860. * @param scene defines the hosting scene
  108861. * @returns the sphere mesh
  108862. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  108863. */
  108864. static CreateSphere(name: string, options: {
  108865. segments?: number;
  108866. diameter?: number;
  108867. diameterX?: number;
  108868. diameterY?: number;
  108869. diameterZ?: number;
  108870. arc?: number;
  108871. slice?: number;
  108872. sideOrientation?: number;
  108873. frontUVs?: Vector4;
  108874. backUVs?: Vector4;
  108875. updatable?: boolean;
  108876. }, scene?: Nullable<Scene>): Mesh;
  108877. }
  108878. }
  108879. declare module BABYLON.Debug {
  108880. /**
  108881. * Used to show the physics impostor around the specific mesh
  108882. */
  108883. export class PhysicsViewer {
  108884. /** @hidden */
  108885. protected _impostors: Array<Nullable<PhysicsImpostor>>;
  108886. /** @hidden */
  108887. protected _meshes: Array<Nullable<AbstractMesh>>;
  108888. /** @hidden */
  108889. protected _scene: Nullable<Scene>;
  108890. /** @hidden */
  108891. protected _numMeshes: number;
  108892. /** @hidden */
  108893. protected _physicsEnginePlugin: Nullable<IPhysicsEnginePlugin>;
  108894. private _renderFunction;
  108895. private _utilityLayer;
  108896. private _debugBoxMesh;
  108897. private _debugSphereMesh;
  108898. private _debugCylinderMesh;
  108899. private _debugMaterial;
  108900. private _debugMeshMeshes;
  108901. /**
  108902. * Creates a new PhysicsViewer
  108903. * @param scene defines the hosting scene
  108904. */
  108905. constructor(scene: Scene);
  108906. /** @hidden */
  108907. protected _updateDebugMeshes(): void;
  108908. /**
  108909. * Renders a specified physic impostor
  108910. * @param impostor defines the impostor to render
  108911. * @param targetMesh defines the mesh represented by the impostor
  108912. * @returns the new debug mesh used to render the impostor
  108913. */
  108914. showImpostor(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh>;
  108915. /**
  108916. * Hides a specified physic impostor
  108917. * @param impostor defines the impostor to hide
  108918. */
  108919. hideImpostor(impostor: Nullable<PhysicsImpostor>): void;
  108920. private _getDebugMaterial;
  108921. private _getDebugBoxMesh;
  108922. private _getDebugSphereMesh;
  108923. private _getDebugCylinderMesh;
  108924. private _getDebugMeshMesh;
  108925. private _getDebugMesh;
  108926. /** Releases all resources */
  108927. dispose(): void;
  108928. }
  108929. }
  108930. declare module BABYLON {
  108931. /**
  108932. * Class containing static functions to help procedurally build meshes
  108933. */
  108934. export class LinesBuilder {
  108935. /**
  108936. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  108937. * * A line system mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of lines as an input parameter
  108938. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  108939. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  108940. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  108941. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  108942. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  108943. * * Updating a simple Line mesh, you just need to update every line in the `lines` array : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  108944. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  108945. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  108946. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  108947. * @param name defines the name of the new line system
  108948. * @param options defines the options used to create the line system
  108949. * @param scene defines the hosting scene
  108950. * @returns a new line system mesh
  108951. */
  108952. static CreateLineSystem(name: string, options: {
  108953. lines: Vector3[][];
  108954. updatable?: boolean;
  108955. instance?: Nullable<LinesMesh>;
  108956. colors?: Nullable<Color4[][]>;
  108957. useVertexAlpha?: boolean;
  108958. }, scene: Nullable<Scene>): LinesMesh;
  108959. /**
  108960. * Creates a line mesh
  108961. * A line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter
  108962. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  108963. * * The parameter `points` is an array successive Vector3
  108964. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  108965. * * The optional parameter `colors` is an array of successive Color4, one per line point
  108966. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  108967. * * When updating an instance, remember that only point positions can change, not the number of points
  108968. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  108969. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  108970. * @param name defines the name of the new line system
  108971. * @param options defines the options used to create the line system
  108972. * @param scene defines the hosting scene
  108973. * @returns a new line mesh
  108974. */
  108975. static CreateLines(name: string, options: {
  108976. points: Vector3[];
  108977. updatable?: boolean;
  108978. instance?: Nullable<LinesMesh>;
  108979. colors?: Color4[];
  108980. useVertexAlpha?: boolean;
  108981. }, scene?: Nullable<Scene>): LinesMesh;
  108982. /**
  108983. * Creates a dashed line mesh
  108984. * * A dashed line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter
  108985. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  108986. * * The parameter `points` is an array successive Vector3
  108987. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  108988. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  108989. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  108990. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  108991. * * When updating an instance, remember that only point positions can change, not the number of points
  108992. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  108993. * @param name defines the name of the mesh
  108994. * @param options defines the options used to create the mesh
  108995. * @param scene defines the hosting scene
  108996. * @returns the dashed line mesh
  108997. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  108998. */
  108999. static CreateDashedLines(name: string, options: {
  109000. points: Vector3[];
  109001. dashSize?: number;
  109002. gapSize?: number;
  109003. dashNb?: number;
  109004. updatable?: boolean;
  109005. instance?: LinesMesh;
  109006. }, scene?: Nullable<Scene>): LinesMesh;
  109007. }
  109008. }
  109009. declare module BABYLON {
  109010. /**
  109011. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  109012. * in order to better appreciate the issue one might have.
  109013. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  109014. */
  109015. export class RayHelper {
  109016. /**
  109017. * Defines the ray we are currently tryin to visualize.
  109018. */
  109019. ray: Nullable<Ray>;
  109020. private _renderPoints;
  109021. private _renderLine;
  109022. private _renderFunction;
  109023. private _scene;
  109024. private _updateToMeshFunction;
  109025. private _attachedToMesh;
  109026. private _meshSpaceDirection;
  109027. private _meshSpaceOrigin;
  109028. /**
  109029. * Helper function to create a colored helper in a scene in one line.
  109030. * @param ray Defines the ray we are currently tryin to visualize
  109031. * @param scene Defines the scene the ray is used in
  109032. * @param color Defines the color we want to see the ray in
  109033. * @returns The newly created ray helper.
  109034. */
  109035. static CreateAndShow(ray: Ray, scene: Scene, color: Color3): RayHelper;
  109036. /**
  109037. * Instantiate a new ray helper.
  109038. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  109039. * in order to better appreciate the issue one might have.
  109040. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  109041. * @param ray Defines the ray we are currently tryin to visualize
  109042. */
  109043. constructor(ray: Ray);
  109044. /**
  109045. * Shows the ray we are willing to debug.
  109046. * @param scene Defines the scene the ray needs to be rendered in
  109047. * @param color Defines the color the ray needs to be rendered in
  109048. */
  109049. show(scene: Scene, color?: Color3): void;
  109050. /**
  109051. * Hides the ray we are debugging.
  109052. */
  109053. hide(): void;
  109054. private _render;
  109055. /**
  109056. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  109057. * @param mesh Defines the mesh we want the helper attached to
  109058. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  109059. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  109060. * @param length Defines the length of the ray
  109061. */
  109062. attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void;
  109063. /**
  109064. * Detach the ray helper from the mesh it has previously been attached to.
  109065. */
  109066. detachFromMesh(): void;
  109067. private _updateToMesh;
  109068. /**
  109069. * Dispose the helper and release its associated resources.
  109070. */
  109071. dispose(): void;
  109072. }
  109073. }
  109074. declare module BABYLON.Debug {
  109075. /**
  109076. * Class used to render a debug view of a given skeleton
  109077. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  109078. */
  109079. export class SkeletonViewer {
  109080. /** defines the skeleton to render */
  109081. skeleton: Skeleton;
  109082. /** defines the mesh attached to the skeleton */
  109083. mesh: AbstractMesh;
  109084. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  109085. autoUpdateBonesMatrices: boolean;
  109086. /** defines the rendering group id to use with the viewer */
  109087. renderingGroupId: number;
  109088. /** Gets or sets the color used to render the skeleton */
  109089. color: Color3;
  109090. private _scene;
  109091. private _debugLines;
  109092. private _debugMesh;
  109093. private _isEnabled;
  109094. private _renderFunction;
  109095. private _utilityLayer;
  109096. /**
  109097. * Returns the mesh used to render the bones
  109098. */
  109099. readonly debugMesh: Nullable<LinesMesh>;
  109100. /**
  109101. * Creates a new SkeletonViewer
  109102. * @param skeleton defines the skeleton to render
  109103. * @param mesh defines the mesh attached to the skeleton
  109104. * @param scene defines the hosting scene
  109105. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  109106. * @param renderingGroupId defines the rendering group id to use with the viewer
  109107. */
  109108. constructor(
  109109. /** defines the skeleton to render */
  109110. skeleton: Skeleton,
  109111. /** defines the mesh attached to the skeleton */
  109112. mesh: AbstractMesh, scene: Scene,
  109113. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  109114. autoUpdateBonesMatrices?: boolean,
  109115. /** defines the rendering group id to use with the viewer */
  109116. renderingGroupId?: number);
  109117. /** Gets or sets a boolean indicating if the viewer is enabled */
  109118. isEnabled: boolean;
  109119. private _getBonePosition;
  109120. private _getLinesForBonesWithLength;
  109121. private _getLinesForBonesNoLength;
  109122. /** Update the viewer to sync with current skeleton state */
  109123. update(): void;
  109124. /** Release associated resources */
  109125. dispose(): void;
  109126. }
  109127. }
  109128. declare module BABYLON {
  109129. /**
  109130. * Options to create the null engine
  109131. */
  109132. export class NullEngineOptions {
  109133. /**
  109134. * Render width (Default: 512)
  109135. */
  109136. renderWidth: number;
  109137. /**
  109138. * Render height (Default: 256)
  109139. */
  109140. renderHeight: number;
  109141. /**
  109142. * Texture size (Default: 512)
  109143. */
  109144. textureSize: number;
  109145. /**
  109146. * If delta time between frames should be constant
  109147. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  109148. */
  109149. deterministicLockstep: boolean;
  109150. /**
  109151. * Maximum about of steps between frames (Default: 4)
  109152. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  109153. */
  109154. lockstepMaxSteps: number;
  109155. }
  109156. /**
  109157. * The null engine class provides support for headless version of babylon.js.
  109158. * This can be used in server side scenario or for testing purposes
  109159. */
  109160. export class NullEngine extends Engine {
  109161. private _options;
  109162. /**
  109163. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  109164. */
  109165. isDeterministicLockStep(): boolean;
  109166. /** @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep */
  109167. getLockstepMaxSteps(): number;
  109168. /**
  109169. * Sets hardware scaling, used to save performance if needed
  109170. * @see https://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  109171. */
  109172. getHardwareScalingLevel(): number;
  109173. constructor(options?: NullEngineOptions);
  109174. createVertexBuffer(vertices: FloatArray): DataBuffer;
  109175. createIndexBuffer(indices: IndicesArray): DataBuffer;
  109176. clear(color: IColor4Like, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  109177. getRenderWidth(useScreen?: boolean): number;
  109178. getRenderHeight(useScreen?: boolean): number;
  109179. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  109180. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: string, context?: WebGLRenderingContext): WebGLProgram;
  109181. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  109182. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  109183. bindSamplers(effect: Effect): void;
  109184. enableEffect(effect: Effect): void;
  109185. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  109186. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  109187. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  109188. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  109189. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  109190. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  109191. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  109192. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  109193. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  109194. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  109195. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  109196. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  109197. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  109198. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  109199. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  109200. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  109201. setFloat(uniform: WebGLUniformLocation, value: number): void;
  109202. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  109203. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  109204. setBool(uniform: WebGLUniformLocation, bool: number): void;
  109205. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  109206. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  109207. bindBuffers(vertexBuffers: {
  109208. [key: string]: VertexBuffer;
  109209. }, indexBuffer: DataBuffer, effect: Effect): void;
  109210. wipeCaches(bruteForce?: boolean): void;
  109211. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  109212. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  109213. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  109214. /** @hidden */
  109215. _createTexture(): WebGLTexture;
  109216. /** @hidden */
  109217. _releaseTexture(texture: InternalTexture): void;
  109218. createTexture(urlArg: string, noMipmap: boolean, invertY: boolean, scene: Scene, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message: string, exception: any) => void>, buffer?: Nullable<ArrayBuffer | HTMLImageElement>, fallBack?: InternalTexture, format?: number): InternalTexture;
  109219. createRenderTargetTexture(size: any, options: boolean | RenderTargetCreationOptions): InternalTexture;
  109220. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  109221. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  109222. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  109223. createDynamicVertexBuffer(vertices: FloatArray): DataBuffer;
  109224. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number): void;
  109225. areAllEffectsReady(): boolean;
  109226. /**
  109227. * @hidden
  109228. * Get the current error code of the webGL context
  109229. * @returns the error code
  109230. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  109231. */
  109232. getError(): number;
  109233. /** @hidden */
  109234. _getUnpackAlignement(): number;
  109235. /** @hidden */
  109236. _unpackFlipY(value: boolean): void;
  109237. updateDynamicIndexBuffer(indexBuffer: WebGLBuffer, indices: IndicesArray, offset?: number): void;
  109238. /**
  109239. * Updates a dynamic vertex buffer.
  109240. * @param vertexBuffer the vertex buffer to update
  109241. * @param data the data used to update the vertex buffer
  109242. * @param byteOffset the byte offset of the data (optional)
  109243. * @param byteLength the byte length of the data (optional)
  109244. */
  109245. updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: FloatArray, byteOffset?: number, byteLength?: number): void;
  109246. _bindTextureDirectly(target: number, texture: InternalTexture): boolean;
  109247. /** @hidden */
  109248. _bindTexture(channel: number, texture: InternalTexture): void;
  109249. protected _deleteBuffer(buffer: WebGLBuffer): void;
  109250. releaseEffects(): void;
  109251. displayLoadingUI(): void;
  109252. hideLoadingUI(): void;
  109253. /** @hidden */
  109254. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  109255. /** @hidden */
  109256. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  109257. /** @hidden */
  109258. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  109259. /** @hidden */
  109260. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  109261. }
  109262. }
  109263. declare module BABYLON {
  109264. /** @hidden */
  109265. export class _OcclusionDataStorage {
  109266. /** @hidden */
  109267. occlusionInternalRetryCounter: number;
  109268. /** @hidden */
  109269. isOcclusionQueryInProgress: boolean;
  109270. /** @hidden */
  109271. isOccluded: boolean;
  109272. /** @hidden */
  109273. occlusionRetryCount: number;
  109274. /** @hidden */
  109275. occlusionType: number;
  109276. /** @hidden */
  109277. occlusionQueryAlgorithmType: number;
  109278. }
  109279. interface Engine {
  109280. /**
  109281. * Create a new webGL query (you must be sure that queries are supported by checking getCaps() function)
  109282. * @return the new query
  109283. */
  109284. createQuery(): WebGLQuery;
  109285. /**
  109286. * Delete and release a webGL query
  109287. * @param query defines the query to delete
  109288. * @return the current engine
  109289. */
  109290. deleteQuery(query: WebGLQuery): Engine;
  109291. /**
  109292. * Check if a given query has resolved and got its value
  109293. * @param query defines the query to check
  109294. * @returns true if the query got its value
  109295. */
  109296. isQueryResultAvailable(query: WebGLQuery): boolean;
  109297. /**
  109298. * Gets the value of a given query
  109299. * @param query defines the query to check
  109300. * @returns the value of the query
  109301. */
  109302. getQueryResult(query: WebGLQuery): number;
  109303. /**
  109304. * Initiates an occlusion query
  109305. * @param algorithmType defines the algorithm to use
  109306. * @param query defines the query to use
  109307. * @returns the current engine
  109308. * @see http://doc.babylonjs.com/features/occlusionquery
  109309. */
  109310. beginOcclusionQuery(algorithmType: number, query: WebGLQuery): Engine;
  109311. /**
  109312. * Ends an occlusion query
  109313. * @see http://doc.babylonjs.com/features/occlusionquery
  109314. * @param algorithmType defines the algorithm to use
  109315. * @returns the current engine
  109316. */
  109317. endOcclusionQuery(algorithmType: number): Engine;
  109318. /**
  109319. * Starts a time query (used to measure time spent by the GPU on a specific frame)
  109320. * Please note that only one query can be issued at a time
  109321. * @returns a time token used to track the time span
  109322. */
  109323. startTimeQuery(): Nullable<_TimeToken>;
  109324. /**
  109325. * Ends a time query
  109326. * @param token defines the token used to measure the time span
  109327. * @returns the time spent (in ns)
  109328. */
  109329. endTimeQuery(token: _TimeToken): int;
  109330. /** @hidden */
  109331. _currentNonTimestampToken: Nullable<_TimeToken>;
  109332. /** @hidden */
  109333. _createTimeQuery(): WebGLQuery;
  109334. /** @hidden */
  109335. _deleteTimeQuery(query: WebGLQuery): void;
  109336. /** @hidden */
  109337. _getGlAlgorithmType(algorithmType: number): number;
  109338. /** @hidden */
  109339. _getTimeQueryResult(query: WebGLQuery): any;
  109340. /** @hidden */
  109341. _getTimeQueryAvailability(query: WebGLQuery): any;
  109342. }
  109343. interface AbstractMesh {
  109344. /**
  109345. * Backing filed
  109346. * @hidden
  109347. */
  109348. __occlusionDataStorage: _OcclusionDataStorage;
  109349. /**
  109350. * Access property
  109351. * @hidden
  109352. */
  109353. _occlusionDataStorage: _OcclusionDataStorage;
  109354. /**
  109355. * This number indicates the number of allowed retries before stop the occlusion query, this is useful if the occlusion query is taking long time before to the query result is retireved, the query result indicates if the object is visible within the scene or not and based on that Babylon.Js engine decideds to show or hide the object.
  109356. * The default value is -1 which means don't break the query and wait till the result
  109357. * @see http://doc.babylonjs.com/features/occlusionquery
  109358. */
  109359. occlusionRetryCount: number;
  109360. /**
  109361. * This property is responsible for starting the occlusion query within the Mesh or not, this property is also used to determine what should happen when the occlusionRetryCount is reached. It has supports 3 values:
  109362. * * OCCLUSION_TYPE_NONE (Default Value): this option means no occlusion query whith the Mesh.
  109363. * * OCCLUSION_TYPE_OPTIMISTIC: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken show the mesh.
  109364. * * OCCLUSION_TYPE_STRICT: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken restore the last state of the mesh occlusion if the mesh was visible then show the mesh if was hidden then hide don't show.
  109365. * @see http://doc.babylonjs.com/features/occlusionquery
  109366. */
  109367. occlusionType: number;
  109368. /**
  109369. * This property determines the type of occlusion query algorithm to run in WebGl, you can use:
  109370. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE which is mapped to GL_ANY_SAMPLES_PASSED.
  109371. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE (Default Value) which is mapped to GL_ANY_SAMPLES_PASSED_CONSERVATIVE which is a false positive algorithm that is faster than GL_ANY_SAMPLES_PASSED but less accurate.
  109372. * @see http://doc.babylonjs.com/features/occlusionquery
  109373. */
  109374. occlusionQueryAlgorithmType: number;
  109375. /**
  109376. * Gets or sets whether the mesh is occluded or not, it is used also to set the intial state of the mesh to be occluded or not
  109377. * @see http://doc.babylonjs.com/features/occlusionquery
  109378. */
  109379. isOccluded: boolean;
  109380. /**
  109381. * Flag to check the progress status of the query
  109382. * @see http://doc.babylonjs.com/features/occlusionquery
  109383. */
  109384. isOcclusionQueryInProgress: boolean;
  109385. }
  109386. }
  109387. declare module BABYLON {
  109388. /** @hidden */
  109389. export var _forceTransformFeedbackToBundle: boolean;
  109390. interface Engine {
  109391. /**
  109392. * Creates a webGL transform feedback object
  109393. * Please makes sure to check webGLVersion property to check if you are running webGL 2+
  109394. * @returns the webGL transform feedback object
  109395. */
  109396. createTransformFeedback(): WebGLTransformFeedback;
  109397. /**
  109398. * Delete a webGL transform feedback object
  109399. * @param value defines the webGL transform feedback object to delete
  109400. */
  109401. deleteTransformFeedback(value: WebGLTransformFeedback): void;
  109402. /**
  109403. * Bind a webGL transform feedback object to the webgl context
  109404. * @param value defines the webGL transform feedback object to bind
  109405. */
  109406. bindTransformFeedback(value: Nullable<WebGLTransformFeedback>): void;
  109407. /**
  109408. * Begins a transform feedback operation
  109409. * @param usePoints defines if points or triangles must be used
  109410. */
  109411. beginTransformFeedback(usePoints: boolean): void;
  109412. /**
  109413. * Ends a transform feedback operation
  109414. */
  109415. endTransformFeedback(): void;
  109416. /**
  109417. * Specify the varyings to use with transform feedback
  109418. * @param program defines the associated webGL program
  109419. * @param value defines the list of strings representing the varying names
  109420. */
  109421. setTranformFeedbackVaryings(program: WebGLProgram, value: string[]): void;
  109422. /**
  109423. * Bind a webGL buffer for a transform feedback operation
  109424. * @param value defines the webGL buffer to bind
  109425. */
  109426. bindTransformFeedbackBuffer(value: Nullable<DataBuffer>): void;
  109427. }
  109428. }
  109429. declare module BABYLON {
  109430. /**
  109431. * Creation options of the multi render target texture.
  109432. */
  109433. export interface IMultiRenderTargetOptions {
  109434. /**
  109435. * Define if the texture needs to create mip maps after render.
  109436. */
  109437. generateMipMaps?: boolean;
  109438. /**
  109439. * Define the types of all the draw buffers we want to create
  109440. */
  109441. types?: number[];
  109442. /**
  109443. * Define the sampling modes of all the draw buffers we want to create
  109444. */
  109445. samplingModes?: number[];
  109446. /**
  109447. * Define if a depth buffer is required
  109448. */
  109449. generateDepthBuffer?: boolean;
  109450. /**
  109451. * Define if a stencil buffer is required
  109452. */
  109453. generateStencilBuffer?: boolean;
  109454. /**
  109455. * Define if a depth texture is required instead of a depth buffer
  109456. */
  109457. generateDepthTexture?: boolean;
  109458. /**
  109459. * Define the number of desired draw buffers
  109460. */
  109461. textureCount?: number;
  109462. /**
  109463. * Define if aspect ratio should be adapted to the texture or stay the scene one
  109464. */
  109465. doNotChangeAspectRatio?: boolean;
  109466. /**
  109467. * Define the default type of the buffers we are creating
  109468. */
  109469. defaultType?: number;
  109470. }
  109471. /**
  109472. * A multi render target, like a render target provides the ability to render to a texture.
  109473. * Unlike the render target, it can render to several draw buffers in one draw.
  109474. * This is specially interesting in deferred rendering or for any effects requiring more than
  109475. * just one color from a single pass.
  109476. */
  109477. export class MultiRenderTarget extends RenderTargetTexture {
  109478. private _internalTextures;
  109479. private _textures;
  109480. private _multiRenderTargetOptions;
  109481. /**
  109482. * Get if draw buffers are currently supported by the used hardware and browser.
  109483. */
  109484. readonly isSupported: boolean;
  109485. /**
  109486. * Get the list of textures generated by the multi render target.
  109487. */
  109488. readonly textures: Texture[];
  109489. /**
  109490. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  109491. */
  109492. readonly depthTexture: Texture;
  109493. /**
  109494. * Set the wrapping mode on U of all the textures we are rendering to.
  109495. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  109496. */
  109497. wrapU: number;
  109498. /**
  109499. * Set the wrapping mode on V of all the textures we are rendering to.
  109500. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  109501. */
  109502. wrapV: number;
  109503. /**
  109504. * Instantiate a new multi render target texture.
  109505. * A multi render target, like a render target provides the ability to render to a texture.
  109506. * Unlike the render target, it can render to several draw buffers in one draw.
  109507. * This is specially interesting in deferred rendering or for any effects requiring more than
  109508. * just one color from a single pass.
  109509. * @param name Define the name of the texture
  109510. * @param size Define the size of the buffers to render to
  109511. * @param count Define the number of target we are rendering into
  109512. * @param scene Define the scene the texture belongs to
  109513. * @param options Define the options used to create the multi render target
  109514. */
  109515. constructor(name: string, size: any, count: number, scene: Scene, options?: IMultiRenderTargetOptions);
  109516. /** @hidden */
  109517. _rebuild(): void;
  109518. private _createInternalTextures;
  109519. private _createTextures;
  109520. /**
  109521. * Define the number of samples used if MSAA is enabled.
  109522. */
  109523. samples: number;
  109524. /**
  109525. * Resize all the textures in the multi render target.
  109526. * Be carrefull as it will recreate all the data in the new texture.
  109527. * @param size Define the new size
  109528. */
  109529. resize(size: any): void;
  109530. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  109531. /**
  109532. * Dispose the render targets and their associated resources
  109533. */
  109534. dispose(): void;
  109535. /**
  109536. * Release all the underlying texture used as draw buffers.
  109537. */
  109538. releaseInternalTextures(): void;
  109539. }
  109540. }
  109541. declare module BABYLON {
  109542. interface Engine {
  109543. /**
  109544. * Unbind a list of render target textures from the webGL context
  109545. * This is used only when drawBuffer extension or webGL2 are active
  109546. * @param textures defines the render target textures to unbind
  109547. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  109548. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  109549. */
  109550. unBindMultiColorAttachmentFramebuffer(textures: InternalTexture[], disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;
  109551. /**
  109552. * Create a multi render target texture
  109553. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  109554. * @param size defines the size of the texture
  109555. * @param options defines the creation options
  109556. * @returns the cube texture as an InternalTexture
  109557. */
  109558. createMultipleRenderTarget(size: any, options: IMultiRenderTargetOptions): InternalTexture[];
  109559. /**
  109560. * Update the sample count for a given multiple render target texture
  109561. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  109562. * @param textures defines the textures to update
  109563. * @param samples defines the sample count to set
  109564. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  109565. */
  109566. updateMultipleRenderTargetTextureSampleCount(textures: Nullable<InternalTexture[]>, samples: number): number;
  109567. }
  109568. }
  109569. declare module BABYLON {
  109570. /** @hidden */
  109571. export var rgbdEncodePixelShader: {
  109572. name: string;
  109573. shader: string;
  109574. };
  109575. }
  109576. declare module BABYLON {
  109577. /** @hidden */
  109578. export var rgbdDecodePixelShader: {
  109579. name: string;
  109580. shader: string;
  109581. };
  109582. }
  109583. declare module BABYLON {
  109584. /**
  109585. * Raw texture data and descriptor sufficient for WebGL texture upload
  109586. */
  109587. export interface EnvironmentTextureInfo {
  109588. /**
  109589. * Version of the environment map
  109590. */
  109591. version: number;
  109592. /**
  109593. * Width of image
  109594. */
  109595. width: number;
  109596. /**
  109597. * Irradiance information stored in the file.
  109598. */
  109599. irradiance: any;
  109600. /**
  109601. * Specular information stored in the file.
  109602. */
  109603. specular: any;
  109604. }
  109605. /**
  109606. * Defines One Image in the file. It requires only the position in the file
  109607. * as well as the length.
  109608. */
  109609. interface BufferImageData {
  109610. /**
  109611. * Length of the image data.
  109612. */
  109613. length: number;
  109614. /**
  109615. * Position of the data from the null terminator delimiting the end of the JSON.
  109616. */
  109617. position: number;
  109618. }
  109619. /**
  109620. * Defines the specular data enclosed in the file.
  109621. * This corresponds to the version 1 of the data.
  109622. */
  109623. export interface EnvironmentTextureSpecularInfoV1 {
  109624. /**
  109625. * Defines where the specular Payload is located. It is a runtime value only not stored in the file.
  109626. */
  109627. specularDataPosition?: number;
  109628. /**
  109629. * This contains all the images data needed to reconstruct the cubemap.
  109630. */
  109631. mipmaps: Array<BufferImageData>;
  109632. /**
  109633. * Defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness.
  109634. */
  109635. lodGenerationScale: number;
  109636. }
  109637. /**
  109638. * Sets of helpers addressing the serialization and deserialization of environment texture
  109639. * stored in a BabylonJS env file.
  109640. * Those files are usually stored as .env files.
  109641. */
  109642. export class EnvironmentTextureTools {
  109643. /**
  109644. * Magic number identifying the env file.
  109645. */
  109646. private static _MagicBytes;
  109647. /**
  109648. * Gets the environment info from an env file.
  109649. * @param data The array buffer containing the .env bytes.
  109650. * @returns the environment file info (the json header) if successfully parsed.
  109651. */
  109652. static GetEnvInfo(data: ArrayBuffer): Nullable<EnvironmentTextureInfo>;
  109653. /**
  109654. * Creates an environment texture from a loaded cube texture.
  109655. * @param texture defines the cube texture to convert in env file
  109656. * @return a promise containing the environment data if succesfull.
  109657. */
  109658. static CreateEnvTextureAsync(texture: CubeTexture): Promise<ArrayBuffer>;
  109659. /**
  109660. * Creates a JSON representation of the spherical data.
  109661. * @param texture defines the texture containing the polynomials
  109662. * @return the JSON representation of the spherical info
  109663. */
  109664. private static _CreateEnvTextureIrradiance;
  109665. /**
  109666. * Creates the ArrayBufferViews used for initializing environment texture image data.
  109667. * @param arrayBuffer the underlying ArrayBuffer to which the views refer
  109668. * @param info parameters that determine what views will be created for accessing the underlying buffer
  109669. * @return the views described by info providing access to the underlying buffer
  109670. */
  109671. static CreateImageDataArrayBufferViews(arrayBuffer: any, info: EnvironmentTextureInfo): Array<Array<ArrayBufferView>>;
  109672. /**
  109673. * Uploads the texture info contained in the env file to the GPU.
  109674. * @param texture defines the internal texture to upload to
  109675. * @param arrayBuffer defines the buffer cotaining the data to load
  109676. * @param info defines the texture info retrieved through the GetEnvInfo method
  109677. * @returns a promise
  109678. */
  109679. static UploadEnvLevelsAsync(texture: InternalTexture, arrayBuffer: any, info: EnvironmentTextureInfo): Promise<void>;
  109680. /**
  109681. * Uploads the levels of image data to the GPU.
  109682. * @param texture defines the internal texture to upload to
  109683. * @param imageData defines the array buffer views of image data [mipmap][face]
  109684. * @returns a promise
  109685. */
  109686. static UploadLevelsAsync(texture: InternalTexture, imageData: ArrayBufferView[][]): Promise<void>;
  109687. /**
  109688. * Uploads spherical polynomials information to the texture.
  109689. * @param texture defines the texture we are trying to upload the information to
  109690. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  109691. */
  109692. static UploadEnvSpherical(texture: InternalTexture, info: EnvironmentTextureInfo): void;
  109693. /** @hidden */
  109694. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  109695. }
  109696. }
  109697. declare module BABYLON {
  109698. /**
  109699. * Contains position and normal vectors for a vertex
  109700. */
  109701. export class PositionNormalVertex {
  109702. /** the position of the vertex (defaut: 0,0,0) */
  109703. position: Vector3;
  109704. /** the normal of the vertex (defaut: 0,1,0) */
  109705. normal: Vector3;
  109706. /**
  109707. * Creates a PositionNormalVertex
  109708. * @param position the position of the vertex (defaut: 0,0,0)
  109709. * @param normal the normal of the vertex (defaut: 0,1,0)
  109710. */
  109711. constructor(
  109712. /** the position of the vertex (defaut: 0,0,0) */
  109713. position?: Vector3,
  109714. /** the normal of the vertex (defaut: 0,1,0) */
  109715. normal?: Vector3);
  109716. /**
  109717. * Clones the PositionNormalVertex
  109718. * @returns the cloned PositionNormalVertex
  109719. */
  109720. clone(): PositionNormalVertex;
  109721. }
  109722. /**
  109723. * Contains position, normal and uv vectors for a vertex
  109724. */
  109725. export class PositionNormalTextureVertex {
  109726. /** the position of the vertex (defaut: 0,0,0) */
  109727. position: Vector3;
  109728. /** the normal of the vertex (defaut: 0,1,0) */
  109729. normal: Vector3;
  109730. /** the uv of the vertex (default: 0,0) */
  109731. uv: Vector2;
  109732. /**
  109733. * Creates a PositionNormalTextureVertex
  109734. * @param position the position of the vertex (defaut: 0,0,0)
  109735. * @param normal the normal of the vertex (defaut: 0,1,0)
  109736. * @param uv the uv of the vertex (default: 0,0)
  109737. */
  109738. constructor(
  109739. /** the position of the vertex (defaut: 0,0,0) */
  109740. position?: Vector3,
  109741. /** the normal of the vertex (defaut: 0,1,0) */
  109742. normal?: Vector3,
  109743. /** the uv of the vertex (default: 0,0) */
  109744. uv?: Vector2);
  109745. /**
  109746. * Clones the PositionNormalTextureVertex
  109747. * @returns the cloned PositionNormalTextureVertex
  109748. */
  109749. clone(): PositionNormalTextureVertex;
  109750. }
  109751. }
  109752. declare module BABYLON {
  109753. /** @hidden */
  109754. export class NativeShaderProcessor extends WebGL2ShaderProcessor {
  109755. private _genericAttributeLocation;
  109756. private _varyingLocationCount;
  109757. private _varyingLocationMap;
  109758. private _replacements;
  109759. private _textureCount;
  109760. private _uniforms;
  109761. lineProcessor(line: string): string;
  109762. attributeProcessor(attribute: string): string;
  109763. varyingProcessor(varying: string, isFragment: boolean): string;
  109764. uniformProcessor(uniform: string): string;
  109765. preProcessor(code: string, defines: string[], isFragment: boolean): string;
  109766. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  109767. }
  109768. }
  109769. declare module BABYLON {
  109770. /**
  109771. * Container for accessors for natively-stored mesh data buffers.
  109772. */
  109773. class NativeDataBuffer extends DataBuffer {
  109774. /**
  109775. * Accessor value used to identify/retrieve a natively-stored index buffer.
  109776. */
  109777. nativeIndexBuffer?: any;
  109778. /**
  109779. * Accessor value used to identify/retrieve a natively-stored vertex buffer.
  109780. */
  109781. nativeVertexBuffer?: any;
  109782. }
  109783. /** @hidden */
  109784. export class NativeEngine extends Engine {
  109785. private readonly _native;
  109786. getHardwareScalingLevel(): number;
  109787. constructor();
  109788. /**
  109789. * Can be used to override the current requestAnimationFrame requester.
  109790. * @hidden
  109791. */
  109792. protected _queueNewFrame(bindedRenderFunction: any, requester: any): number;
  109793. clear(color: Color4, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  109794. createIndexBuffer(indices: IndicesArray): NativeDataBuffer;
  109795. createVertexBuffer(data: DataArray): NativeDataBuffer;
  109796. recordVertexArrayObject(vertexBuffers: {
  109797. [key: string]: VertexBuffer;
  109798. }, indexBuffer: Nullable<NativeDataBuffer>, effect: Effect): WebGLVertexArrayObject;
  109799. bindVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  109800. releaseVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  109801. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  109802. /**
  109803. * Draw a list of indexed primitives
  109804. * @param fillMode defines the primitive to use
  109805. * @param indexStart defines the starting index
  109806. * @param indexCount defines the number of index to draw
  109807. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  109808. */
  109809. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  109810. /**
  109811. * Draw a list of unindexed primitives
  109812. * @param fillMode defines the primitive to use
  109813. * @param verticesStart defines the index of first vertex to draw
  109814. * @param verticesCount defines the count of vertices to draw
  109815. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  109816. */
  109817. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  109818. createPipelineContext(): IPipelineContext;
  109819. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  109820. /** @hidden */
  109821. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  109822. /** @hidden */
  109823. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  109824. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  109825. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  109826. protected _setProgram(program: WebGLProgram): void;
  109827. _releaseEffect(effect: Effect): void;
  109828. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  109829. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): WebGLUniformLocation[];
  109830. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  109831. bindSamplers(effect: Effect): void;
  109832. setMatrix(uniform: WebGLUniformLocation, matrix: Matrix): void;
  109833. getRenderWidth(useScreen?: boolean): number;
  109834. getRenderHeight(useScreen?: boolean): number;
  109835. setViewport(viewport: Viewport, requiredWidth?: number, requiredHeight?: number): void;
  109836. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  109837. /**
  109838. * Set the z offset to apply to current rendering
  109839. * @param value defines the offset to apply
  109840. */
  109841. setZOffset(value: number): void;
  109842. /**
  109843. * Gets the current value of the zOffset
  109844. * @returns the current zOffset state
  109845. */
  109846. getZOffset(): number;
  109847. /**
  109848. * Enable or disable depth buffering
  109849. * @param enable defines the state to set
  109850. */
  109851. setDepthBuffer(enable: boolean): void;
  109852. /**
  109853. * Gets a boolean indicating if depth writing is enabled
  109854. * @returns the current depth writing state
  109855. */
  109856. getDepthWrite(): boolean;
  109857. /**
  109858. * Enable or disable depth writing
  109859. * @param enable defines the state to set
  109860. */
  109861. setDepthWrite(enable: boolean): void;
  109862. /**
  109863. * Enable or disable color writing
  109864. * @param enable defines the state to set
  109865. */
  109866. setColorWrite(enable: boolean): void;
  109867. /**
  109868. * Gets a boolean indicating if color writing is enabled
  109869. * @returns the current color writing state
  109870. */
  109871. getColorWrite(): boolean;
  109872. /**
  109873. * Sets alpha constants used by some alpha blending modes
  109874. * @param r defines the red component
  109875. * @param g defines the green component
  109876. * @param b defines the blue component
  109877. * @param a defines the alpha component
  109878. */
  109879. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  109880. /**
  109881. * Sets the current alpha mode
  109882. * @param mode defines the mode to use (one of the BABYLON.Engine.ALPHA_XXX)
  109883. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  109884. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  109885. */
  109886. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  109887. /**
  109888. * Gets the current alpha mode
  109889. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  109890. * @returns the current alpha mode
  109891. */
  109892. getAlphaMode(): number;
  109893. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  109894. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  109895. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  109896. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  109897. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  109898. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  109899. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  109900. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  109901. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  109902. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  109903. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  109904. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  109905. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  109906. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  109907. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  109908. setFloat(uniform: WebGLUniformLocation, value: number): void;
  109909. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  109910. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  109911. setBool(uniform: WebGLUniformLocation, bool: number): void;
  109912. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  109913. setColor3(uniform: WebGLUniformLocation, color3: Color3): void;
  109914. setColor4(uniform: WebGLUniformLocation, color3: Color3, alpha: number): void;
  109915. wipeCaches(bruteForce?: boolean): void;
  109916. _createTexture(): WebGLTexture;
  109917. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  109918. /**
  109919. * Usually called from BABYLON.Texture.ts.
  109920. * Passed information to create a WebGLTexture
  109921. * @param urlArg defines a value which contains one of the following:
  109922. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  109923. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  109924. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  109925. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  109926. * @param invertY when true, image is flipped when loaded. You probably want true. Ignored for compressed textures. Must be flipped in the file
  109927. * @param scene needed for loading to the correct scene
  109928. * @param samplingMode mode with should be used sample / access the texture (Default: BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  109929. * @param onLoad optional callback to be called upon successful completion
  109930. * @param onError optional callback to be called upon failure
  109931. * @param buffer a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), or a Blob
  109932. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  109933. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  109934. * @param forcedExtension defines the extension to use to pick the right loader
  109935. * @returns a InternalTexture for assignment back into BABYLON.Texture
  109936. */
  109937. createTexture(urlArg: Nullable<string>, noMipmap: boolean, invertY: boolean, scene: Nullable<Scene>, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message: string, exception: any) => void>, buffer?: Nullable<string | ArrayBuffer | Blob>, fallback?: Nullable<InternalTexture>, format?: Nullable<number>, forcedExtension?: Nullable<string>): InternalTexture;
  109938. /**
  109939. * Creates a cube texture
  109940. * @param rootUrl defines the url where the files to load is located
  109941. * @param scene defines the current scene
  109942. * @param files defines the list of files to load (1 per face)
  109943. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  109944. * @param onLoad defines an optional callback raised when the texture is loaded
  109945. * @param onError defines an optional callback raised if there is an issue to load the texture
  109946. * @param format defines the format of the data
  109947. * @param forcedExtension defines the extension to use to pick the right loader
  109948. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  109949. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  109950. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  109951. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  109952. * @returns the cube texture as an InternalTexture
  109953. */
  109954. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap?: boolean, onLoad?: Nullable<(data?: any) => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number, forcedExtension?: any, createPolynomials?: boolean, lodScale?: number, lodOffset?: number, fallback?: Nullable<InternalTexture>): InternalTexture;
  109955. private _getSamplingFilter;
  109956. private static _GetNativeTextureFormat;
  109957. createRenderTargetTexture(size: number | {
  109958. width: number;
  109959. height: number;
  109960. }, options: boolean | RenderTargetCreationOptions): InternalTexture;
  109961. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  109962. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  109963. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  109964. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  109965. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  109966. /**
  109967. * Updates a dynamic vertex buffer.
  109968. * @param vertexBuffer the vertex buffer to update
  109969. * @param data the data used to update the vertex buffer
  109970. * @param byteOffset the byte offset of the data (optional)
  109971. * @param byteLength the byte length of the data (optional)
  109972. */
  109973. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  109974. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  109975. private _updateAnisotropicLevel;
  109976. private _getAddressMode;
  109977. /** @hidden */
  109978. _bindTexture(channel: number, texture: InternalTexture): void;
  109979. protected _deleteBuffer(buffer: NativeDataBuffer): void;
  109980. releaseEffects(): void;
  109981. /** @hidden */
  109982. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  109983. /** @hidden */
  109984. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  109985. /** @hidden */
  109986. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  109987. /** @hidden */
  109988. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  109989. }
  109990. }
  109991. declare module BABYLON {
  109992. /**
  109993. * Gather the list of clipboard event types as constants.
  109994. */
  109995. export class ClipboardEventTypes {
  109996. /**
  109997. * The clipboard event is fired when a copy command is active (pressed).
  109998. */
  109999. static readonly COPY: number;
  110000. /**
  110001. * The clipboard event is fired when a cut command is active (pressed).
  110002. */
  110003. static readonly CUT: number;
  110004. /**
  110005. * The clipboard event is fired when a paste command is active (pressed).
  110006. */
  110007. static readonly PASTE: number;
  110008. }
  110009. /**
  110010. * This class is used to store clipboard related info for the onClipboardObservable event.
  110011. */
  110012. export class ClipboardInfo {
  110013. /**
  110014. * Defines the type of event (BABYLON.ClipboardEventTypes)
  110015. */
  110016. type: number;
  110017. /**
  110018. * Defines the related dom event
  110019. */
  110020. event: ClipboardEvent;
  110021. /**
  110022. *Creates an instance of ClipboardInfo.
  110023. * @param type Defines the type of event (BABYLON.ClipboardEventTypes)
  110024. * @param event Defines the related dom event
  110025. */
  110026. constructor(
  110027. /**
  110028. * Defines the type of event (BABYLON.ClipboardEventTypes)
  110029. */
  110030. type: number,
  110031. /**
  110032. * Defines the related dom event
  110033. */
  110034. event: ClipboardEvent);
  110035. /**
  110036. * Get the clipboard event's type from the keycode.
  110037. * @param keyCode Defines the keyCode for the current keyboard event.
  110038. * @return {number}
  110039. */
  110040. static GetTypeFromCharacter(keyCode: number): number;
  110041. }
  110042. }
  110043. declare module BABYLON {
  110044. /**
  110045. * Google Daydream controller
  110046. */
  110047. export class DaydreamController extends WebVRController {
  110048. /**
  110049. * Base Url for the controller model.
  110050. */
  110051. static MODEL_BASE_URL: string;
  110052. /**
  110053. * File name for the controller model.
  110054. */
  110055. static MODEL_FILENAME: string;
  110056. /**
  110057. * Gamepad Id prefix used to identify Daydream Controller.
  110058. */
  110059. static readonly GAMEPAD_ID_PREFIX: string;
  110060. /**
  110061. * Creates a new DaydreamController from a gamepad
  110062. * @param vrGamepad the gamepad that the controller should be created from
  110063. */
  110064. constructor(vrGamepad: any);
  110065. /**
  110066. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  110067. * @param scene scene in which to add meshes
  110068. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  110069. */
  110070. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  110071. /**
  110072. * Called once for each button that changed state since the last frame
  110073. * @param buttonIdx Which button index changed
  110074. * @param state New state of the button
  110075. * @param changes Which properties on the state changed since last frame
  110076. */
  110077. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  110078. }
  110079. }
  110080. declare module BABYLON {
  110081. /**
  110082. * Gear VR Controller
  110083. */
  110084. export class GearVRController extends WebVRController {
  110085. /**
  110086. * Base Url for the controller model.
  110087. */
  110088. static MODEL_BASE_URL: string;
  110089. /**
  110090. * File name for the controller model.
  110091. */
  110092. static MODEL_FILENAME: string;
  110093. /**
  110094. * Gamepad Id prefix used to identify this controller.
  110095. */
  110096. static readonly GAMEPAD_ID_PREFIX: string;
  110097. private readonly _buttonIndexToObservableNameMap;
  110098. /**
  110099. * Creates a new GearVRController from a gamepad
  110100. * @param vrGamepad the gamepad that the controller should be created from
  110101. */
  110102. constructor(vrGamepad: any);
  110103. /**
  110104. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  110105. * @param scene scene in which to add meshes
  110106. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  110107. */
  110108. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  110109. /**
  110110. * Called once for each button that changed state since the last frame
  110111. * @param buttonIdx Which button index changed
  110112. * @param state New state of the button
  110113. * @param changes Which properties on the state changed since last frame
  110114. */
  110115. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  110116. }
  110117. }
  110118. declare module BABYLON {
  110119. /**
  110120. * Class containing static functions to help procedurally build meshes
  110121. */
  110122. export class PolyhedronBuilder {
  110123. /**
  110124. * Creates a polyhedron mesh
  110125. * * The parameter `type` (positive integer, max 14, default 0) sets the polyhedron type to build among the 15 embbeded types. Please refer to the type sheet in the tutorial to choose the wanted type
  110126. * * The parameter `size` (positive float, default 1) sets the polygon size
  110127. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  110128. * * You can build other polyhedron types than the 15 embbeded ones by setting the parameter `custom` (`polyhedronObject`, default null). If you set the parameter `custom`, this overwrittes the parameter `type`
  110129. * * A `polyhedronObject` is a formatted javascript object. You'll find a full file with pre-set polyhedra here : https://github.com/BabylonJS/Extensions/tree/master/Polyhedron
  110130. * * You can set the color and the UV of each side of the polyhedron with the parameters `faceColors` (Color4, default `(1, 1, 1, 1)`) and faceUV (Vector4, default `(0, 0, 1, 1)`)
  110131. * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  110132. * * The parameter `flat` (boolean, default true). If set to false, it gives the polyhedron a single global face, so less vertices and shared normals. In this case, `faceColors` and `faceUV` are ignored
  110133. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  110134. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  110135. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  110136. * @param name defines the name of the mesh
  110137. * @param options defines the options used to create the mesh
  110138. * @param scene defines the hosting scene
  110139. * @returns the polyhedron mesh
  110140. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  110141. */
  110142. static CreatePolyhedron(name: string, options: {
  110143. type?: number;
  110144. size?: number;
  110145. sizeX?: number;
  110146. sizeY?: number;
  110147. sizeZ?: number;
  110148. custom?: any;
  110149. faceUV?: Vector4[];
  110150. faceColors?: Color4[];
  110151. flat?: boolean;
  110152. updatable?: boolean;
  110153. sideOrientation?: number;
  110154. frontUVs?: Vector4;
  110155. backUVs?: Vector4;
  110156. }, scene?: Nullable<Scene>): Mesh;
  110157. }
  110158. }
  110159. declare module BABYLON {
  110160. /**
  110161. * Gizmo that enables scaling a mesh along 3 axis
  110162. */
  110163. export class ScaleGizmo extends Gizmo {
  110164. /**
  110165. * Internal gizmo used for interactions on the x axis
  110166. */
  110167. xGizmo: AxisScaleGizmo;
  110168. /**
  110169. * Internal gizmo used for interactions on the y axis
  110170. */
  110171. yGizmo: AxisScaleGizmo;
  110172. /**
  110173. * Internal gizmo used for interactions on the z axis
  110174. */
  110175. zGizmo: AxisScaleGizmo;
  110176. /**
  110177. * Internal gizmo used to scale all axis equally
  110178. */
  110179. uniformScaleGizmo: AxisScaleGizmo;
  110180. private _meshAttached;
  110181. private _updateGizmoRotationToMatchAttachedMesh;
  110182. private _snapDistance;
  110183. private _scaleRatio;
  110184. private _uniformScalingMesh;
  110185. private _octahedron;
  110186. /** Fires an event when any of it's sub gizmos are dragged */
  110187. onDragStartObservable: Observable<unknown>;
  110188. /** Fires an event when any of it's sub gizmos are released from dragging */
  110189. onDragEndObservable: Observable<unknown>;
  110190. attachedMesh: Nullable<AbstractMesh>;
  110191. /**
  110192. * Creates a ScaleGizmo
  110193. * @param gizmoLayer The utility layer the gizmo will be added to
  110194. */
  110195. constructor(gizmoLayer?: UtilityLayerRenderer);
  110196. updateGizmoRotationToMatchAttachedMesh: boolean;
  110197. /**
  110198. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  110199. */
  110200. snapDistance: number;
  110201. /**
  110202. * Ratio for the scale of the gizmo (Default: 1)
  110203. */
  110204. scaleRatio: number;
  110205. /**
  110206. * Disposes of the gizmo
  110207. */
  110208. dispose(): void;
  110209. }
  110210. }
  110211. declare module BABYLON {
  110212. /**
  110213. * Single axis scale gizmo
  110214. */
  110215. export class AxisScaleGizmo extends Gizmo {
  110216. /**
  110217. * Drag behavior responsible for the gizmos dragging interactions
  110218. */
  110219. dragBehavior: PointerDragBehavior;
  110220. private _pointerObserver;
  110221. /**
  110222. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  110223. */
  110224. snapDistance: number;
  110225. /**
  110226. * Event that fires each time the gizmo snaps to a new location.
  110227. * * snapDistance is the the change in distance
  110228. */
  110229. onSnapObservable: Observable<{
  110230. snapDistance: number;
  110231. }>;
  110232. /**
  110233. * If the scaling operation should be done on all axis (default: false)
  110234. */
  110235. uniformScaling: boolean;
  110236. private _isEnabled;
  110237. private _parent;
  110238. private _arrow;
  110239. private _coloredMaterial;
  110240. private _hoverMaterial;
  110241. /**
  110242. * Creates an AxisScaleGizmo
  110243. * @param gizmoLayer The utility layer the gizmo will be added to
  110244. * @param dragAxis The axis which the gizmo will be able to scale on
  110245. * @param color The color of the gizmo
  110246. */
  110247. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<ScaleGizmo>);
  110248. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  110249. /**
  110250. * If the gizmo is enabled
  110251. */
  110252. isEnabled: boolean;
  110253. /**
  110254. * Disposes of the gizmo
  110255. */
  110256. dispose(): void;
  110257. /**
  110258. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  110259. * @param mesh The mesh to replace the default mesh of the gizmo
  110260. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  110261. */
  110262. setCustomMesh(mesh: Mesh, useGizmoMaterial?: boolean): void;
  110263. }
  110264. }
  110265. declare module BABYLON {
  110266. /**
  110267. * Bounding box gizmo
  110268. */
  110269. export class BoundingBoxGizmo extends Gizmo {
  110270. private _lineBoundingBox;
  110271. private _rotateSpheresParent;
  110272. private _scaleBoxesParent;
  110273. private _boundingDimensions;
  110274. private _renderObserver;
  110275. private _pointerObserver;
  110276. private _scaleDragSpeed;
  110277. private _tmpQuaternion;
  110278. private _tmpVector;
  110279. private _tmpRotationMatrix;
  110280. /**
  110281. * If child meshes should be ignored when calculating the boudning box. This should be set to true to avoid perf hits with heavily nested meshes (Default: false)
  110282. */
  110283. ignoreChildren: boolean;
  110284. /**
  110285. * Returns true if a descendant should be included when computing the bounding box. When null, all descendants are included. If ignoreChildren is set this will be ignored. (Default: null)
  110286. */
  110287. includeChildPredicate: Nullable<(abstractMesh: AbstractMesh) => boolean>;
  110288. /**
  110289. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  110290. */
  110291. rotationSphereSize: number;
  110292. /**
  110293. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  110294. */
  110295. scaleBoxSize: number;
  110296. /**
  110297. * If set, the rotation spheres and scale boxes will increase in size based on the distance away from the camera to have a consistent screen size (Default: false)
  110298. */
  110299. fixedDragMeshScreenSize: boolean;
  110300. /**
  110301. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  110302. */
  110303. fixedDragMeshScreenSizeDistanceFactor: number;
  110304. /**
  110305. * Fired when a rotation sphere or scale box is dragged
  110306. */
  110307. onDragStartObservable: Observable<{}>;
  110308. /**
  110309. * Fired when a scale box is dragged
  110310. */
  110311. onScaleBoxDragObservable: Observable<{}>;
  110312. /**
  110313. * Fired when a scale box drag is ended
  110314. */
  110315. onScaleBoxDragEndObservable: Observable<{}>;
  110316. /**
  110317. * Fired when a rotation sphere is dragged
  110318. */
  110319. onRotationSphereDragObservable: Observable<{}>;
  110320. /**
  110321. * Fired when a rotation sphere drag is ended
  110322. */
  110323. onRotationSphereDragEndObservable: Observable<{}>;
  110324. /**
  110325. * Relative bounding box pivot used when scaling the attached mesh. When null object with scale from the opposite corner. 0.5,0.5,0.5 for center and 0.5,0,0.5 for bottom (Default: null)
  110326. */
  110327. scalePivot: Nullable<Vector3>;
  110328. /**
  110329. * Mesh used as a pivot to rotate the attached mesh
  110330. */
  110331. private _anchorMesh;
  110332. private _existingMeshScale;
  110333. private _dragMesh;
  110334. private pointerDragBehavior;
  110335. private coloredMaterial;
  110336. private hoverColoredMaterial;
  110337. /**
  110338. * Sets the color of the bounding box gizmo
  110339. * @param color the color to set
  110340. */
  110341. setColor(color: Color3): void;
  110342. /**
  110343. * Creates an BoundingBoxGizmo
  110344. * @param gizmoLayer The utility layer the gizmo will be added to
  110345. * @param color The color of the gizmo
  110346. */
  110347. constructor(color?: Color3, gizmoLayer?: UtilityLayerRenderer);
  110348. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  110349. private _selectNode;
  110350. /**
  110351. * Updates the bounding box information for the Gizmo
  110352. */
  110353. updateBoundingBox(): void;
  110354. private _updateRotationSpheres;
  110355. private _updateScaleBoxes;
  110356. /**
  110357. * Enables rotation on the specified axis and disables rotation on the others
  110358. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  110359. */
  110360. setEnabledRotationAxis(axis: string): void;
  110361. /**
  110362. * Enables/disables scaling
  110363. * @param enable if scaling should be enabled
  110364. */
  110365. setEnabledScaling(enable: boolean): void;
  110366. private _updateDummy;
  110367. /**
  110368. * Enables a pointer drag behavior on the bounding box of the gizmo
  110369. */
  110370. enableDragBehavior(): void;
  110371. /**
  110372. * Disposes of the gizmo
  110373. */
  110374. dispose(): void;
  110375. /**
  110376. * Makes a mesh not pickable and wraps the mesh inside of a bounding box mesh that is pickable. (This is useful to avoid picking within complex geometry)
  110377. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  110378. * @returns the bounding box mesh with the passed in mesh as a child
  110379. */
  110380. static MakeNotPickableAndWrapInBoundingBox(mesh: Mesh): Mesh;
  110381. /**
  110382. * CustomMeshes are not supported by this gizmo
  110383. * @param mesh The mesh to replace the default mesh of the gizmo
  110384. */
  110385. setCustomMesh(mesh: Mesh): void;
  110386. }
  110387. }
  110388. declare module BABYLON {
  110389. /**
  110390. * Single plane rotation gizmo
  110391. */
  110392. export class PlaneRotationGizmo extends Gizmo {
  110393. /**
  110394. * Drag behavior responsible for the gizmos dragging interactions
  110395. */
  110396. dragBehavior: PointerDragBehavior;
  110397. private _pointerObserver;
  110398. /**
  110399. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  110400. */
  110401. snapDistance: number;
  110402. /**
  110403. * Event that fires each time the gizmo snaps to a new location.
  110404. * * snapDistance is the the change in distance
  110405. */
  110406. onSnapObservable: Observable<{
  110407. snapDistance: number;
  110408. }>;
  110409. private _isEnabled;
  110410. private _parent;
  110411. /**
  110412. * Creates a PlaneRotationGizmo
  110413. * @param gizmoLayer The utility layer the gizmo will be added to
  110414. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  110415. * @param color The color of the gizmo
  110416. * @param tessellation Amount of tessellation to be used when creating rotation circles
  110417. * @param useEulerRotation Use and update Euler angle instead of quaternion
  110418. */
  110419. constructor(planeNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, tessellation?: number, parent?: Nullable<RotationGizmo>, useEulerRotation?: boolean);
  110420. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  110421. /**
  110422. * If the gizmo is enabled
  110423. */
  110424. isEnabled: boolean;
  110425. /**
  110426. * Disposes of the gizmo
  110427. */
  110428. dispose(): void;
  110429. }
  110430. }
  110431. declare module BABYLON {
  110432. /**
  110433. * Gizmo that enables rotating a mesh along 3 axis
  110434. */
  110435. export class RotationGizmo extends Gizmo {
  110436. /**
  110437. * Internal gizmo used for interactions on the x axis
  110438. */
  110439. xGizmo: PlaneRotationGizmo;
  110440. /**
  110441. * Internal gizmo used for interactions on the y axis
  110442. */
  110443. yGizmo: PlaneRotationGizmo;
  110444. /**
  110445. * Internal gizmo used for interactions on the z axis
  110446. */
  110447. zGizmo: PlaneRotationGizmo;
  110448. /** Fires an event when any of it's sub gizmos are dragged */
  110449. onDragStartObservable: Observable<unknown>;
  110450. /** Fires an event when any of it's sub gizmos are released from dragging */
  110451. onDragEndObservable: Observable<unknown>;
  110452. private _meshAttached;
  110453. attachedMesh: Nullable<AbstractMesh>;
  110454. /**
  110455. * Creates a RotationGizmo
  110456. * @param gizmoLayer The utility layer the gizmo will be added to
  110457. * @param tessellation Amount of tessellation to be used when creating rotation circles
  110458. * @param useEulerRotation Use and update Euler angle instead of quaternion
  110459. */
  110460. constructor(gizmoLayer?: UtilityLayerRenderer, tessellation?: number, useEulerRotation?: boolean);
  110461. updateGizmoRotationToMatchAttachedMesh: boolean;
  110462. /**
  110463. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  110464. */
  110465. snapDistance: number;
  110466. /**
  110467. * Ratio for the scale of the gizmo (Default: 1)
  110468. */
  110469. scaleRatio: number;
  110470. /**
  110471. * Disposes of the gizmo
  110472. */
  110473. dispose(): void;
  110474. /**
  110475. * CustomMeshes are not supported by this gizmo
  110476. * @param mesh The mesh to replace the default mesh of the gizmo
  110477. */
  110478. setCustomMesh(mesh: Mesh): void;
  110479. }
  110480. }
  110481. declare module BABYLON {
  110482. /**
  110483. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  110484. */
  110485. export class GizmoManager implements IDisposable {
  110486. private scene;
  110487. /**
  110488. * Gizmo's created by the gizmo manager, gizmo will be null until gizmo has been enabled for the first time
  110489. */
  110490. gizmos: {
  110491. positionGizmo: Nullable<PositionGizmo>;
  110492. rotationGizmo: Nullable<RotationGizmo>;
  110493. scaleGizmo: Nullable<ScaleGizmo>;
  110494. boundingBoxGizmo: Nullable<BoundingBoxGizmo>;
  110495. };
  110496. /** When true, the gizmo will be detached from the current object when a pointer down occurs with an empty picked mesh */
  110497. clearGizmoOnEmptyPointerEvent: boolean;
  110498. /** Fires an event when the manager is attached to a mesh */
  110499. onAttachedToMeshObservable: Observable<Nullable<AbstractMesh>>;
  110500. private _gizmosEnabled;
  110501. private _pointerObserver;
  110502. private _attachedMesh;
  110503. private _boundingBoxColor;
  110504. private _defaultUtilityLayer;
  110505. private _defaultKeepDepthUtilityLayer;
  110506. /**
  110507. * When bounding box gizmo is enabled, this can be used to track drag/end events
  110508. */
  110509. boundingBoxDragBehavior: SixDofDragBehavior;
  110510. /**
  110511. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  110512. */
  110513. attachableMeshes: Nullable<Array<AbstractMesh>>;
  110514. /**
  110515. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  110516. */
  110517. usePointerToAttachGizmos: boolean;
  110518. /**
  110519. * Utility layer that the bounding box gizmo belongs to
  110520. */
  110521. readonly keepDepthUtilityLayer: UtilityLayerRenderer;
  110522. /**
  110523. * Utility layer that all gizmos besides bounding box belong to
  110524. */
  110525. readonly utilityLayer: UtilityLayerRenderer;
  110526. /**
  110527. * Instatiates a gizmo manager
  110528. * @param scene the scene to overlay the gizmos on top of
  110529. */
  110530. constructor(scene: Scene);
  110531. /**
  110532. * Attaches a set of gizmos to the specified mesh
  110533. * @param mesh The mesh the gizmo's should be attached to
  110534. */
  110535. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  110536. /**
  110537. * If the position gizmo is enabled
  110538. */
  110539. positionGizmoEnabled: boolean;
  110540. /**
  110541. * If the rotation gizmo is enabled
  110542. */
  110543. rotationGizmoEnabled: boolean;
  110544. /**
  110545. * If the scale gizmo is enabled
  110546. */
  110547. scaleGizmoEnabled: boolean;
  110548. /**
  110549. * If the boundingBox gizmo is enabled
  110550. */
  110551. boundingBoxGizmoEnabled: boolean;
  110552. /**
  110553. * Disposes of the gizmo manager
  110554. */
  110555. dispose(): void;
  110556. }
  110557. }
  110558. declare module BABYLON {
  110559. /**
  110560. * A directional light is defined by a direction (what a surprise!).
  110561. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  110562. * An example of a directional light is when a distance planet is lit by the apparently parallel lines of light from its sun. Light in a downward direction will light the top of an object.
  110563. * Documentation: https://doc.babylonjs.com/babylon101/lights
  110564. */
  110565. export class DirectionalLight extends ShadowLight {
  110566. private _shadowFrustumSize;
  110567. /**
  110568. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  110569. */
  110570. /**
  110571. * Specifies a fix frustum size for the shadow generation.
  110572. */
  110573. shadowFrustumSize: number;
  110574. private _shadowOrthoScale;
  110575. /**
  110576. * Gets the shadow projection scale against the optimal computed one.
  110577. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  110578. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  110579. */
  110580. /**
  110581. * Sets the shadow projection scale against the optimal computed one.
  110582. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  110583. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  110584. */
  110585. shadowOrthoScale: number;
  110586. /**
  110587. * Automatically compute the projection matrix to best fit (including all the casters)
  110588. * on each frame.
  110589. */
  110590. autoUpdateExtends: boolean;
  110591. private _orthoLeft;
  110592. private _orthoRight;
  110593. private _orthoTop;
  110594. private _orthoBottom;
  110595. /**
  110596. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  110597. * The directional light is emitted from everywhere in the given direction.
  110598. * It can cast shadows.
  110599. * Documentation : https://doc.babylonjs.com/babylon101/lights
  110600. * @param name The friendly name of the light
  110601. * @param direction The direction of the light
  110602. * @param scene The scene the light belongs to
  110603. */
  110604. constructor(name: string, direction: Vector3, scene: Scene);
  110605. /**
  110606. * Returns the string "DirectionalLight".
  110607. * @return The class name
  110608. */
  110609. getClassName(): string;
  110610. /**
  110611. * Returns the integer 1.
  110612. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  110613. */
  110614. getTypeID(): number;
  110615. /**
  110616. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  110617. * Returns the DirectionalLight Shadow projection matrix.
  110618. */
  110619. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  110620. /**
  110621. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  110622. * Returns the DirectionalLight Shadow projection matrix.
  110623. */
  110624. protected _setDefaultFixedFrustumShadowProjectionMatrix(matrix: Matrix): void;
  110625. /**
  110626. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  110627. * Returns the DirectionalLight Shadow projection matrix.
  110628. */
  110629. protected _setDefaultAutoExtendShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  110630. protected _buildUniformLayout(): void;
  110631. /**
  110632. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  110633. * @param effect The effect to update
  110634. * @param lightIndex The index of the light in the effect to update
  110635. * @returns The directional light
  110636. */
  110637. transferToEffect(effect: Effect, lightIndex: string): DirectionalLight;
  110638. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  110639. /**
  110640. * Gets the minZ used for shadow according to both the scene and the light.
  110641. *
  110642. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  110643. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  110644. * @param activeCamera The camera we are returning the min for
  110645. * @returns the depth min z
  110646. */
  110647. getDepthMinZ(activeCamera: Camera): number;
  110648. /**
  110649. * Gets the maxZ used for shadow according to both the scene and the light.
  110650. *
  110651. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  110652. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  110653. * @param activeCamera The camera we are returning the max for
  110654. * @returns the depth max z
  110655. */
  110656. getDepthMaxZ(activeCamera: Camera): number;
  110657. /**
  110658. * Prepares the list of defines specific to the light type.
  110659. * @param defines the list of defines
  110660. * @param lightIndex defines the index of the light for the effect
  110661. */
  110662. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  110663. }
  110664. }
  110665. declare module BABYLON {
  110666. /**
  110667. * Class containing static functions to help procedurally build meshes
  110668. */
  110669. export class HemisphereBuilder {
  110670. /**
  110671. * Creates a hemisphere mesh
  110672. * @param name defines the name of the mesh
  110673. * @param options defines the options used to create the mesh
  110674. * @param scene defines the hosting scene
  110675. * @returns the hemisphere mesh
  110676. */
  110677. static CreateHemisphere(name: string, options: {
  110678. segments?: number;
  110679. diameter?: number;
  110680. sideOrientation?: number;
  110681. }, scene: any): Mesh;
  110682. }
  110683. }
  110684. declare module BABYLON {
  110685. /**
  110686. * A spot light is defined by a position, a direction, an angle, and an exponent.
  110687. * These values define a cone of light starting from the position, emitting toward the direction.
  110688. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  110689. * and the exponent defines the speed of the decay of the light with distance (reach).
  110690. * Documentation: https://doc.babylonjs.com/babylon101/lights
  110691. */
  110692. export class SpotLight extends ShadowLight {
  110693. private _angle;
  110694. private _innerAngle;
  110695. private _cosHalfAngle;
  110696. private _lightAngleScale;
  110697. private _lightAngleOffset;
  110698. /**
  110699. * Gets the cone angle of the spot light in Radians.
  110700. */
  110701. /**
  110702. * Sets the cone angle of the spot light in Radians.
  110703. */
  110704. angle: number;
  110705. /**
  110706. * Only used in gltf falloff mode, this defines the angle where
  110707. * the directional falloff will start before cutting at angle which could be seen
  110708. * as outer angle.
  110709. */
  110710. /**
  110711. * Only used in gltf falloff mode, this defines the angle where
  110712. * the directional falloff will start before cutting at angle which could be seen
  110713. * as outer angle.
  110714. */
  110715. innerAngle: number;
  110716. private _shadowAngleScale;
  110717. /**
  110718. * Allows scaling the angle of the light for shadow generation only.
  110719. */
  110720. /**
  110721. * Allows scaling the angle of the light for shadow generation only.
  110722. */
  110723. shadowAngleScale: number;
  110724. /**
  110725. * The light decay speed with the distance from the emission spot.
  110726. */
  110727. exponent: number;
  110728. private _projectionTextureMatrix;
  110729. /**
  110730. * Allows reading the projecton texture
  110731. */
  110732. readonly projectionTextureMatrix: Matrix;
  110733. protected _projectionTextureLightNear: number;
  110734. /**
  110735. * Gets the near clip of the Spotlight for texture projection.
  110736. */
  110737. /**
  110738. * Sets the near clip of the Spotlight for texture projection.
  110739. */
  110740. projectionTextureLightNear: number;
  110741. protected _projectionTextureLightFar: number;
  110742. /**
  110743. * Gets the far clip of the Spotlight for texture projection.
  110744. */
  110745. /**
  110746. * Sets the far clip of the Spotlight for texture projection.
  110747. */
  110748. projectionTextureLightFar: number;
  110749. protected _projectionTextureUpDirection: Vector3;
  110750. /**
  110751. * Gets the Up vector of the Spotlight for texture projection.
  110752. */
  110753. /**
  110754. * Sets the Up vector of the Spotlight for texture projection.
  110755. */
  110756. projectionTextureUpDirection: Vector3;
  110757. private _projectionTexture;
  110758. /**
  110759. * Gets the projection texture of the light.
  110760. */
  110761. /**
  110762. * Sets the projection texture of the light.
  110763. */
  110764. projectionTexture: Nullable<BaseTexture>;
  110765. private _projectionTextureViewLightDirty;
  110766. private _projectionTextureProjectionLightDirty;
  110767. private _projectionTextureDirty;
  110768. private _projectionTextureViewTargetVector;
  110769. private _projectionTextureViewLightMatrix;
  110770. private _projectionTextureProjectionLightMatrix;
  110771. private _projectionTextureScalingMatrix;
  110772. /**
  110773. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  110774. * It can cast shadows.
  110775. * Documentation : https://doc.babylonjs.com/babylon101/lights
  110776. * @param name The light friendly name
  110777. * @param position The position of the spot light in the scene
  110778. * @param direction The direction of the light in the scene
  110779. * @param angle The cone angle of the light in Radians
  110780. * @param exponent The light decay speed with the distance from the emission spot
  110781. * @param scene The scene the lights belongs to
  110782. */
  110783. constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
  110784. /**
  110785. * Returns the string "SpotLight".
  110786. * @returns the class name
  110787. */
  110788. getClassName(): string;
  110789. /**
  110790. * Returns the integer 2.
  110791. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  110792. */
  110793. getTypeID(): number;
  110794. /**
  110795. * Overrides the direction setter to recompute the projection texture view light Matrix.
  110796. */
  110797. protected _setDirection(value: Vector3): void;
  110798. /**
  110799. * Overrides the position setter to recompute the projection texture view light Matrix.
  110800. */
  110801. protected _setPosition(value: Vector3): void;
  110802. /**
  110803. * Sets the passed matrix "matrix" as perspective projection matrix for the shadows and the passed view matrix with the fov equal to the SpotLight angle and and aspect ratio of 1.0.
  110804. * Returns the SpotLight.
  110805. */
  110806. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  110807. protected _computeProjectionTextureViewLightMatrix(): void;
  110808. protected _computeProjectionTextureProjectionLightMatrix(): void;
  110809. /**
  110810. * Main function for light texture projection matrix computing.
  110811. */
  110812. protected _computeProjectionTextureMatrix(): void;
  110813. protected _buildUniformLayout(): void;
  110814. private _computeAngleValues;
  110815. /**
  110816. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  110817. * @param effect The effect to update
  110818. * @param lightIndex The index of the light in the effect to update
  110819. * @returns The spot light
  110820. */
  110821. transferToEffect(effect: Effect, lightIndex: string): SpotLight;
  110822. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  110823. /**
  110824. * Disposes the light and the associated resources.
  110825. */
  110826. dispose(): void;
  110827. /**
  110828. * Prepares the list of defines specific to the light type.
  110829. * @param defines the list of defines
  110830. * @param lightIndex defines the index of the light for the effect
  110831. */
  110832. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  110833. }
  110834. }
  110835. declare module BABYLON {
  110836. /**
  110837. * Gizmo that enables viewing a light
  110838. */
  110839. export class LightGizmo extends Gizmo {
  110840. private _lightMesh;
  110841. private _material;
  110842. private cachedPosition;
  110843. private cachedForward;
  110844. /**
  110845. * Creates a LightGizmo
  110846. * @param gizmoLayer The utility layer the gizmo will be added to
  110847. */
  110848. constructor(gizmoLayer?: UtilityLayerRenderer);
  110849. private _light;
  110850. /**
  110851. * The light that the gizmo is attached to
  110852. */
  110853. light: Nullable<Light>;
  110854. /**
  110855. * Gets the material used to render the light gizmo
  110856. */
  110857. readonly material: StandardMaterial;
  110858. /**
  110859. * @hidden
  110860. * Updates the gizmo to match the attached mesh's position/rotation
  110861. */
  110862. protected _update(): void;
  110863. private static _Scale;
  110864. /**
  110865. * Creates the lines for a light mesh
  110866. */
  110867. private static _createLightLines;
  110868. /**
  110869. * Disposes of the light gizmo
  110870. */
  110871. dispose(): void;
  110872. private static _CreateHemisphericLightMesh;
  110873. private static _CreatePointLightMesh;
  110874. private static _CreateSpotLightMesh;
  110875. private static _CreateDirectionalLightMesh;
  110876. }
  110877. }
  110878. declare module BABYLON {
  110879. /** @hidden */
  110880. export var backgroundFragmentDeclaration: {
  110881. name: string;
  110882. shader: string;
  110883. };
  110884. }
  110885. declare module BABYLON {
  110886. /** @hidden */
  110887. export var backgroundUboDeclaration: {
  110888. name: string;
  110889. shader: string;
  110890. };
  110891. }
  110892. declare module BABYLON {
  110893. /** @hidden */
  110894. export var backgroundPixelShader: {
  110895. name: string;
  110896. shader: string;
  110897. };
  110898. }
  110899. declare module BABYLON {
  110900. /** @hidden */
  110901. export var backgroundVertexDeclaration: {
  110902. name: string;
  110903. shader: string;
  110904. };
  110905. }
  110906. declare module BABYLON {
  110907. /** @hidden */
  110908. export var backgroundVertexShader: {
  110909. name: string;
  110910. shader: string;
  110911. };
  110912. }
  110913. declare module BABYLON {
  110914. /**
  110915. * Background material used to create an efficient environement around your scene.
  110916. */
  110917. export class BackgroundMaterial extends PushMaterial {
  110918. /**
  110919. * Standard reflectance value at parallel view angle.
  110920. */
  110921. static StandardReflectance0: number;
  110922. /**
  110923. * Standard reflectance value at grazing angle.
  110924. */
  110925. static StandardReflectance90: number;
  110926. protected _primaryColor: Color3;
  110927. /**
  110928. * Key light Color (multiply against the environement texture)
  110929. */
  110930. primaryColor: Color3;
  110931. protected __perceptualColor: Nullable<Color3>;
  110932. /**
  110933. * Experimental Internal Use Only.
  110934. *
  110935. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  110936. * This acts as a helper to set the primary color to a more "human friendly" value.
  110937. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  110938. * output color as close as possible from the chosen value.
  110939. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  110940. * part of lighting setup.)
  110941. */
  110942. _perceptualColor: Nullable<Color3>;
  110943. protected _primaryColorShadowLevel: float;
  110944. /**
  110945. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  110946. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  110947. */
  110948. primaryColorShadowLevel: float;
  110949. protected _primaryColorHighlightLevel: float;
  110950. /**
  110951. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  110952. * The primary color is used at the level chosen to define what the white area would look.
  110953. */
  110954. primaryColorHighlightLevel: float;
  110955. protected _reflectionTexture: Nullable<BaseTexture>;
  110956. /**
  110957. * Reflection Texture used in the material.
  110958. * Should be author in a specific way for the best result (refer to the documentation).
  110959. */
  110960. reflectionTexture: Nullable<BaseTexture>;
  110961. protected _reflectionBlur: float;
  110962. /**
  110963. * Reflection Texture level of blur.
  110964. *
  110965. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  110966. * texture twice.
  110967. */
  110968. reflectionBlur: float;
  110969. protected _diffuseTexture: Nullable<BaseTexture>;
  110970. /**
  110971. * Diffuse Texture used in the material.
  110972. * Should be author in a specific way for the best result (refer to the documentation).
  110973. */
  110974. diffuseTexture: Nullable<BaseTexture>;
  110975. protected _shadowLights: Nullable<IShadowLight[]>;
  110976. /**
  110977. * Specify the list of lights casting shadow on the material.
  110978. * All scene shadow lights will be included if null.
  110979. */
  110980. shadowLights: Nullable<IShadowLight[]>;
  110981. protected _shadowLevel: float;
  110982. /**
  110983. * Helps adjusting the shadow to a softer level if required.
  110984. * 0 means black shadows and 1 means no shadows.
  110985. */
  110986. shadowLevel: float;
  110987. protected _sceneCenter: Vector3;
  110988. /**
  110989. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  110990. * It is usually zero but might be interesting to modify according to your setup.
  110991. */
  110992. sceneCenter: Vector3;
  110993. protected _opacityFresnel: boolean;
  110994. /**
  110995. * This helps specifying that the material is falling off to the sky box at grazing angle.
  110996. * This helps ensuring a nice transition when the camera goes under the ground.
  110997. */
  110998. opacityFresnel: boolean;
  110999. protected _reflectionFresnel: boolean;
  111000. /**
  111001. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  111002. * This helps adding a mirror texture on the ground.
  111003. */
  111004. reflectionFresnel: boolean;
  111005. protected _reflectionFalloffDistance: number;
  111006. /**
  111007. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  111008. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  111009. */
  111010. reflectionFalloffDistance: number;
  111011. protected _reflectionAmount: number;
  111012. /**
  111013. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  111014. */
  111015. reflectionAmount: number;
  111016. protected _reflectionReflectance0: number;
  111017. /**
  111018. * This specifies the weight of the reflection at grazing angle.
  111019. */
  111020. reflectionReflectance0: number;
  111021. protected _reflectionReflectance90: number;
  111022. /**
  111023. * This specifies the weight of the reflection at a perpendicular point of view.
  111024. */
  111025. reflectionReflectance90: number;
  111026. /**
  111027. * Sets the reflection reflectance fresnel values according to the default standard
  111028. * empirically know to work well :-)
  111029. */
  111030. reflectionStandardFresnelWeight: number;
  111031. protected _useRGBColor: boolean;
  111032. /**
  111033. * Helps to directly use the maps channels instead of their level.
  111034. */
  111035. useRGBColor: boolean;
  111036. protected _enableNoise: boolean;
  111037. /**
  111038. * This helps reducing the banding effect that could occur on the background.
  111039. */
  111040. enableNoise: boolean;
  111041. /**
  111042. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  111043. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  111044. * Recommended to be keep at 1.0 except for special cases.
  111045. */
  111046. fovMultiplier: number;
  111047. private _fovMultiplier;
  111048. /**
  111049. * Enable the FOV adjustment feature controlled by fovMultiplier.
  111050. */
  111051. useEquirectangularFOV: boolean;
  111052. private _maxSimultaneousLights;
  111053. /**
  111054. * Number of Simultaneous lights allowed on the material.
  111055. */
  111056. maxSimultaneousLights: int;
  111057. /**
  111058. * Default configuration related to image processing available in the Background Material.
  111059. */
  111060. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  111061. /**
  111062. * Keep track of the image processing observer to allow dispose and replace.
  111063. */
  111064. private _imageProcessingObserver;
  111065. /**
  111066. * Attaches a new image processing configuration to the PBR Material.
  111067. * @param configuration (if null the scene configuration will be use)
  111068. */
  111069. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  111070. /**
  111071. * Gets the image processing configuration used either in this material.
  111072. */
  111073. /**
  111074. * Sets the Default image processing configuration used either in the this material.
  111075. *
  111076. * If sets to null, the scene one is in use.
  111077. */
  111078. imageProcessingConfiguration: Nullable<ImageProcessingConfiguration>;
  111079. /**
  111080. * Gets wether the color curves effect is enabled.
  111081. */
  111082. /**
  111083. * Sets wether the color curves effect is enabled.
  111084. */
  111085. cameraColorCurvesEnabled: boolean;
  111086. /**
  111087. * Gets wether the color grading effect is enabled.
  111088. */
  111089. /**
  111090. * Gets wether the color grading effect is enabled.
  111091. */
  111092. cameraColorGradingEnabled: boolean;
  111093. /**
  111094. * Gets wether tonemapping is enabled or not.
  111095. */
  111096. /**
  111097. * Sets wether tonemapping is enabled or not
  111098. */
  111099. cameraToneMappingEnabled: boolean;
  111100. /**
  111101. * The camera exposure used on this material.
  111102. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  111103. * This corresponds to a photographic exposure.
  111104. */
  111105. /**
  111106. * The camera exposure used on this material.
  111107. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  111108. * This corresponds to a photographic exposure.
  111109. */
  111110. cameraExposure: float;
  111111. /**
  111112. * Gets The camera contrast used on this material.
  111113. */
  111114. /**
  111115. * Sets The camera contrast used on this material.
  111116. */
  111117. cameraContrast: float;
  111118. /**
  111119. * Gets the Color Grading 2D Lookup Texture.
  111120. */
  111121. /**
  111122. * Sets the Color Grading 2D Lookup Texture.
  111123. */
  111124. cameraColorGradingTexture: Nullable<BaseTexture>;
  111125. /**
  111126. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  111127. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  111128. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  111129. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  111130. */
  111131. /**
  111132. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  111133. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  111134. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  111135. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  111136. */
  111137. cameraColorCurves: Nullable<ColorCurves>;
  111138. /**
  111139. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  111140. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  111141. */
  111142. switchToBGR: boolean;
  111143. private _renderTargets;
  111144. private _reflectionControls;
  111145. private _white;
  111146. private _primaryShadowColor;
  111147. private _primaryHighlightColor;
  111148. /**
  111149. * Instantiates a Background Material in the given scene
  111150. * @param name The friendly name of the material
  111151. * @param scene The scene to add the material to
  111152. */
  111153. constructor(name: string, scene: Scene);
  111154. /**
  111155. * Gets a boolean indicating that current material needs to register RTT
  111156. */
  111157. readonly hasRenderTargetTextures: boolean;
  111158. /**
  111159. * The entire material has been created in order to prevent overdraw.
  111160. * @returns false
  111161. */
  111162. needAlphaTesting(): boolean;
  111163. /**
  111164. * The entire material has been created in order to prevent overdraw.
  111165. * @returns true if blending is enable
  111166. */
  111167. needAlphaBlending(): boolean;
  111168. /**
  111169. * Checks wether the material is ready to be rendered for a given mesh.
  111170. * @param mesh The mesh to render
  111171. * @param subMesh The submesh to check against
  111172. * @param useInstances Specify wether or not the material is used with instances
  111173. * @returns true if all the dependencies are ready (Textures, Effects...)
  111174. */
  111175. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  111176. /**
  111177. * Compute the primary color according to the chosen perceptual color.
  111178. */
  111179. private _computePrimaryColorFromPerceptualColor;
  111180. /**
  111181. * Compute the highlights and shadow colors according to their chosen levels.
  111182. */
  111183. private _computePrimaryColors;
  111184. /**
  111185. * Build the uniform buffer used in the material.
  111186. */
  111187. buildUniformLayout(): void;
  111188. /**
  111189. * Unbind the material.
  111190. */
  111191. unbind(): void;
  111192. /**
  111193. * Bind only the world matrix to the material.
  111194. * @param world The world matrix to bind.
  111195. */
  111196. bindOnlyWorldMatrix(world: Matrix): void;
  111197. /**
  111198. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  111199. * @param world The world matrix to bind.
  111200. * @param subMesh The submesh to bind for.
  111201. */
  111202. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  111203. /**
  111204. * Checks to see if a texture is used in the material.
  111205. * @param texture - Base texture to use.
  111206. * @returns - Boolean specifying if a texture is used in the material.
  111207. */
  111208. hasTexture(texture: BaseTexture): boolean;
  111209. /**
  111210. * Dispose the material.
  111211. * @param forceDisposeEffect Force disposal of the associated effect.
  111212. * @param forceDisposeTextures Force disposal of the associated textures.
  111213. */
  111214. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  111215. /**
  111216. * Clones the material.
  111217. * @param name The cloned name.
  111218. * @returns The cloned material.
  111219. */
  111220. clone(name: string): BackgroundMaterial;
  111221. /**
  111222. * Serializes the current material to its JSON representation.
  111223. * @returns The JSON representation.
  111224. */
  111225. serialize(): any;
  111226. /**
  111227. * Gets the class name of the material
  111228. * @returns "BackgroundMaterial"
  111229. */
  111230. getClassName(): string;
  111231. /**
  111232. * Parse a JSON input to create back a background material.
  111233. * @param source The JSON data to parse
  111234. * @param scene The scene to create the parsed material in
  111235. * @param rootUrl The root url of the assets the material depends upon
  111236. * @returns the instantiated BackgroundMaterial.
  111237. */
  111238. static Parse(source: any, scene: Scene, rootUrl: string): BackgroundMaterial;
  111239. }
  111240. }
  111241. declare module BABYLON {
  111242. /**
  111243. * Represents the different options available during the creation of
  111244. * a Environment helper.
  111245. *
  111246. * This can control the default ground, skybox and image processing setup of your scene.
  111247. */
  111248. export interface IEnvironmentHelperOptions {
  111249. /**
  111250. * Specifies wether or not to create a ground.
  111251. * True by default.
  111252. */
  111253. createGround: boolean;
  111254. /**
  111255. * Specifies the ground size.
  111256. * 15 by default.
  111257. */
  111258. groundSize: number;
  111259. /**
  111260. * The texture used on the ground for the main color.
  111261. * Comes from the BabylonJS CDN by default.
  111262. *
  111263. * Remarks: Can be either a texture or a url.
  111264. */
  111265. groundTexture: string | BaseTexture;
  111266. /**
  111267. * The color mixed in the ground texture by default.
  111268. * BabylonJS clearColor by default.
  111269. */
  111270. groundColor: Color3;
  111271. /**
  111272. * Specifies the ground opacity.
  111273. * 1 by default.
  111274. */
  111275. groundOpacity: number;
  111276. /**
  111277. * Enables the ground to receive shadows.
  111278. * True by default.
  111279. */
  111280. enableGroundShadow: boolean;
  111281. /**
  111282. * Helps preventing the shadow to be fully black on the ground.
  111283. * 0.5 by default.
  111284. */
  111285. groundShadowLevel: number;
  111286. /**
  111287. * Creates a mirror texture attach to the ground.
  111288. * false by default.
  111289. */
  111290. enableGroundMirror: boolean;
  111291. /**
  111292. * Specifies the ground mirror size ratio.
  111293. * 0.3 by default as the default kernel is 64.
  111294. */
  111295. groundMirrorSizeRatio: number;
  111296. /**
  111297. * Specifies the ground mirror blur kernel size.
  111298. * 64 by default.
  111299. */
  111300. groundMirrorBlurKernel: number;
  111301. /**
  111302. * Specifies the ground mirror visibility amount.
  111303. * 1 by default
  111304. */
  111305. groundMirrorAmount: number;
  111306. /**
  111307. * Specifies the ground mirror reflectance weight.
  111308. * This uses the standard weight of the background material to setup the fresnel effect
  111309. * of the mirror.
  111310. * 1 by default.
  111311. */
  111312. groundMirrorFresnelWeight: number;
  111313. /**
  111314. * Specifies the ground mirror Falloff distance.
  111315. * This can helps reducing the size of the reflection.
  111316. * 0 by Default.
  111317. */
  111318. groundMirrorFallOffDistance: number;
  111319. /**
  111320. * Specifies the ground mirror texture type.
  111321. * Unsigned Int by Default.
  111322. */
  111323. groundMirrorTextureType: number;
  111324. /**
  111325. * Specifies a bias applied to the ground vertical position to prevent z-fighting with
  111326. * the shown objects.
  111327. */
  111328. groundYBias: number;
  111329. /**
  111330. * Specifies wether or not to create a skybox.
  111331. * True by default.
  111332. */
  111333. createSkybox: boolean;
  111334. /**
  111335. * Specifies the skybox size.
  111336. * 20 by default.
  111337. */
  111338. skyboxSize: number;
  111339. /**
  111340. * The texture used on the skybox for the main color.
  111341. * Comes from the BabylonJS CDN by default.
  111342. *
  111343. * Remarks: Can be either a texture or a url.
  111344. */
  111345. skyboxTexture: string | BaseTexture;
  111346. /**
  111347. * The color mixed in the skybox texture by default.
  111348. * BabylonJS clearColor by default.
  111349. */
  111350. skyboxColor: Color3;
  111351. /**
  111352. * The background rotation around the Y axis of the scene.
  111353. * This helps aligning the key lights of your scene with the background.
  111354. * 0 by default.
  111355. */
  111356. backgroundYRotation: number;
  111357. /**
  111358. * Compute automatically the size of the elements to best fit with the scene.
  111359. */
  111360. sizeAuto: boolean;
  111361. /**
  111362. * Default position of the rootMesh if autoSize is not true.
  111363. */
  111364. rootPosition: Vector3;
  111365. /**
  111366. * Sets up the image processing in the scene.
  111367. * true by default.
  111368. */
  111369. setupImageProcessing: boolean;
  111370. /**
  111371. * The texture used as your environment texture in the scene.
  111372. * Comes from the BabylonJS CDN by default and in use if setupImageProcessing is true.
  111373. *
  111374. * Remarks: Can be either a texture or a url.
  111375. */
  111376. environmentTexture: string | BaseTexture;
  111377. /**
  111378. * The value of the exposure to apply to the scene.
  111379. * 0.6 by default if setupImageProcessing is true.
  111380. */
  111381. cameraExposure: number;
  111382. /**
  111383. * The value of the contrast to apply to the scene.
  111384. * 1.6 by default if setupImageProcessing is true.
  111385. */
  111386. cameraContrast: number;
  111387. /**
  111388. * Specifies wether or not tonemapping should be enabled in the scene.
  111389. * true by default if setupImageProcessing is true.
  111390. */
  111391. toneMappingEnabled: boolean;
  111392. }
  111393. /**
  111394. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  111395. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  111396. * It also helps with the default setup of your imageProcessing configuration.
  111397. */
  111398. export class EnvironmentHelper {
  111399. /**
  111400. * Default ground texture URL.
  111401. */
  111402. private static _groundTextureCDNUrl;
  111403. /**
  111404. * Default skybox texture URL.
  111405. */
  111406. private static _skyboxTextureCDNUrl;
  111407. /**
  111408. * Default environment texture URL.
  111409. */
  111410. private static _environmentTextureCDNUrl;
  111411. /**
  111412. * Creates the default options for the helper.
  111413. */
  111414. private static _getDefaultOptions;
  111415. private _rootMesh;
  111416. /**
  111417. * Gets the root mesh created by the helper.
  111418. */
  111419. readonly rootMesh: Mesh;
  111420. private _skybox;
  111421. /**
  111422. * Gets the skybox created by the helper.
  111423. */
  111424. readonly skybox: Nullable<Mesh>;
  111425. private _skyboxTexture;
  111426. /**
  111427. * Gets the skybox texture created by the helper.
  111428. */
  111429. readonly skyboxTexture: Nullable<BaseTexture>;
  111430. private _skyboxMaterial;
  111431. /**
  111432. * Gets the skybox material created by the helper.
  111433. */
  111434. readonly skyboxMaterial: Nullable<BackgroundMaterial>;
  111435. private _ground;
  111436. /**
  111437. * Gets the ground mesh created by the helper.
  111438. */
  111439. readonly ground: Nullable<Mesh>;
  111440. private _groundTexture;
  111441. /**
  111442. * Gets the ground texture created by the helper.
  111443. */
  111444. readonly groundTexture: Nullable<BaseTexture>;
  111445. private _groundMirror;
  111446. /**
  111447. * Gets the ground mirror created by the helper.
  111448. */
  111449. readonly groundMirror: Nullable<MirrorTexture>;
  111450. /**
  111451. * Gets the ground mirror render list to helps pushing the meshes
  111452. * you wish in the ground reflection.
  111453. */
  111454. readonly groundMirrorRenderList: Nullable<AbstractMesh[]>;
  111455. private _groundMaterial;
  111456. /**
  111457. * Gets the ground material created by the helper.
  111458. */
  111459. readonly groundMaterial: Nullable<BackgroundMaterial>;
  111460. /**
  111461. * Stores the creation options.
  111462. */
  111463. private readonly _scene;
  111464. private _options;
  111465. /**
  111466. * This observable will be notified with any error during the creation of the environment,
  111467. * mainly texture creation errors.
  111468. */
  111469. onErrorObservable: Observable<{
  111470. message?: string;
  111471. exception?: any;
  111472. }>;
  111473. /**
  111474. * constructor
  111475. * @param options Defines the options we want to customize the helper
  111476. * @param scene The scene to add the material to
  111477. */
  111478. constructor(options: Partial<IEnvironmentHelperOptions>, scene: Scene);
  111479. /**
  111480. * Updates the background according to the new options
  111481. * @param options
  111482. */
  111483. updateOptions(options: Partial<IEnvironmentHelperOptions>): void;
  111484. /**
  111485. * Sets the primary color of all the available elements.
  111486. * @param color the main color to affect to the ground and the background
  111487. */
  111488. setMainColor(color: Color3): void;
  111489. /**
  111490. * Setup the image processing according to the specified options.
  111491. */
  111492. private _setupImageProcessing;
  111493. /**
  111494. * Setup the environment texture according to the specified options.
  111495. */
  111496. private _setupEnvironmentTexture;
  111497. /**
  111498. * Setup the background according to the specified options.
  111499. */
  111500. private _setupBackground;
  111501. /**
  111502. * Get the scene sizes according to the setup.
  111503. */
  111504. private _getSceneSize;
  111505. /**
  111506. * Setup the ground according to the specified options.
  111507. */
  111508. private _setupGround;
  111509. /**
  111510. * Setup the ground material according to the specified options.
  111511. */
  111512. private _setupGroundMaterial;
  111513. /**
  111514. * Setup the ground diffuse texture according to the specified options.
  111515. */
  111516. private _setupGroundDiffuseTexture;
  111517. /**
  111518. * Setup the ground mirror texture according to the specified options.
  111519. */
  111520. private _setupGroundMirrorTexture;
  111521. /**
  111522. * Setup the ground to receive the mirror texture.
  111523. */
  111524. private _setupMirrorInGroundMaterial;
  111525. /**
  111526. * Setup the skybox according to the specified options.
  111527. */
  111528. private _setupSkybox;
  111529. /**
  111530. * Setup the skybox material according to the specified options.
  111531. */
  111532. private _setupSkyboxMaterial;
  111533. /**
  111534. * Setup the skybox reflection texture according to the specified options.
  111535. */
  111536. private _setupSkyboxReflectionTexture;
  111537. private _errorHandler;
  111538. /**
  111539. * Dispose all the elements created by the Helper.
  111540. */
  111541. dispose(): void;
  111542. }
  111543. }
  111544. declare module BABYLON {
  111545. /**
  111546. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  111547. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  111548. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  111549. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  111550. */
  111551. export class PhotoDome extends TransformNode {
  111552. /**
  111553. * Define the image as a Monoscopic panoramic 360 image.
  111554. */
  111555. static readonly MODE_MONOSCOPIC: number;
  111556. /**
  111557. * Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  111558. */
  111559. static readonly MODE_TOPBOTTOM: number;
  111560. /**
  111561. * Define the image as a Stereoscopic Side by Side panoramic 360 image.
  111562. */
  111563. static readonly MODE_SIDEBYSIDE: number;
  111564. private _useDirectMapping;
  111565. /**
  111566. * The texture being displayed on the sphere
  111567. */
  111568. protected _photoTexture: Texture;
  111569. /**
  111570. * Gets or sets the texture being displayed on the sphere
  111571. */
  111572. photoTexture: Texture;
  111573. /**
  111574. * Observable raised when an error occured while loading the 360 image
  111575. */
  111576. onLoadErrorObservable: Observable<string>;
  111577. /**
  111578. * The skybox material
  111579. */
  111580. protected _material: BackgroundMaterial;
  111581. /**
  111582. * The surface used for the skybox
  111583. */
  111584. protected _mesh: Mesh;
  111585. /**
  111586. * Gets the mesh used for the skybox.
  111587. */
  111588. readonly mesh: Mesh;
  111589. /**
  111590. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  111591. * Also see the options.resolution property.
  111592. */
  111593. fovMultiplier: number;
  111594. private _imageMode;
  111595. /**
  111596. * Gets or set the current video mode for the video. It can be:
  111597. * * PhotoDome.MODE_MONOSCOPIC : Define the image as a Monoscopic panoramic 360 image.
  111598. * * PhotoDome.MODE_TOPBOTTOM : Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  111599. * * PhotoDome.MODE_SIDEBYSIDE : Define the image as a Stereoscopic Side by Side panoramic 360 image.
  111600. */
  111601. imageMode: number;
  111602. /**
  111603. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  111604. * @param name Element's name, child elements will append suffixes for their own names.
  111605. * @param urlsOfPhoto defines the url of the photo to display
  111606. * @param options defines an object containing optional or exposed sub element properties
  111607. * @param onError defines a callback called when an error occured while loading the texture
  111608. */
  111609. constructor(name: string, urlOfPhoto: string, options: {
  111610. resolution?: number;
  111611. size?: number;
  111612. useDirectMapping?: boolean;
  111613. faceForward?: boolean;
  111614. }, scene: Scene, onError?: Nullable<(message?: string, exception?: any) => void>);
  111615. private _onBeforeCameraRenderObserver;
  111616. private _changeImageMode;
  111617. /**
  111618. * Releases resources associated with this node.
  111619. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  111620. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  111621. */
  111622. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  111623. }
  111624. }
  111625. declare module BABYLON {
  111626. /**
  111627. * Class used to host RGBD texture specific utilities
  111628. */
  111629. export class RGBDTextureTools {
  111630. /**
  111631. * Expand the RGBD Texture from RGBD to Half Float if possible.
  111632. * @param texture the texture to expand.
  111633. */
  111634. static ExpandRGBDTexture(texture: Texture): void;
  111635. }
  111636. }
  111637. declare module BABYLON {
  111638. /**
  111639. * Class used to host texture specific utilities
  111640. */
  111641. export class BRDFTextureTools {
  111642. /**
  111643. * Gets a default environment BRDF for MS-BRDF Height Correlated BRDF
  111644. * @param scene defines the hosting scene
  111645. * @returns the environment BRDF texture
  111646. */
  111647. static GetEnvironmentBRDFTexture(scene: Scene): BaseTexture;
  111648. private static _environmentBRDFBase64Texture;
  111649. }
  111650. }
  111651. declare module BABYLON {
  111652. /**
  111653. * @hidden
  111654. */
  111655. export interface IMaterialClearCoatDefines {
  111656. CLEARCOAT: boolean;
  111657. CLEARCOAT_DEFAULTIOR: boolean;
  111658. CLEARCOAT_TEXTURE: boolean;
  111659. CLEARCOAT_TEXTUREDIRECTUV: number;
  111660. CLEARCOAT_BUMP: boolean;
  111661. CLEARCOAT_BUMPDIRECTUV: number;
  111662. CLEARCOAT_TINT: boolean;
  111663. CLEARCOAT_TINT_TEXTURE: boolean;
  111664. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  111665. /** @hidden */
  111666. _areTexturesDirty: boolean;
  111667. }
  111668. /**
  111669. * Define the code related to the clear coat parameters of the pbr material.
  111670. */
  111671. export class PBRClearCoatConfiguration {
  111672. /**
  111673. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  111674. * The default fits with a polyurethane material.
  111675. */
  111676. private static readonly _DefaultIndexOfRefraction;
  111677. private _isEnabled;
  111678. /**
  111679. * Defines if the clear coat is enabled in the material.
  111680. */
  111681. isEnabled: boolean;
  111682. /**
  111683. * Defines the clear coat layer strength (between 0 and 1) it defaults to 1.
  111684. */
  111685. intensity: number;
  111686. /**
  111687. * Defines the clear coat layer roughness.
  111688. */
  111689. roughness: number;
  111690. private _indexOfRefraction;
  111691. /**
  111692. * Defines the index of refraction of the clear coat.
  111693. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  111694. * The default fits with a polyurethane material.
  111695. * Changing the default value is more performance intensive.
  111696. */
  111697. indexOfRefraction: number;
  111698. private _texture;
  111699. /**
  111700. * Stores the clear coat values in a texture.
  111701. */
  111702. texture: Nullable<BaseTexture>;
  111703. private _bumpTexture;
  111704. /**
  111705. * Define the clear coat specific bump texture.
  111706. */
  111707. bumpTexture: Nullable<BaseTexture>;
  111708. private _isTintEnabled;
  111709. /**
  111710. * Defines if the clear coat tint is enabled in the material.
  111711. */
  111712. isTintEnabled: boolean;
  111713. /**
  111714. * Defines the clear coat tint of the material.
  111715. * This is only use if tint is enabled
  111716. */
  111717. tintColor: Color3;
  111718. /**
  111719. * Defines the distance at which the tint color should be found in the
  111720. * clear coat media.
  111721. * This is only use if tint is enabled
  111722. */
  111723. tintColorAtDistance: number;
  111724. /**
  111725. * Defines the clear coat layer thickness.
  111726. * This is only use if tint is enabled
  111727. */
  111728. tintThickness: number;
  111729. private _tintTexture;
  111730. /**
  111731. * Stores the clear tint values in a texture.
  111732. * rgb is tint
  111733. * a is a thickness factor
  111734. */
  111735. tintTexture: Nullable<BaseTexture>;
  111736. /** @hidden */
  111737. private _internalMarkAllSubMeshesAsTexturesDirty;
  111738. /** @hidden */
  111739. _markAllSubMeshesAsTexturesDirty(): void;
  111740. /**
  111741. * Instantiate a new istance of clear coat configuration.
  111742. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  111743. */
  111744. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  111745. /**
  111746. * Gets wehter the submesh is ready to be used or not.
  111747. * @param defines the list of "defines" to update.
  111748. * @param scene defines the scene the material belongs to.
  111749. * @param engine defines the engine the material belongs to.
  111750. * @param disableBumpMap defines wether the material disables bump or not.
  111751. * @returns - boolean indicating that the submesh is ready or not.
  111752. */
  111753. isReadyForSubMesh(defines: IMaterialClearCoatDefines, scene: Scene, engine: Engine, disableBumpMap: boolean): boolean;
  111754. /**
  111755. * Checks to see if a texture is used in the material.
  111756. * @param defines the list of "defines" to update.
  111757. * @param scene defines the scene to the material belongs to.
  111758. */
  111759. prepareDefines(defines: IMaterialClearCoatDefines, scene: Scene): void;
  111760. /**
  111761. * Binds the material data.
  111762. * @param uniformBuffer defines the Uniform buffer to fill in.
  111763. * @param scene defines the scene the material belongs to.
  111764. * @param engine defines the engine the material belongs to.
  111765. * @param disableBumpMap defines wether the material disables bump or not.
  111766. * @param isFrozen defines wether the material is frozen or not.
  111767. * @param invertNormalMapX If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  111768. * @param invertNormalMapY If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  111769. */
  111770. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, disableBumpMap: boolean, isFrozen: boolean, invertNormalMapX: boolean, invertNormalMapY: boolean): void;
  111771. /**
  111772. * Checks to see if a texture is used in the material.
  111773. * @param texture - Base texture to use.
  111774. * @returns - Boolean specifying if a texture is used in the material.
  111775. */
  111776. hasTexture(texture: BaseTexture): boolean;
  111777. /**
  111778. * Returns an array of the actively used textures.
  111779. * @param activeTextures Array of BaseTextures
  111780. */
  111781. getActiveTextures(activeTextures: BaseTexture[]): void;
  111782. /**
  111783. * Returns the animatable textures.
  111784. * @param animatables Array of animatable textures.
  111785. */
  111786. getAnimatables(animatables: IAnimatable[]): void;
  111787. /**
  111788. * Disposes the resources of the material.
  111789. * @param forceDisposeTextures - Forces the disposal of all textures.
  111790. */
  111791. dispose(forceDisposeTextures?: boolean): void;
  111792. /**
  111793. * Get the current class name of the texture useful for serialization or dynamic coding.
  111794. * @returns "PBRClearCoatConfiguration"
  111795. */
  111796. getClassName(): string;
  111797. /**
  111798. * Add fallbacks to the effect fallbacks list.
  111799. * @param defines defines the Base texture to use.
  111800. * @param fallbacks defines the current fallback list.
  111801. * @param currentRank defines the current fallback rank.
  111802. * @returns the new fallback rank.
  111803. */
  111804. static AddFallbacks(defines: IMaterialClearCoatDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  111805. /**
  111806. * Add the required uniforms to the current list.
  111807. * @param uniforms defines the current uniform list.
  111808. */
  111809. static AddUniforms(uniforms: string[]): void;
  111810. /**
  111811. * Add the required samplers to the current list.
  111812. * @param samplers defines the current sampler list.
  111813. */
  111814. static AddSamplers(samplers: string[]): void;
  111815. /**
  111816. * Add the required uniforms to the current buffer.
  111817. * @param uniformBuffer defines the current uniform buffer.
  111818. */
  111819. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  111820. /**
  111821. * Makes a duplicate of the current configuration into another one.
  111822. * @param clearCoatConfiguration define the config where to copy the info
  111823. */
  111824. copyTo(clearCoatConfiguration: PBRClearCoatConfiguration): void;
  111825. /**
  111826. * Serializes this clear coat configuration.
  111827. * @returns - An object with the serialized config.
  111828. */
  111829. serialize(): any;
  111830. /**
  111831. * Parses a anisotropy Configuration from a serialized object.
  111832. * @param source - Serialized object.
  111833. * @param scene Defines the scene we are parsing for
  111834. * @param rootUrl Defines the rootUrl to load from
  111835. */
  111836. parse(source: any, scene: Scene, rootUrl: string): void;
  111837. }
  111838. }
  111839. declare module BABYLON {
  111840. /**
  111841. * @hidden
  111842. */
  111843. export interface IMaterialAnisotropicDefines {
  111844. ANISOTROPIC: boolean;
  111845. ANISOTROPIC_TEXTURE: boolean;
  111846. ANISOTROPIC_TEXTUREDIRECTUV: number;
  111847. MAINUV1: boolean;
  111848. _areTexturesDirty: boolean;
  111849. _needUVs: boolean;
  111850. }
  111851. /**
  111852. * Define the code related to the anisotropic parameters of the pbr material.
  111853. */
  111854. export class PBRAnisotropicConfiguration {
  111855. private _isEnabled;
  111856. /**
  111857. * Defines if the anisotropy is enabled in the material.
  111858. */
  111859. isEnabled: boolean;
  111860. /**
  111861. * Defines the anisotropy strength (between 0 and 1) it defaults to 1.
  111862. */
  111863. intensity: number;
  111864. /**
  111865. * Defines if the effect is along the tangents, bitangents or in between.
  111866. * By default, the effect is "strectching" the highlights along the tangents.
  111867. */
  111868. direction: Vector2;
  111869. private _texture;
  111870. /**
  111871. * Stores the anisotropy values in a texture.
  111872. * rg is direction (like normal from -1 to 1)
  111873. * b is a intensity
  111874. */
  111875. texture: Nullable<BaseTexture>;
  111876. /** @hidden */
  111877. private _internalMarkAllSubMeshesAsTexturesDirty;
  111878. /** @hidden */
  111879. _markAllSubMeshesAsTexturesDirty(): void;
  111880. /**
  111881. * Instantiate a new istance of anisotropy configuration.
  111882. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  111883. */
  111884. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  111885. /**
  111886. * Specifies that the submesh is ready to be used.
  111887. * @param defines the list of "defines" to update.
  111888. * @param scene defines the scene the material belongs to.
  111889. * @returns - boolean indicating that the submesh is ready or not.
  111890. */
  111891. isReadyForSubMesh(defines: IMaterialAnisotropicDefines, scene: Scene): boolean;
  111892. /**
  111893. * Checks to see if a texture is used in the material.
  111894. * @param defines the list of "defines" to update.
  111895. * @param mesh the mesh we are preparing the defines for.
  111896. * @param scene defines the scene the material belongs to.
  111897. */
  111898. prepareDefines(defines: IMaterialAnisotropicDefines, mesh: AbstractMesh, scene: Scene): void;
  111899. /**
  111900. * Binds the material data.
  111901. * @param uniformBuffer defines the Uniform buffer to fill in.
  111902. * @param scene defines the scene the material belongs to.
  111903. * @param isFrozen defines wether the material is frozen or not.
  111904. */
  111905. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  111906. /**
  111907. * Checks to see if a texture is used in the material.
  111908. * @param texture - Base texture to use.
  111909. * @returns - Boolean specifying if a texture is used in the material.
  111910. */
  111911. hasTexture(texture: BaseTexture): boolean;
  111912. /**
  111913. * Returns an array of the actively used textures.
  111914. * @param activeTextures Array of BaseTextures
  111915. */
  111916. getActiveTextures(activeTextures: BaseTexture[]): void;
  111917. /**
  111918. * Returns the animatable textures.
  111919. * @param animatables Array of animatable textures.
  111920. */
  111921. getAnimatables(animatables: IAnimatable[]): void;
  111922. /**
  111923. * Disposes the resources of the material.
  111924. * @param forceDisposeTextures - Forces the disposal of all textures.
  111925. */
  111926. dispose(forceDisposeTextures?: boolean): void;
  111927. /**
  111928. * Get the current class name of the texture useful for serialization or dynamic coding.
  111929. * @returns "PBRAnisotropicConfiguration"
  111930. */
  111931. getClassName(): string;
  111932. /**
  111933. * Add fallbacks to the effect fallbacks list.
  111934. * @param defines defines the Base texture to use.
  111935. * @param fallbacks defines the current fallback list.
  111936. * @param currentRank defines the current fallback rank.
  111937. * @returns the new fallback rank.
  111938. */
  111939. static AddFallbacks(defines: IMaterialAnisotropicDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  111940. /**
  111941. * Add the required uniforms to the current list.
  111942. * @param uniforms defines the current uniform list.
  111943. */
  111944. static AddUniforms(uniforms: string[]): void;
  111945. /**
  111946. * Add the required uniforms to the current buffer.
  111947. * @param uniformBuffer defines the current uniform buffer.
  111948. */
  111949. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  111950. /**
  111951. * Add the required samplers to the current list.
  111952. * @param samplers defines the current sampler list.
  111953. */
  111954. static AddSamplers(samplers: string[]): void;
  111955. /**
  111956. * Makes a duplicate of the current configuration into another one.
  111957. * @param anisotropicConfiguration define the config where to copy the info
  111958. */
  111959. copyTo(anisotropicConfiguration: PBRAnisotropicConfiguration): void;
  111960. /**
  111961. * Serializes this anisotropy configuration.
  111962. * @returns - An object with the serialized config.
  111963. */
  111964. serialize(): any;
  111965. /**
  111966. * Parses a anisotropy Configuration from a serialized object.
  111967. * @param source - Serialized object.
  111968. * @param scene Defines the scene we are parsing for
  111969. * @param rootUrl Defines the rootUrl to load from
  111970. */
  111971. parse(source: any, scene: Scene, rootUrl: string): void;
  111972. }
  111973. }
  111974. declare module BABYLON {
  111975. /**
  111976. * @hidden
  111977. */
  111978. export interface IMaterialBRDFDefines {
  111979. BRDF_V_HEIGHT_CORRELATED: boolean;
  111980. MS_BRDF_ENERGY_CONSERVATION: boolean;
  111981. SPHERICAL_HARMONICS: boolean;
  111982. /** @hidden */
  111983. _areMiscDirty: boolean;
  111984. }
  111985. /**
  111986. * Define the code related to the BRDF parameters of the pbr material.
  111987. */
  111988. export class PBRBRDFConfiguration {
  111989. /**
  111990. * Default value used for the energy conservation.
  111991. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  111992. */
  111993. static DEFAULT_USE_ENERGY_CONSERVATION: boolean;
  111994. /**
  111995. * Default value used for the Smith Visibility Height Correlated mode.
  111996. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  111997. */
  111998. static DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED: boolean;
  111999. /**
  112000. * Default value used for the IBL diffuse part.
  112001. * This can help switching back to the polynomials mode globally which is a tiny bit
  112002. * less GPU intensive at the drawback of a lower quality.
  112003. */
  112004. static DEFAULT_USE_SPHERICAL_HARMONICS: boolean;
  112005. private _useEnergyConservation;
  112006. /**
  112007. * Defines if the material uses energy conservation.
  112008. */
  112009. useEnergyConservation: boolean;
  112010. private _useSmithVisibilityHeightCorrelated;
  112011. /**
  112012. * LEGACY Mode set to false
  112013. * Defines if the material uses height smith correlated visibility term.
  112014. * If you intent to not use our default BRDF, you need to load a separate BRDF Texture for the PBR
  112015. * You can either load https://assets.babylonjs.com/environments/uncorrelatedBRDF.png
  112016. * or https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds to have more precision
  112017. * Not relying on height correlated will also disable energy conservation.
  112018. */
  112019. useSmithVisibilityHeightCorrelated: boolean;
  112020. private _useSphericalHarmonics;
  112021. /**
  112022. * LEGACY Mode set to false
  112023. * Defines if the material uses spherical harmonics vs spherical polynomials for the
  112024. * diffuse part of the IBL.
  112025. * The harmonics despite a tiny bigger cost has been proven to provide closer results
  112026. * to the ground truth.
  112027. */
  112028. useSphericalHarmonics: boolean;
  112029. /** @hidden */
  112030. private _internalMarkAllSubMeshesAsMiscDirty;
  112031. /** @hidden */
  112032. _markAllSubMeshesAsMiscDirty(): void;
  112033. /**
  112034. * Instantiate a new istance of clear coat configuration.
  112035. * @param markAllSubMeshesAsMiscDirty Callback to flag the material to dirty
  112036. */
  112037. constructor(markAllSubMeshesAsMiscDirty: () => void);
  112038. /**
  112039. * Checks to see if a texture is used in the material.
  112040. * @param defines the list of "defines" to update.
  112041. */
  112042. prepareDefines(defines: IMaterialBRDFDefines): void;
  112043. /**
  112044. * Get the current class name of the texture useful for serialization or dynamic coding.
  112045. * @returns "PBRClearCoatConfiguration"
  112046. */
  112047. getClassName(): string;
  112048. /**
  112049. * Makes a duplicate of the current configuration into another one.
  112050. * @param brdfConfiguration define the config where to copy the info
  112051. */
  112052. copyTo(brdfConfiguration: PBRBRDFConfiguration): void;
  112053. /**
  112054. * Serializes this BRDF configuration.
  112055. * @returns - An object with the serialized config.
  112056. */
  112057. serialize(): any;
  112058. /**
  112059. * Parses a anisotropy Configuration from a serialized object.
  112060. * @param source - Serialized object.
  112061. * @param scene Defines the scene we are parsing for
  112062. * @param rootUrl Defines the rootUrl to load from
  112063. */
  112064. parse(source: any, scene: Scene, rootUrl: string): void;
  112065. }
  112066. }
  112067. declare module BABYLON {
  112068. /**
  112069. * @hidden
  112070. */
  112071. export interface IMaterialSheenDefines {
  112072. SHEEN: boolean;
  112073. SHEEN_TEXTURE: boolean;
  112074. SHEEN_TEXTUREDIRECTUV: number;
  112075. SHEEN_LINKWITHALBEDO: boolean;
  112076. /** @hidden */
  112077. _areTexturesDirty: boolean;
  112078. }
  112079. /**
  112080. * Define the code related to the Sheen parameters of the pbr material.
  112081. */
  112082. export class PBRSheenConfiguration {
  112083. private _isEnabled;
  112084. /**
  112085. * Defines if the material uses sheen.
  112086. */
  112087. isEnabled: boolean;
  112088. private _linkSheenWithAlbedo;
  112089. /**
  112090. * Defines if the sheen is linked to the sheen color.
  112091. */
  112092. linkSheenWithAlbedo: boolean;
  112093. /**
  112094. * Defines the sheen intensity.
  112095. */
  112096. intensity: number;
  112097. /**
  112098. * Defines the sheen color.
  112099. */
  112100. color: Color3;
  112101. private _texture;
  112102. /**
  112103. * Stores the sheen tint values in a texture.
  112104. * rgb is tint
  112105. * a is a intensity
  112106. */
  112107. texture: Nullable<BaseTexture>;
  112108. /** @hidden */
  112109. private _internalMarkAllSubMeshesAsTexturesDirty;
  112110. /** @hidden */
  112111. _markAllSubMeshesAsTexturesDirty(): void;
  112112. /**
  112113. * Instantiate a new istance of clear coat configuration.
  112114. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  112115. */
  112116. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  112117. /**
  112118. * Specifies that the submesh is ready to be used.
  112119. * @param defines the list of "defines" to update.
  112120. * @param scene defines the scene the material belongs to.
  112121. * @returns - boolean indicating that the submesh is ready or not.
  112122. */
  112123. isReadyForSubMesh(defines: IMaterialSheenDefines, scene: Scene): boolean;
  112124. /**
  112125. * Checks to see if a texture is used in the material.
  112126. * @param defines the list of "defines" to update.
  112127. * @param scene defines the scene the material belongs to.
  112128. */
  112129. prepareDefines(defines: IMaterialSheenDefines, scene: Scene): void;
  112130. /**
  112131. * Binds the material data.
  112132. * @param uniformBuffer defines the Uniform buffer to fill in.
  112133. * @param scene defines the scene the material belongs to.
  112134. * @param isFrozen defines wether the material is frozen or not.
  112135. */
  112136. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  112137. /**
  112138. * Checks to see if a texture is used in the material.
  112139. * @param texture - Base texture to use.
  112140. * @returns - Boolean specifying if a texture is used in the material.
  112141. */
  112142. hasTexture(texture: BaseTexture): boolean;
  112143. /**
  112144. * Returns an array of the actively used textures.
  112145. * @param activeTextures Array of BaseTextures
  112146. */
  112147. getActiveTextures(activeTextures: BaseTexture[]): void;
  112148. /**
  112149. * Returns the animatable textures.
  112150. * @param animatables Array of animatable textures.
  112151. */
  112152. getAnimatables(animatables: IAnimatable[]): void;
  112153. /**
  112154. * Disposes the resources of the material.
  112155. * @param forceDisposeTextures - Forces the disposal of all textures.
  112156. */
  112157. dispose(forceDisposeTextures?: boolean): void;
  112158. /**
  112159. * Get the current class name of the texture useful for serialization or dynamic coding.
  112160. * @returns "PBRSheenConfiguration"
  112161. */
  112162. getClassName(): string;
  112163. /**
  112164. * Add fallbacks to the effect fallbacks list.
  112165. * @param defines defines the Base texture to use.
  112166. * @param fallbacks defines the current fallback list.
  112167. * @param currentRank defines the current fallback rank.
  112168. * @returns the new fallback rank.
  112169. */
  112170. static AddFallbacks(defines: IMaterialSheenDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  112171. /**
  112172. * Add the required uniforms to the current list.
  112173. * @param uniforms defines the current uniform list.
  112174. */
  112175. static AddUniforms(uniforms: string[]): void;
  112176. /**
  112177. * Add the required uniforms to the current buffer.
  112178. * @param uniformBuffer defines the current uniform buffer.
  112179. */
  112180. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  112181. /**
  112182. * Add the required samplers to the current list.
  112183. * @param samplers defines the current sampler list.
  112184. */
  112185. static AddSamplers(samplers: string[]): void;
  112186. /**
  112187. * Makes a duplicate of the current configuration into another one.
  112188. * @param sheenConfiguration define the config where to copy the info
  112189. */
  112190. copyTo(sheenConfiguration: PBRSheenConfiguration): void;
  112191. /**
  112192. * Serializes this BRDF configuration.
  112193. * @returns - An object with the serialized config.
  112194. */
  112195. serialize(): any;
  112196. /**
  112197. * Parses a anisotropy Configuration from a serialized object.
  112198. * @param source - Serialized object.
  112199. * @param scene Defines the scene we are parsing for
  112200. * @param rootUrl Defines the rootUrl to load from
  112201. */
  112202. parse(source: any, scene: Scene, rootUrl: string): void;
  112203. }
  112204. }
  112205. declare module BABYLON {
  112206. /**
  112207. * @hidden
  112208. */
  112209. export interface IMaterialSubSurfaceDefines {
  112210. SUBSURFACE: boolean;
  112211. SS_REFRACTION: boolean;
  112212. SS_TRANSLUCENCY: boolean;
  112213. SS_SCATERRING: boolean;
  112214. SS_THICKNESSANDMASK_TEXTURE: boolean;
  112215. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  112216. SS_REFRACTIONMAP_3D: boolean;
  112217. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  112218. SS_LODINREFRACTIONALPHA: boolean;
  112219. SS_GAMMAREFRACTION: boolean;
  112220. SS_RGBDREFRACTION: boolean;
  112221. SS_LINEARSPECULARREFRACTION: boolean;
  112222. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  112223. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  112224. /** @hidden */
  112225. _areTexturesDirty: boolean;
  112226. }
  112227. /**
  112228. * Define the code related to the sub surface parameters of the pbr material.
  112229. */
  112230. export class PBRSubSurfaceConfiguration {
  112231. private _isRefractionEnabled;
  112232. /**
  112233. * Defines if the refraction is enabled in the material.
  112234. */
  112235. isRefractionEnabled: boolean;
  112236. private _isTranslucencyEnabled;
  112237. /**
  112238. * Defines if the translucency is enabled in the material.
  112239. */
  112240. isTranslucencyEnabled: boolean;
  112241. private _isScatteringEnabled;
  112242. /**
  112243. * Defines the refraction intensity of the material.
  112244. * The refraction when enabled replaces the Diffuse part of the material.
  112245. * The intensity helps transitionning between diffuse and refraction.
  112246. */
  112247. refractionIntensity: number;
  112248. /**
  112249. * Defines the translucency intensity of the material.
  112250. * When translucency has been enabled, this defines how much of the "translucency"
  112251. * is addded to the diffuse part of the material.
  112252. */
  112253. translucencyIntensity: number;
  112254. /**
  112255. * Defines the scattering intensity of the material.
  112256. * When scattering has been enabled, this defines how much of the "scattered light"
  112257. * is addded to the diffuse part of the material.
  112258. */
  112259. scatteringIntensity: number;
  112260. private _thicknessTexture;
  112261. /**
  112262. * Stores the average thickness of a mesh in a texture (The texture is holding the values linearly).
  112263. * The red channel of the texture should contain the thickness remapped between 0 and 1.
  112264. * 0 would mean minimumThickness
  112265. * 1 would mean maximumThickness
  112266. * The other channels might be use as a mask to vary the different effects intensity.
  112267. */
  112268. thicknessTexture: Nullable<BaseTexture>;
  112269. private _refractionTexture;
  112270. /**
  112271. * Defines the texture to use for refraction.
  112272. */
  112273. refractionTexture: Nullable<BaseTexture>;
  112274. private _indexOfRefraction;
  112275. /**
  112276. * Defines the index of refraction used in the material.
  112277. * https://en.wikipedia.org/wiki/List_of_refractive_indices
  112278. */
  112279. indexOfRefraction: number;
  112280. private _invertRefractionY;
  112281. /**
  112282. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  112283. */
  112284. invertRefractionY: boolean;
  112285. private _linkRefractionWithTransparency;
  112286. /**
  112287. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  112288. * Materials half opaque for instance using refraction could benefit from this control.
  112289. */
  112290. linkRefractionWithTransparency: boolean;
  112291. /**
  112292. * Defines the minimum thickness stored in the thickness map.
  112293. * If no thickness map is defined, this value will be used to simulate thickness.
  112294. */
  112295. minimumThickness: number;
  112296. /**
  112297. * Defines the maximum thickness stored in the thickness map.
  112298. */
  112299. maximumThickness: number;
  112300. /**
  112301. * Defines the volume tint of the material.
  112302. * This is used for both translucency and scattering.
  112303. */
  112304. tintColor: Color3;
  112305. /**
  112306. * Defines the distance at which the tint color should be found in the media.
  112307. * This is used for refraction only.
  112308. */
  112309. tintColorAtDistance: number;
  112310. /**
  112311. * Defines how far each channel transmit through the media.
  112312. * It is defined as a color to simplify it selection.
  112313. */
  112314. diffusionDistance: Color3;
  112315. private _useMaskFromThicknessTexture;
  112316. /**
  112317. * Stores the intensity of the different subsurface effects in the thickness texture.
  112318. * * the green channel is the translucency intensity.
  112319. * * the blue channel is the scattering intensity.
  112320. * * the alpha channel is the refraction intensity.
  112321. */
  112322. useMaskFromThicknessTexture: boolean;
  112323. /** @hidden */
  112324. private _internalMarkAllSubMeshesAsTexturesDirty;
  112325. /** @hidden */
  112326. _markAllSubMeshesAsTexturesDirty(): void;
  112327. /**
  112328. * Instantiate a new istance of sub surface configuration.
  112329. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  112330. */
  112331. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  112332. /**
  112333. * Gets wehter the submesh is ready to be used or not.
  112334. * @param defines the list of "defines" to update.
  112335. * @param scene defines the scene the material belongs to.
  112336. * @returns - boolean indicating that the submesh is ready or not.
  112337. */
  112338. isReadyForSubMesh(defines: IMaterialSubSurfaceDefines, scene: Scene): boolean;
  112339. /**
  112340. * Checks to see if a texture is used in the material.
  112341. * @param defines the list of "defines" to update.
  112342. * @param scene defines the scene to the material belongs to.
  112343. */
  112344. prepareDefines(defines: IMaterialSubSurfaceDefines, scene: Scene): void;
  112345. /**
  112346. * Binds the material data.
  112347. * @param uniformBuffer defines the Uniform buffer to fill in.
  112348. * @param scene defines the scene the material belongs to.
  112349. * @param engine defines the engine the material belongs to.
  112350. * @param isFrozen defines wether the material is frozen or not.
  112351. * @param lodBasedMicrosurface defines wether the material relies on lod based microsurface or not.
  112352. */
  112353. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, isFrozen: boolean, lodBasedMicrosurface: boolean): void;
  112354. /**
  112355. * Unbinds the material from the mesh.
  112356. * @param activeEffect defines the effect that should be unbound from.
  112357. * @returns true if unbound, otherwise false
  112358. */
  112359. unbind(activeEffect: Effect): boolean;
  112360. /**
  112361. * Returns the texture used for refraction or null if none is used.
  112362. * @param scene defines the scene the material belongs to.
  112363. * @returns - Refraction texture if present. If no refraction texture and refraction
  112364. * is linked with transparency, returns environment texture. Otherwise, returns null.
  112365. */
  112366. private _getRefractionTexture;
  112367. /**
  112368. * Returns true if alpha blending should be disabled.
  112369. */
  112370. readonly disableAlphaBlending: boolean;
  112371. /**
  112372. * Fills the list of render target textures.
  112373. * @param renderTargets the list of render targets to update
  112374. */
  112375. fillRenderTargetTextures(renderTargets: SmartArray<RenderTargetTexture>): void;
  112376. /**
  112377. * Checks to see if a texture is used in the material.
  112378. * @param texture - Base texture to use.
  112379. * @returns - Boolean specifying if a texture is used in the material.
  112380. */
  112381. hasTexture(texture: BaseTexture): boolean;
  112382. /**
  112383. * Gets a boolean indicating that current material needs to register RTT
  112384. * @returns true if this uses a render target otherwise false.
  112385. */
  112386. hasRenderTargetTextures(): boolean;
  112387. /**
  112388. * Returns an array of the actively used textures.
  112389. * @param activeTextures Array of BaseTextures
  112390. */
  112391. getActiveTextures(activeTextures: BaseTexture[]): void;
  112392. /**
  112393. * Returns the animatable textures.
  112394. * @param animatables Array of animatable textures.
  112395. */
  112396. getAnimatables(animatables: IAnimatable[]): void;
  112397. /**
  112398. * Disposes the resources of the material.
  112399. * @param forceDisposeTextures - Forces the disposal of all textures.
  112400. */
  112401. dispose(forceDisposeTextures?: boolean): void;
  112402. /**
  112403. * Get the current class name of the texture useful for serialization or dynamic coding.
  112404. * @returns "PBRSubSurfaceConfiguration"
  112405. */
  112406. getClassName(): string;
  112407. /**
  112408. * Add fallbacks to the effect fallbacks list.
  112409. * @param defines defines the Base texture to use.
  112410. * @param fallbacks defines the current fallback list.
  112411. * @param currentRank defines the current fallback rank.
  112412. * @returns the new fallback rank.
  112413. */
  112414. static AddFallbacks(defines: IMaterialSubSurfaceDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  112415. /**
  112416. * Add the required uniforms to the current list.
  112417. * @param uniforms defines the current uniform list.
  112418. */
  112419. static AddUniforms(uniforms: string[]): void;
  112420. /**
  112421. * Add the required samplers to the current list.
  112422. * @param samplers defines the current sampler list.
  112423. */
  112424. static AddSamplers(samplers: string[]): void;
  112425. /**
  112426. * Add the required uniforms to the current buffer.
  112427. * @param uniformBuffer defines the current uniform buffer.
  112428. */
  112429. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  112430. /**
  112431. * Makes a duplicate of the current configuration into another one.
  112432. * @param configuration define the config where to copy the info
  112433. */
  112434. copyTo(configuration: PBRSubSurfaceConfiguration): void;
  112435. /**
  112436. * Serializes this Sub Surface configuration.
  112437. * @returns - An object with the serialized config.
  112438. */
  112439. serialize(): any;
  112440. /**
  112441. * Parses a anisotropy Configuration from a serialized object.
  112442. * @param source - Serialized object.
  112443. * @param scene Defines the scene we are parsing for
  112444. * @param rootUrl Defines the rootUrl to load from
  112445. */
  112446. parse(source: any, scene: Scene, rootUrl: string): void;
  112447. }
  112448. }
  112449. declare module BABYLON {
  112450. /** @hidden */
  112451. export var pbrFragmentDeclaration: {
  112452. name: string;
  112453. shader: string;
  112454. };
  112455. }
  112456. declare module BABYLON {
  112457. /** @hidden */
  112458. export var pbrUboDeclaration: {
  112459. name: string;
  112460. shader: string;
  112461. };
  112462. }
  112463. declare module BABYLON {
  112464. /** @hidden */
  112465. export var pbrFragmentExtraDeclaration: {
  112466. name: string;
  112467. shader: string;
  112468. };
  112469. }
  112470. declare module BABYLON {
  112471. /** @hidden */
  112472. export var pbrFragmentSamplersDeclaration: {
  112473. name: string;
  112474. shader: string;
  112475. };
  112476. }
  112477. declare module BABYLON {
  112478. /** @hidden */
  112479. export var pbrHelperFunctions: {
  112480. name: string;
  112481. shader: string;
  112482. };
  112483. }
  112484. declare module BABYLON {
  112485. /** @hidden */
  112486. export var harmonicsFunctions: {
  112487. name: string;
  112488. shader: string;
  112489. };
  112490. }
  112491. declare module BABYLON {
  112492. /** @hidden */
  112493. export var pbrDirectLightingSetupFunctions: {
  112494. name: string;
  112495. shader: string;
  112496. };
  112497. }
  112498. declare module BABYLON {
  112499. /** @hidden */
  112500. export var pbrDirectLightingFalloffFunctions: {
  112501. name: string;
  112502. shader: string;
  112503. };
  112504. }
  112505. declare module BABYLON {
  112506. /** @hidden */
  112507. export var pbrBRDFFunctions: {
  112508. name: string;
  112509. shader: string;
  112510. };
  112511. }
  112512. declare module BABYLON {
  112513. /** @hidden */
  112514. export var pbrDirectLightingFunctions: {
  112515. name: string;
  112516. shader: string;
  112517. };
  112518. }
  112519. declare module BABYLON {
  112520. /** @hidden */
  112521. export var pbrIBLFunctions: {
  112522. name: string;
  112523. shader: string;
  112524. };
  112525. }
  112526. declare module BABYLON {
  112527. /** @hidden */
  112528. export var pbrDebug: {
  112529. name: string;
  112530. shader: string;
  112531. };
  112532. }
  112533. declare module BABYLON {
  112534. /** @hidden */
  112535. export var pbrPixelShader: {
  112536. name: string;
  112537. shader: string;
  112538. };
  112539. }
  112540. declare module BABYLON {
  112541. /** @hidden */
  112542. export var pbrVertexDeclaration: {
  112543. name: string;
  112544. shader: string;
  112545. };
  112546. }
  112547. declare module BABYLON {
  112548. /** @hidden */
  112549. export var pbrVertexShader: {
  112550. name: string;
  112551. shader: string;
  112552. };
  112553. }
  112554. declare module BABYLON {
  112555. /**
  112556. * Manages the defines for the PBR Material.
  112557. * @hidden
  112558. */
  112559. export class PBRMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines, IMaterialClearCoatDefines, IMaterialAnisotropicDefines, IMaterialBRDFDefines, IMaterialSheenDefines, IMaterialSubSurfaceDefines {
  112560. PBR: boolean;
  112561. MAINUV1: boolean;
  112562. MAINUV2: boolean;
  112563. UV1: boolean;
  112564. UV2: boolean;
  112565. ALBEDO: boolean;
  112566. ALBEDODIRECTUV: number;
  112567. VERTEXCOLOR: boolean;
  112568. AMBIENT: boolean;
  112569. AMBIENTDIRECTUV: number;
  112570. AMBIENTINGRAYSCALE: boolean;
  112571. OPACITY: boolean;
  112572. VERTEXALPHA: boolean;
  112573. OPACITYDIRECTUV: number;
  112574. OPACITYRGB: boolean;
  112575. ALPHATEST: boolean;
  112576. DEPTHPREPASS: boolean;
  112577. ALPHABLEND: boolean;
  112578. ALPHAFROMALBEDO: boolean;
  112579. ALPHATESTVALUE: string;
  112580. SPECULAROVERALPHA: boolean;
  112581. RADIANCEOVERALPHA: boolean;
  112582. ALPHAFRESNEL: boolean;
  112583. LINEARALPHAFRESNEL: boolean;
  112584. PREMULTIPLYALPHA: boolean;
  112585. EMISSIVE: boolean;
  112586. EMISSIVEDIRECTUV: number;
  112587. REFLECTIVITY: boolean;
  112588. REFLECTIVITYDIRECTUV: number;
  112589. SPECULARTERM: boolean;
  112590. MICROSURFACEFROMREFLECTIVITYMAP: boolean;
  112591. MICROSURFACEAUTOMATIC: boolean;
  112592. LODBASEDMICROSFURACE: boolean;
  112593. MICROSURFACEMAP: boolean;
  112594. MICROSURFACEMAPDIRECTUV: number;
  112595. METALLICWORKFLOW: boolean;
  112596. ROUGHNESSSTOREINMETALMAPALPHA: boolean;
  112597. ROUGHNESSSTOREINMETALMAPGREEN: boolean;
  112598. METALLNESSSTOREINMETALMAPBLUE: boolean;
  112599. AOSTOREINMETALMAPRED: boolean;
  112600. ENVIRONMENTBRDF: boolean;
  112601. ENVIRONMENTBRDF_RGBD: boolean;
  112602. NORMAL: boolean;
  112603. TANGENT: boolean;
  112604. BUMP: boolean;
  112605. BUMPDIRECTUV: number;
  112606. OBJECTSPACE_NORMALMAP: boolean;
  112607. PARALLAX: boolean;
  112608. PARALLAXOCCLUSION: boolean;
  112609. NORMALXYSCALE: boolean;
  112610. LIGHTMAP: boolean;
  112611. LIGHTMAPDIRECTUV: number;
  112612. USELIGHTMAPASSHADOWMAP: boolean;
  112613. GAMMALIGHTMAP: boolean;
  112614. RGBDLIGHTMAP: boolean;
  112615. REFLECTION: boolean;
  112616. REFLECTIONMAP_3D: boolean;
  112617. REFLECTIONMAP_SPHERICAL: boolean;
  112618. REFLECTIONMAP_PLANAR: boolean;
  112619. REFLECTIONMAP_CUBIC: boolean;
  112620. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  112621. REFLECTIONMAP_PROJECTION: boolean;
  112622. REFLECTIONMAP_SKYBOX: boolean;
  112623. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  112624. REFLECTIONMAP_EXPLICIT: boolean;
  112625. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  112626. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  112627. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  112628. INVERTCUBICMAP: boolean;
  112629. USESPHERICALFROMREFLECTIONMAP: boolean;
  112630. USEIRRADIANCEMAP: boolean;
  112631. SPHERICAL_HARMONICS: boolean;
  112632. USESPHERICALINVERTEX: boolean;
  112633. REFLECTIONMAP_OPPOSITEZ: boolean;
  112634. LODINREFLECTIONALPHA: boolean;
  112635. GAMMAREFLECTION: boolean;
  112636. RGBDREFLECTION: boolean;
  112637. LINEARSPECULARREFLECTION: boolean;
  112638. RADIANCEOCCLUSION: boolean;
  112639. HORIZONOCCLUSION: boolean;
  112640. INSTANCES: boolean;
  112641. NUM_BONE_INFLUENCERS: number;
  112642. BonesPerMesh: number;
  112643. BONETEXTURE: boolean;
  112644. NONUNIFORMSCALING: boolean;
  112645. MORPHTARGETS: boolean;
  112646. MORPHTARGETS_NORMAL: boolean;
  112647. MORPHTARGETS_TANGENT: boolean;
  112648. MORPHTARGETS_UV: boolean;
  112649. NUM_MORPH_INFLUENCERS: number;
  112650. IMAGEPROCESSING: boolean;
  112651. VIGNETTE: boolean;
  112652. VIGNETTEBLENDMODEMULTIPLY: boolean;
  112653. VIGNETTEBLENDMODEOPAQUE: boolean;
  112654. TONEMAPPING: boolean;
  112655. TONEMAPPING_ACES: boolean;
  112656. CONTRAST: boolean;
  112657. COLORCURVES: boolean;
  112658. COLORGRADING: boolean;
  112659. COLORGRADING3D: boolean;
  112660. SAMPLER3DGREENDEPTH: boolean;
  112661. SAMPLER3DBGRMAP: boolean;
  112662. IMAGEPROCESSINGPOSTPROCESS: boolean;
  112663. EXPOSURE: boolean;
  112664. MULTIVIEW: boolean;
  112665. USEPHYSICALLIGHTFALLOFF: boolean;
  112666. USEGLTFLIGHTFALLOFF: boolean;
  112667. TWOSIDEDLIGHTING: boolean;
  112668. SHADOWFLOAT: boolean;
  112669. CLIPPLANE: boolean;
  112670. CLIPPLANE2: boolean;
  112671. CLIPPLANE3: boolean;
  112672. CLIPPLANE4: boolean;
  112673. POINTSIZE: boolean;
  112674. FOG: boolean;
  112675. LOGARITHMICDEPTH: boolean;
  112676. FORCENORMALFORWARD: boolean;
  112677. SPECULARAA: boolean;
  112678. CLEARCOAT: boolean;
  112679. CLEARCOAT_DEFAULTIOR: boolean;
  112680. CLEARCOAT_TEXTURE: boolean;
  112681. CLEARCOAT_TEXTUREDIRECTUV: number;
  112682. CLEARCOAT_BUMP: boolean;
  112683. CLEARCOAT_BUMPDIRECTUV: number;
  112684. CLEARCOAT_TINT: boolean;
  112685. CLEARCOAT_TINT_TEXTURE: boolean;
  112686. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  112687. ANISOTROPIC: boolean;
  112688. ANISOTROPIC_TEXTURE: boolean;
  112689. ANISOTROPIC_TEXTUREDIRECTUV: number;
  112690. BRDF_V_HEIGHT_CORRELATED: boolean;
  112691. MS_BRDF_ENERGY_CONSERVATION: boolean;
  112692. SHEEN: boolean;
  112693. SHEEN_TEXTURE: boolean;
  112694. SHEEN_TEXTUREDIRECTUV: number;
  112695. SHEEN_LINKWITHALBEDO: boolean;
  112696. SUBSURFACE: boolean;
  112697. SS_REFRACTION: boolean;
  112698. SS_TRANSLUCENCY: boolean;
  112699. SS_SCATERRING: boolean;
  112700. SS_THICKNESSANDMASK_TEXTURE: boolean;
  112701. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  112702. SS_REFRACTIONMAP_3D: boolean;
  112703. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  112704. SS_LODINREFRACTIONALPHA: boolean;
  112705. SS_GAMMAREFRACTION: boolean;
  112706. SS_RGBDREFRACTION: boolean;
  112707. SS_LINEARSPECULARREFRACTION: boolean;
  112708. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  112709. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  112710. UNLIT: boolean;
  112711. DEBUGMODE: number;
  112712. /**
  112713. * Initializes the PBR Material defines.
  112714. */
  112715. constructor();
  112716. /**
  112717. * Resets the PBR Material defines.
  112718. */
  112719. reset(): void;
  112720. }
  112721. /**
  112722. * The Physically based material base class of BJS.
  112723. *
  112724. * This offers the main features of a standard PBR material.
  112725. * For more information, please refer to the documentation :
  112726. * https://doc.babylonjs.com/how_to/physically_based_rendering
  112727. */
  112728. export abstract class PBRBaseMaterial extends PushMaterial {
  112729. /**
  112730. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  112731. */
  112732. static readonly PBRMATERIAL_OPAQUE: number;
  112733. /**
  112734. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  112735. */
  112736. static readonly PBRMATERIAL_ALPHATEST: number;
  112737. /**
  112738. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  112739. */
  112740. static readonly PBRMATERIAL_ALPHABLEND: number;
  112741. /**
  112742. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  112743. * They are also discarded below the alpha cutoff threshold to improve performances.
  112744. */
  112745. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  112746. /**
  112747. * Defines the default value of how much AO map is occluding the analytical lights
  112748. * (point spot...).
  112749. */
  112750. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  112751. /**
  112752. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  112753. */
  112754. static readonly LIGHTFALLOFF_PHYSICAL: number;
  112755. /**
  112756. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  112757. * to enhance interoperability with other engines.
  112758. */
  112759. static readonly LIGHTFALLOFF_GLTF: number;
  112760. /**
  112761. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  112762. * to enhance interoperability with other materials.
  112763. */
  112764. static readonly LIGHTFALLOFF_STANDARD: number;
  112765. /**
  112766. * Intensity of the direct lights e.g. the four lights available in your scene.
  112767. * This impacts both the direct diffuse and specular highlights.
  112768. */
  112769. protected _directIntensity: number;
  112770. /**
  112771. * Intensity of the emissive part of the material.
  112772. * This helps controlling the emissive effect without modifying the emissive color.
  112773. */
  112774. protected _emissiveIntensity: number;
  112775. /**
  112776. * Intensity of the environment e.g. how much the environment will light the object
  112777. * either through harmonics for rough material or through the refelction for shiny ones.
  112778. */
  112779. protected _environmentIntensity: number;
  112780. /**
  112781. * This is a special control allowing the reduction of the specular highlights coming from the
  112782. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  112783. */
  112784. protected _specularIntensity: number;
  112785. /**
  112786. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  112787. */
  112788. private _lightingInfos;
  112789. /**
  112790. * Debug Control allowing disabling the bump map on this material.
  112791. */
  112792. protected _disableBumpMap: boolean;
  112793. /**
  112794. * AKA Diffuse Texture in standard nomenclature.
  112795. */
  112796. protected _albedoTexture: Nullable<BaseTexture>;
  112797. /**
  112798. * AKA Occlusion Texture in other nomenclature.
  112799. */
  112800. protected _ambientTexture: Nullable<BaseTexture>;
  112801. /**
  112802. * AKA Occlusion Texture Intensity in other nomenclature.
  112803. */
  112804. protected _ambientTextureStrength: number;
  112805. /**
  112806. * Defines how much the AO map is occluding the analytical lights (point spot...).
  112807. * 1 means it completely occludes it
  112808. * 0 mean it has no impact
  112809. */
  112810. protected _ambientTextureImpactOnAnalyticalLights: number;
  112811. /**
  112812. * Stores the alpha values in a texture.
  112813. */
  112814. protected _opacityTexture: Nullable<BaseTexture>;
  112815. /**
  112816. * Stores the reflection values in a texture.
  112817. */
  112818. protected _reflectionTexture: Nullable<BaseTexture>;
  112819. /**
  112820. * Stores the emissive values in a texture.
  112821. */
  112822. protected _emissiveTexture: Nullable<BaseTexture>;
  112823. /**
  112824. * AKA Specular texture in other nomenclature.
  112825. */
  112826. protected _reflectivityTexture: Nullable<BaseTexture>;
  112827. /**
  112828. * Used to switch from specular/glossiness to metallic/roughness workflow.
  112829. */
  112830. protected _metallicTexture: Nullable<BaseTexture>;
  112831. /**
  112832. * Specifies the metallic scalar of the metallic/roughness workflow.
  112833. * Can also be used to scale the metalness values of the metallic texture.
  112834. */
  112835. protected _metallic: Nullable<number>;
  112836. /**
  112837. * Specifies the roughness scalar of the metallic/roughness workflow.
  112838. * Can also be used to scale the roughness values of the metallic texture.
  112839. */
  112840. protected _roughness: Nullable<number>;
  112841. /**
  112842. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  112843. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  112844. */
  112845. protected _microSurfaceTexture: Nullable<BaseTexture>;
  112846. /**
  112847. * Stores surface normal data used to displace a mesh in a texture.
  112848. */
  112849. protected _bumpTexture: Nullable<BaseTexture>;
  112850. /**
  112851. * Stores the pre-calculated light information of a mesh in a texture.
  112852. */
  112853. protected _lightmapTexture: Nullable<BaseTexture>;
  112854. /**
  112855. * The color of a material in ambient lighting.
  112856. */
  112857. protected _ambientColor: Color3;
  112858. /**
  112859. * AKA Diffuse Color in other nomenclature.
  112860. */
  112861. protected _albedoColor: Color3;
  112862. /**
  112863. * AKA Specular Color in other nomenclature.
  112864. */
  112865. protected _reflectivityColor: Color3;
  112866. /**
  112867. * The color applied when light is reflected from a material.
  112868. */
  112869. protected _reflectionColor: Color3;
  112870. /**
  112871. * The color applied when light is emitted from a material.
  112872. */
  112873. protected _emissiveColor: Color3;
  112874. /**
  112875. * AKA Glossiness in other nomenclature.
  112876. */
  112877. protected _microSurface: number;
  112878. /**
  112879. * Specifies that the material will use the light map as a show map.
  112880. */
  112881. protected _useLightmapAsShadowmap: boolean;
  112882. /**
  112883. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  112884. * makes the reflect vector face the model (under horizon).
  112885. */
  112886. protected _useHorizonOcclusion: boolean;
  112887. /**
  112888. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  112889. * too much the area relying on ambient texture to define their ambient occlusion.
  112890. */
  112891. protected _useRadianceOcclusion: boolean;
  112892. /**
  112893. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  112894. */
  112895. protected _useAlphaFromAlbedoTexture: boolean;
  112896. /**
  112897. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  112898. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  112899. */
  112900. protected _useSpecularOverAlpha: boolean;
  112901. /**
  112902. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  112903. */
  112904. protected _useMicroSurfaceFromReflectivityMapAlpha: boolean;
  112905. /**
  112906. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  112907. */
  112908. protected _useRoughnessFromMetallicTextureAlpha: boolean;
  112909. /**
  112910. * Specifies if the metallic texture contains the roughness information in its green channel.
  112911. */
  112912. protected _useRoughnessFromMetallicTextureGreen: boolean;
  112913. /**
  112914. * Specifies if the metallic texture contains the metallness information in its blue channel.
  112915. */
  112916. protected _useMetallnessFromMetallicTextureBlue: boolean;
  112917. /**
  112918. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  112919. */
  112920. protected _useAmbientOcclusionFromMetallicTextureRed: boolean;
  112921. /**
  112922. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  112923. */
  112924. protected _useAmbientInGrayScale: boolean;
  112925. /**
  112926. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  112927. * The material will try to infer what glossiness each pixel should be.
  112928. */
  112929. protected _useAutoMicroSurfaceFromReflectivityMap: boolean;
  112930. /**
  112931. * Defines the falloff type used in this material.
  112932. * It by default is Physical.
  112933. */
  112934. protected _lightFalloff: number;
  112935. /**
  112936. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  112937. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  112938. */
  112939. protected _useRadianceOverAlpha: boolean;
  112940. /**
  112941. * Allows using an object space normal map (instead of tangent space).
  112942. */
  112943. protected _useObjectSpaceNormalMap: boolean;
  112944. /**
  112945. * Allows using the bump map in parallax mode.
  112946. */
  112947. protected _useParallax: boolean;
  112948. /**
  112949. * Allows using the bump map in parallax occlusion mode.
  112950. */
  112951. protected _useParallaxOcclusion: boolean;
  112952. /**
  112953. * Controls the scale bias of the parallax mode.
  112954. */
  112955. protected _parallaxScaleBias: number;
  112956. /**
  112957. * If sets to true, disables all the lights affecting the material.
  112958. */
  112959. protected _disableLighting: boolean;
  112960. /**
  112961. * Number of Simultaneous lights allowed on the material.
  112962. */
  112963. protected _maxSimultaneousLights: number;
  112964. /**
  112965. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  112966. */
  112967. protected _invertNormalMapX: boolean;
  112968. /**
  112969. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  112970. */
  112971. protected _invertNormalMapY: boolean;
  112972. /**
  112973. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  112974. */
  112975. protected _twoSidedLighting: boolean;
  112976. /**
  112977. * Defines the alpha limits in alpha test mode.
  112978. */
  112979. protected _alphaCutOff: number;
  112980. /**
  112981. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  112982. */
  112983. protected _forceAlphaTest: boolean;
  112984. /**
  112985. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  112986. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  112987. */
  112988. protected _useAlphaFresnel: boolean;
  112989. /**
  112990. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  112991. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  112992. */
  112993. protected _useLinearAlphaFresnel: boolean;
  112994. /**
  112995. * The transparency mode of the material.
  112996. */
  112997. protected _transparencyMode: Nullable<number>;
  112998. /**
  112999. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  113000. * from cos thetav and roughness:
  113001. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  113002. */
  113003. protected _environmentBRDFTexture: Nullable<BaseTexture>;
  113004. /**
  113005. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  113006. */
  113007. protected _forceIrradianceInFragment: boolean;
  113008. /**
  113009. * Force normal to face away from face.
  113010. */
  113011. protected _forceNormalForward: boolean;
  113012. /**
  113013. * Enables specular anti aliasing in the PBR shader.
  113014. * It will both interacts on the Geometry for analytical and IBL lighting.
  113015. * It also prefilter the roughness map based on the bump values.
  113016. */
  113017. protected _enableSpecularAntiAliasing: boolean;
  113018. /**
  113019. * Default configuration related to image processing available in the PBR Material.
  113020. */
  113021. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  113022. /**
  113023. * Keep track of the image processing observer to allow dispose and replace.
  113024. */
  113025. private _imageProcessingObserver;
  113026. /**
  113027. * Attaches a new image processing configuration to the PBR Material.
  113028. * @param configuration
  113029. */
  113030. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  113031. /**
  113032. * Stores the available render targets.
  113033. */
  113034. private _renderTargets;
  113035. /**
  113036. * Sets the global ambient color for the material used in lighting calculations.
  113037. */
  113038. private _globalAmbientColor;
  113039. /**
  113040. * Enables the use of logarithmic depth buffers, which is good for wide depth buffers.
  113041. */
  113042. private _useLogarithmicDepth;
  113043. /**
  113044. * If set to true, no lighting calculations will be applied.
  113045. */
  113046. private _unlit;
  113047. private _debugMode;
  113048. /**
  113049. * @hidden
  113050. * This is reserved for the inspector.
  113051. * Defines the material debug mode.
  113052. * It helps seeing only some components of the material while troubleshooting.
  113053. */
  113054. debugMode: number;
  113055. /**
  113056. * @hidden
  113057. * This is reserved for the inspector.
  113058. * Specify from where on screen the debug mode should start.
  113059. * The value goes from -1 (full screen) to 1 (not visible)
  113060. * It helps with side by side comparison against the final render
  113061. * This defaults to -1
  113062. */
  113063. private debugLimit;
  113064. /**
  113065. * @hidden
  113066. * This is reserved for the inspector.
  113067. * As the default viewing range might not be enough (if the ambient is really small for instance)
  113068. * You can use the factor to better multiply the final value.
  113069. */
  113070. private debugFactor;
  113071. /**
  113072. * Defines the clear coat layer parameters for the material.
  113073. */
  113074. readonly clearCoat: PBRClearCoatConfiguration;
  113075. /**
  113076. * Defines the anisotropic parameters for the material.
  113077. */
  113078. readonly anisotropy: PBRAnisotropicConfiguration;
  113079. /**
  113080. * Defines the BRDF parameters for the material.
  113081. */
  113082. readonly brdf: PBRBRDFConfiguration;
  113083. /**
  113084. * Defines the Sheen parameters for the material.
  113085. */
  113086. readonly sheen: PBRSheenConfiguration;
  113087. /**
  113088. * Defines the SubSurface parameters for the material.
  113089. */
  113090. readonly subSurface: PBRSubSurfaceConfiguration;
  113091. /**
  113092. * Custom callback helping to override the default shader used in the material.
  113093. */
  113094. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: PBRMaterialDefines) => string;
  113095. protected _rebuildInParallel: boolean;
  113096. /**
  113097. * Instantiates a new PBRMaterial instance.
  113098. *
  113099. * @param name The material name
  113100. * @param scene The scene the material will be use in.
  113101. */
  113102. constructor(name: string, scene: Scene);
  113103. /**
  113104. * Gets a boolean indicating that current material needs to register RTT
  113105. */
  113106. readonly hasRenderTargetTextures: boolean;
  113107. /**
  113108. * Gets the name of the material class.
  113109. */
  113110. getClassName(): string;
  113111. /**
  113112. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  113113. */
  113114. /**
  113115. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  113116. */
  113117. useLogarithmicDepth: boolean;
  113118. /**
  113119. * Gets the current transparency mode.
  113120. */
  113121. /**
  113122. * Sets the transparency mode of the material.
  113123. *
  113124. * | Value | Type | Description |
  113125. * | ----- | ----------------------------------- | ----------- |
  113126. * | 0 | OPAQUE | |
  113127. * | 1 | ALPHATEST | |
  113128. * | 2 | ALPHABLEND | |
  113129. * | 3 | ALPHATESTANDBLEND | |
  113130. *
  113131. */
  113132. transparencyMode: Nullable<number>;
  113133. /**
  113134. * Returns true if alpha blending should be disabled.
  113135. */
  113136. private readonly _disableAlphaBlending;
  113137. /**
  113138. * Specifies whether or not this material should be rendered in alpha blend mode.
  113139. */
  113140. needAlphaBlending(): boolean;
  113141. /**
  113142. * Specifies if the mesh will require alpha blending.
  113143. * @param mesh - BJS mesh.
  113144. */
  113145. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  113146. /**
  113147. * Specifies whether or not this material should be rendered in alpha test mode.
  113148. */
  113149. needAlphaTesting(): boolean;
  113150. /**
  113151. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  113152. */
  113153. protected _shouldUseAlphaFromAlbedoTexture(): boolean;
  113154. /**
  113155. * Gets the texture used for the alpha test.
  113156. */
  113157. getAlphaTestTexture(): Nullable<BaseTexture>;
  113158. /**
  113159. * Specifies that the submesh is ready to be used.
  113160. * @param mesh - BJS mesh.
  113161. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  113162. * @param useInstances - Specifies that instances should be used.
  113163. * @returns - boolean indicating that the submesh is ready or not.
  113164. */
  113165. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  113166. /**
  113167. * Specifies if the material uses metallic roughness workflow.
  113168. * @returns boolean specifiying if the material uses metallic roughness workflow.
  113169. */
  113170. isMetallicWorkflow(): boolean;
  113171. private _prepareEffect;
  113172. private _prepareDefines;
  113173. /**
  113174. * Force shader compilation
  113175. */
  113176. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
  113177. clipPlane: boolean;
  113178. }>): void;
  113179. /**
  113180. * Initializes the uniform buffer layout for the shader.
  113181. */
  113182. buildUniformLayout(): void;
  113183. /**
  113184. * Unbinds the material from the mesh
  113185. */
  113186. unbind(): void;
  113187. /**
  113188. * Binds the submesh data.
  113189. * @param world - The world matrix.
  113190. * @param mesh - The BJS mesh.
  113191. * @param subMesh - A submesh of the BJS mesh.
  113192. */
  113193. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  113194. /**
  113195. * Returns the animatable textures.
  113196. * @returns - Array of animatable textures.
  113197. */
  113198. getAnimatables(): IAnimatable[];
  113199. /**
  113200. * Returns the texture used for reflections.
  113201. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  113202. */
  113203. private _getReflectionTexture;
  113204. /**
  113205. * Returns an array of the actively used textures.
  113206. * @returns - Array of BaseTextures
  113207. */
  113208. getActiveTextures(): BaseTexture[];
  113209. /**
  113210. * Checks to see if a texture is used in the material.
  113211. * @param texture - Base texture to use.
  113212. * @returns - Boolean specifying if a texture is used in the material.
  113213. */
  113214. hasTexture(texture: BaseTexture): boolean;
  113215. /**
  113216. * Disposes the resources of the material.
  113217. * @param forceDisposeEffect - Forces the disposal of effects.
  113218. * @param forceDisposeTextures - Forces the disposal of all textures.
  113219. */
  113220. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  113221. }
  113222. }
  113223. declare module BABYLON {
  113224. /**
  113225. * The Physically based material of BJS.
  113226. *
  113227. * This offers the main features of a standard PBR material.
  113228. * For more information, please refer to the documentation :
  113229. * https://doc.babylonjs.com/how_to/physically_based_rendering
  113230. */
  113231. export class PBRMaterial extends PBRBaseMaterial {
  113232. /**
  113233. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  113234. */
  113235. static readonly PBRMATERIAL_OPAQUE: number;
  113236. /**
  113237. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  113238. */
  113239. static readonly PBRMATERIAL_ALPHATEST: number;
  113240. /**
  113241. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  113242. */
  113243. static readonly PBRMATERIAL_ALPHABLEND: number;
  113244. /**
  113245. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  113246. * They are also discarded below the alpha cutoff threshold to improve performances.
  113247. */
  113248. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  113249. /**
  113250. * Defines the default value of how much AO map is occluding the analytical lights
  113251. * (point spot...).
  113252. */
  113253. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  113254. /**
  113255. * Intensity of the direct lights e.g. the four lights available in your scene.
  113256. * This impacts both the direct diffuse and specular highlights.
  113257. */
  113258. directIntensity: number;
  113259. /**
  113260. * Intensity of the emissive part of the material.
  113261. * This helps controlling the emissive effect without modifying the emissive color.
  113262. */
  113263. emissiveIntensity: number;
  113264. /**
  113265. * Intensity of the environment e.g. how much the environment will light the object
  113266. * either through harmonics for rough material or through the refelction for shiny ones.
  113267. */
  113268. environmentIntensity: number;
  113269. /**
  113270. * This is a special control allowing the reduction of the specular highlights coming from the
  113271. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  113272. */
  113273. specularIntensity: number;
  113274. /**
  113275. * Debug Control allowing disabling the bump map on this material.
  113276. */
  113277. disableBumpMap: boolean;
  113278. /**
  113279. * AKA Diffuse Texture in standard nomenclature.
  113280. */
  113281. albedoTexture: BaseTexture;
  113282. /**
  113283. * AKA Occlusion Texture in other nomenclature.
  113284. */
  113285. ambientTexture: BaseTexture;
  113286. /**
  113287. * AKA Occlusion Texture Intensity in other nomenclature.
  113288. */
  113289. ambientTextureStrength: number;
  113290. /**
  113291. * Defines how much the AO map is occluding the analytical lights (point spot...).
  113292. * 1 means it completely occludes it
  113293. * 0 mean it has no impact
  113294. */
  113295. ambientTextureImpactOnAnalyticalLights: number;
  113296. /**
  113297. * Stores the alpha values in a texture.
  113298. */
  113299. opacityTexture: BaseTexture;
  113300. /**
  113301. * Stores the reflection values in a texture.
  113302. */
  113303. reflectionTexture: Nullable<BaseTexture>;
  113304. /**
  113305. * Stores the emissive values in a texture.
  113306. */
  113307. emissiveTexture: BaseTexture;
  113308. /**
  113309. * AKA Specular texture in other nomenclature.
  113310. */
  113311. reflectivityTexture: BaseTexture;
  113312. /**
  113313. * Used to switch from specular/glossiness to metallic/roughness workflow.
  113314. */
  113315. metallicTexture: BaseTexture;
  113316. /**
  113317. * Specifies the metallic scalar of the metallic/roughness workflow.
  113318. * Can also be used to scale the metalness values of the metallic texture.
  113319. */
  113320. metallic: Nullable<number>;
  113321. /**
  113322. * Specifies the roughness scalar of the metallic/roughness workflow.
  113323. * Can also be used to scale the roughness values of the metallic texture.
  113324. */
  113325. roughness: Nullable<number>;
  113326. /**
  113327. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  113328. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  113329. */
  113330. microSurfaceTexture: BaseTexture;
  113331. /**
  113332. * Stores surface normal data used to displace a mesh in a texture.
  113333. */
  113334. bumpTexture: BaseTexture;
  113335. /**
  113336. * Stores the pre-calculated light information of a mesh in a texture.
  113337. */
  113338. lightmapTexture: BaseTexture;
  113339. /**
  113340. * Stores the refracted light information in a texture.
  113341. */
  113342. refractionTexture: Nullable<BaseTexture>;
  113343. /**
  113344. * The color of a material in ambient lighting.
  113345. */
  113346. ambientColor: Color3;
  113347. /**
  113348. * AKA Diffuse Color in other nomenclature.
  113349. */
  113350. albedoColor: Color3;
  113351. /**
  113352. * AKA Specular Color in other nomenclature.
  113353. */
  113354. reflectivityColor: Color3;
  113355. /**
  113356. * The color reflected from the material.
  113357. */
  113358. reflectionColor: Color3;
  113359. /**
  113360. * The color emitted from the material.
  113361. */
  113362. emissiveColor: Color3;
  113363. /**
  113364. * AKA Glossiness in other nomenclature.
  113365. */
  113366. microSurface: number;
  113367. /**
  113368. * source material index of refraction (IOR)' / 'destination material IOR.
  113369. */
  113370. indexOfRefraction: number;
  113371. /**
  113372. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  113373. */
  113374. invertRefractionY: boolean;
  113375. /**
  113376. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  113377. * Materials half opaque for instance using refraction could benefit from this control.
  113378. */
  113379. linkRefractionWithTransparency: boolean;
  113380. /**
  113381. * If true, the light map contains occlusion information instead of lighting info.
  113382. */
  113383. useLightmapAsShadowmap: boolean;
  113384. /**
  113385. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  113386. */
  113387. useAlphaFromAlbedoTexture: boolean;
  113388. /**
  113389. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  113390. */
  113391. forceAlphaTest: boolean;
  113392. /**
  113393. * Defines the alpha limits in alpha test mode.
  113394. */
  113395. alphaCutOff: number;
  113396. /**
  113397. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  113398. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  113399. */
  113400. useSpecularOverAlpha: boolean;
  113401. /**
  113402. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  113403. */
  113404. useMicroSurfaceFromReflectivityMapAlpha: boolean;
  113405. /**
  113406. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  113407. */
  113408. useRoughnessFromMetallicTextureAlpha: boolean;
  113409. /**
  113410. * Specifies if the metallic texture contains the roughness information in its green channel.
  113411. */
  113412. useRoughnessFromMetallicTextureGreen: boolean;
  113413. /**
  113414. * Specifies if the metallic texture contains the metallness information in its blue channel.
  113415. */
  113416. useMetallnessFromMetallicTextureBlue: boolean;
  113417. /**
  113418. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  113419. */
  113420. useAmbientOcclusionFromMetallicTextureRed: boolean;
  113421. /**
  113422. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  113423. */
  113424. useAmbientInGrayScale: boolean;
  113425. /**
  113426. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  113427. * The material will try to infer what glossiness each pixel should be.
  113428. */
  113429. useAutoMicroSurfaceFromReflectivityMap: boolean;
  113430. /**
  113431. * BJS is using an harcoded light falloff based on a manually sets up range.
  113432. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  113433. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  113434. */
  113435. /**
  113436. * BJS is using an harcoded light falloff based on a manually sets up range.
  113437. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  113438. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  113439. */
  113440. usePhysicalLightFalloff: boolean;
  113441. /**
  113442. * In order to support the falloff compatibility with gltf, a special mode has been added
  113443. * to reproduce the gltf light falloff.
  113444. */
  113445. /**
  113446. * In order to support the falloff compatibility with gltf, a special mode has been added
  113447. * to reproduce the gltf light falloff.
  113448. */
  113449. useGLTFLightFalloff: boolean;
  113450. /**
  113451. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  113452. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  113453. */
  113454. useRadianceOverAlpha: boolean;
  113455. /**
  113456. * Allows using an object space normal map (instead of tangent space).
  113457. */
  113458. useObjectSpaceNormalMap: boolean;
  113459. /**
  113460. * Allows using the bump map in parallax mode.
  113461. */
  113462. useParallax: boolean;
  113463. /**
  113464. * Allows using the bump map in parallax occlusion mode.
  113465. */
  113466. useParallaxOcclusion: boolean;
  113467. /**
  113468. * Controls the scale bias of the parallax mode.
  113469. */
  113470. parallaxScaleBias: number;
  113471. /**
  113472. * If sets to true, disables all the lights affecting the material.
  113473. */
  113474. disableLighting: boolean;
  113475. /**
  113476. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  113477. */
  113478. forceIrradianceInFragment: boolean;
  113479. /**
  113480. * Number of Simultaneous lights allowed on the material.
  113481. */
  113482. maxSimultaneousLights: number;
  113483. /**
  113484. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  113485. */
  113486. invertNormalMapX: boolean;
  113487. /**
  113488. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  113489. */
  113490. invertNormalMapY: boolean;
  113491. /**
  113492. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  113493. */
  113494. twoSidedLighting: boolean;
  113495. /**
  113496. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  113497. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  113498. */
  113499. useAlphaFresnel: boolean;
  113500. /**
  113501. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  113502. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  113503. */
  113504. useLinearAlphaFresnel: boolean;
  113505. /**
  113506. * Let user defines the brdf lookup texture used for IBL.
  113507. * A default 8bit version is embedded but you could point at :
  113508. * * Default texture: https://assets.babylonjs.com/environments/correlatedMSBRDF_RGBD.png
  113509. * * Default 16bit pixel depth texture: https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  113510. * * LEGACY Default None correlated https://assets.babylonjs.com/environments/uncorrelatedBRDF_RGBD.png
  113511. * * LEGACY Default None correlated 16bit pixel depth https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  113512. */
  113513. environmentBRDFTexture: Nullable<BaseTexture>;
  113514. /**
  113515. * Force normal to face away from face.
  113516. */
  113517. forceNormalForward: boolean;
  113518. /**
  113519. * Enables specular anti aliasing in the PBR shader.
  113520. * It will both interacts on the Geometry for analytical and IBL lighting.
  113521. * It also prefilter the roughness map based on the bump values.
  113522. */
  113523. enableSpecularAntiAliasing: boolean;
  113524. /**
  113525. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  113526. * makes the reflect vector face the model (under horizon).
  113527. */
  113528. useHorizonOcclusion: boolean;
  113529. /**
  113530. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  113531. * too much the area relying on ambient texture to define their ambient occlusion.
  113532. */
  113533. useRadianceOcclusion: boolean;
  113534. /**
  113535. * If set to true, no lighting calculations will be applied.
  113536. */
  113537. unlit: boolean;
  113538. /**
  113539. * Gets the image processing configuration used either in this material.
  113540. */
  113541. /**
  113542. * Sets the Default image processing configuration used either in the this material.
  113543. *
  113544. * If sets to null, the scene one is in use.
  113545. */
  113546. imageProcessingConfiguration: ImageProcessingConfiguration;
  113547. /**
  113548. * Gets wether the color curves effect is enabled.
  113549. */
  113550. /**
  113551. * Sets wether the color curves effect is enabled.
  113552. */
  113553. cameraColorCurvesEnabled: boolean;
  113554. /**
  113555. * Gets wether the color grading effect is enabled.
  113556. */
  113557. /**
  113558. * Gets wether the color grading effect is enabled.
  113559. */
  113560. cameraColorGradingEnabled: boolean;
  113561. /**
  113562. * Gets wether tonemapping is enabled or not.
  113563. */
  113564. /**
  113565. * Sets wether tonemapping is enabled or not
  113566. */
  113567. cameraToneMappingEnabled: boolean;
  113568. /**
  113569. * The camera exposure used on this material.
  113570. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  113571. * This corresponds to a photographic exposure.
  113572. */
  113573. /**
  113574. * The camera exposure used on this material.
  113575. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  113576. * This corresponds to a photographic exposure.
  113577. */
  113578. cameraExposure: number;
  113579. /**
  113580. * Gets The camera contrast used on this material.
  113581. */
  113582. /**
  113583. * Sets The camera contrast used on this material.
  113584. */
  113585. cameraContrast: number;
  113586. /**
  113587. * Gets the Color Grading 2D Lookup Texture.
  113588. */
  113589. /**
  113590. * Sets the Color Grading 2D Lookup Texture.
  113591. */
  113592. cameraColorGradingTexture: Nullable<BaseTexture>;
  113593. /**
  113594. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  113595. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  113596. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  113597. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  113598. */
  113599. /**
  113600. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  113601. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  113602. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  113603. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  113604. */
  113605. cameraColorCurves: Nullable<ColorCurves>;
  113606. /**
  113607. * Instantiates a new PBRMaterial instance.
  113608. *
  113609. * @param name The material name
  113610. * @param scene The scene the material will be use in.
  113611. */
  113612. constructor(name: string, scene: Scene);
  113613. /**
  113614. * Returns the name of this material class.
  113615. */
  113616. getClassName(): string;
  113617. /**
  113618. * Makes a duplicate of the current material.
  113619. * @param name - name to use for the new material.
  113620. */
  113621. clone(name: string): PBRMaterial;
  113622. /**
  113623. * Serializes this PBR Material.
  113624. * @returns - An object with the serialized material.
  113625. */
  113626. serialize(): any;
  113627. /**
  113628. * Parses a PBR Material from a serialized object.
  113629. * @param source - Serialized object.
  113630. * @param scene - BJS scene instance.
  113631. * @param rootUrl - url for the scene object
  113632. * @returns - PBRMaterial
  113633. */
  113634. static Parse(source: any, scene: Scene, rootUrl: string): PBRMaterial;
  113635. }
  113636. }
  113637. declare module BABYLON {
  113638. /**
  113639. * Direct draw surface info
  113640. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dx-graphics-dds-pguide
  113641. */
  113642. export interface DDSInfo {
  113643. /**
  113644. * Width of the texture
  113645. */
  113646. width: number;
  113647. /**
  113648. * Width of the texture
  113649. */
  113650. height: number;
  113651. /**
  113652. * Number of Mipmaps for the texture
  113653. * @see https://en.wikipedia.org/wiki/Mipmap
  113654. */
  113655. mipmapCount: number;
  113656. /**
  113657. * If the textures format is a known fourCC format
  113658. * @see https://www.fourcc.org/
  113659. */
  113660. isFourCC: boolean;
  113661. /**
  113662. * If the texture is an RGB format eg. DXGI_FORMAT_B8G8R8X8_UNORM format
  113663. */
  113664. isRGB: boolean;
  113665. /**
  113666. * If the texture is a lumincance format
  113667. */
  113668. isLuminance: boolean;
  113669. /**
  113670. * If this is a cube texture
  113671. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dds-file-layout-for-cubic-environment-maps
  113672. */
  113673. isCube: boolean;
  113674. /**
  113675. * If the texture is a compressed format eg. FOURCC_DXT1
  113676. */
  113677. isCompressed: boolean;
  113678. /**
  113679. * The dxgiFormat of the texture
  113680. * @see https://docs.microsoft.com/en-us/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format
  113681. */
  113682. dxgiFormat: number;
  113683. /**
  113684. * Texture type eg. Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT
  113685. */
  113686. textureType: number;
  113687. /**
  113688. * Sphericle polynomial created for the dds texture
  113689. */
  113690. sphericalPolynomial?: SphericalPolynomial;
  113691. }
  113692. /**
  113693. * Class used to provide DDS decompression tools
  113694. */
  113695. export class DDSTools {
  113696. /**
  113697. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  113698. */
  113699. static StoreLODInAlphaChannel: boolean;
  113700. /**
  113701. * Gets DDS information from an array buffer
  113702. * @param arrayBuffer defines the array buffer to read data from
  113703. * @returns the DDS information
  113704. */
  113705. static GetDDSInfo(arrayBuffer: any): DDSInfo;
  113706. private static _FloatView;
  113707. private static _Int32View;
  113708. private static _ToHalfFloat;
  113709. private static _FromHalfFloat;
  113710. private static _GetHalfFloatAsFloatRGBAArrayBuffer;
  113711. private static _GetHalfFloatRGBAArrayBuffer;
  113712. private static _GetFloatRGBAArrayBuffer;
  113713. private static _GetFloatAsUIntRGBAArrayBuffer;
  113714. private static _GetHalfFloatAsUIntRGBAArrayBuffer;
  113715. private static _GetRGBAArrayBuffer;
  113716. private static _ExtractLongWordOrder;
  113717. private static _GetRGBArrayBuffer;
  113718. private static _GetLuminanceArrayBuffer;
  113719. /**
  113720. * Uploads DDS Levels to a Babylon Texture
  113721. * @hidden
  113722. */
  113723. static UploadDDSLevels(engine: Engine, texture: InternalTexture, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number, lodIndex?: number, currentFace?: number): void;
  113724. }
  113725. interface Engine {
  113726. /**
  113727. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  113728. * @param rootUrl defines the url where the file to load is located
  113729. * @param scene defines the current scene
  113730. * @param lodScale defines scale to apply to the mip map selection
  113731. * @param lodOffset defines offset to apply to the mip map selection
  113732. * @param onLoad defines an optional callback raised when the texture is loaded
  113733. * @param onError defines an optional callback raised if there is an issue to load the texture
  113734. * @param format defines the format of the data
  113735. * @param forcedExtension defines the extension to use to pick the right loader
  113736. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  113737. * @returns the cube texture as an InternalTexture
  113738. */
  113739. createPrefilteredCubeTexture(rootUrl: string, scene: Nullable<Scene>, lodScale: number, lodOffset: number, onLoad?: Nullable<(internalTexture: Nullable<InternalTexture>) => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number, forcedExtension?: any, createPolynomials?: boolean): InternalTexture;
  113740. }
  113741. }
  113742. declare module BABYLON {
  113743. /**
  113744. * Implementation of the DDS Texture Loader.
  113745. * @hidden
  113746. */
  113747. export class _DDSTextureLoader implements IInternalTextureLoader {
  113748. /**
  113749. * Defines wether the loader supports cascade loading the different faces.
  113750. */
  113751. readonly supportCascades: boolean;
  113752. /**
  113753. * This returns if the loader support the current file information.
  113754. * @param extension defines the file extension of the file being loaded
  113755. * @param textureFormatInUse defines the current compressed format in use iun the engine
  113756. * @param fallback defines the fallback internal texture if any
  113757. * @param isBase64 defines whether the texture is encoded as a base64
  113758. * @param isBuffer defines whether the texture data are stored as a buffer
  113759. * @returns true if the loader can load the specified file
  113760. */
  113761. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  113762. /**
  113763. * Transform the url before loading if required.
  113764. * @param rootUrl the url of the texture
  113765. * @param textureFormatInUse defines the current compressed format in use iun the engine
  113766. * @returns the transformed texture
  113767. */
  113768. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  113769. /**
  113770. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  113771. * @param rootUrl the url of the texture
  113772. * @param textureFormatInUse defines the current compressed format in use iun the engine
  113773. * @returns the fallback texture
  113774. */
  113775. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  113776. /**
  113777. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  113778. * @param data contains the texture data
  113779. * @param texture defines the BabylonJS internal texture
  113780. * @param createPolynomials will be true if polynomials have been requested
  113781. * @param onLoad defines the callback to trigger once the texture is ready
  113782. * @param onError defines the callback to trigger in case of error
  113783. */
  113784. loadCubeData(imgs: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  113785. /**
  113786. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  113787. * @param data contains the texture data
  113788. * @param texture defines the BabylonJS internal texture
  113789. * @param callback defines the method to call once ready to upload
  113790. */
  113791. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  113792. }
  113793. }
  113794. declare module BABYLON {
  113795. /**
  113796. * Implementation of the ENV Texture Loader.
  113797. * @hidden
  113798. */
  113799. export class _ENVTextureLoader implements IInternalTextureLoader {
  113800. /**
  113801. * Defines wether the loader supports cascade loading the different faces.
  113802. */
  113803. readonly supportCascades: boolean;
  113804. /**
  113805. * This returns if the loader support the current file information.
  113806. * @param extension defines the file extension of the file being loaded
  113807. * @param textureFormatInUse defines the current compressed format in use iun the engine
  113808. * @param fallback defines the fallback internal texture if any
  113809. * @param isBase64 defines whether the texture is encoded as a base64
  113810. * @param isBuffer defines whether the texture data are stored as a buffer
  113811. * @returns true if the loader can load the specified file
  113812. */
  113813. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  113814. /**
  113815. * Transform the url before loading if required.
  113816. * @param rootUrl the url of the texture
  113817. * @param textureFormatInUse defines the current compressed format in use iun the engine
  113818. * @returns the transformed texture
  113819. */
  113820. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  113821. /**
  113822. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  113823. * @param rootUrl the url of the texture
  113824. * @param textureFormatInUse defines the current compressed format in use iun the engine
  113825. * @returns the fallback texture
  113826. */
  113827. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  113828. /**
  113829. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  113830. * @param data contains the texture data
  113831. * @param texture defines the BabylonJS internal texture
  113832. * @param createPolynomials will be true if polynomials have been requested
  113833. * @param onLoad defines the callback to trigger once the texture is ready
  113834. * @param onError defines the callback to trigger in case of error
  113835. */
  113836. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  113837. /**
  113838. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  113839. * @param data contains the texture data
  113840. * @param texture defines the BabylonJS internal texture
  113841. * @param callback defines the method to call once ready to upload
  113842. */
  113843. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  113844. }
  113845. }
  113846. declare module BABYLON {
  113847. /**
  113848. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  113849. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  113850. */
  113851. export class KhronosTextureContainer {
  113852. /** contents of the KTX container file */
  113853. arrayBuffer: any;
  113854. private static HEADER_LEN;
  113855. private static COMPRESSED_2D;
  113856. private static COMPRESSED_3D;
  113857. private static TEX_2D;
  113858. private static TEX_3D;
  113859. /**
  113860. * Gets the openGL type
  113861. */
  113862. glType: number;
  113863. /**
  113864. * Gets the openGL type size
  113865. */
  113866. glTypeSize: number;
  113867. /**
  113868. * Gets the openGL format
  113869. */
  113870. glFormat: number;
  113871. /**
  113872. * Gets the openGL internal format
  113873. */
  113874. glInternalFormat: number;
  113875. /**
  113876. * Gets the base internal format
  113877. */
  113878. glBaseInternalFormat: number;
  113879. /**
  113880. * Gets image width in pixel
  113881. */
  113882. pixelWidth: number;
  113883. /**
  113884. * Gets image height in pixel
  113885. */
  113886. pixelHeight: number;
  113887. /**
  113888. * Gets image depth in pixels
  113889. */
  113890. pixelDepth: number;
  113891. /**
  113892. * Gets the number of array elements
  113893. */
  113894. numberOfArrayElements: number;
  113895. /**
  113896. * Gets the number of faces
  113897. */
  113898. numberOfFaces: number;
  113899. /**
  113900. * Gets the number of mipmap levels
  113901. */
  113902. numberOfMipmapLevels: number;
  113903. /**
  113904. * Gets the bytes of key value data
  113905. */
  113906. bytesOfKeyValueData: number;
  113907. /**
  113908. * Gets the load type
  113909. */
  113910. loadType: number;
  113911. /**
  113912. * If the container has been made invalid (eg. constructor failed to correctly load array buffer)
  113913. */
  113914. isInvalid: boolean;
  113915. /**
  113916. * Creates a new KhronosTextureContainer
  113917. * @param arrayBuffer contents of the KTX container file
  113918. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  113919. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  113920. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  113921. */
  113922. constructor(
  113923. /** contents of the KTX container file */
  113924. arrayBuffer: any, facesExpected: number, threeDExpected?: boolean, textureArrayExpected?: boolean);
  113925. /**
  113926. * Uploads KTX content to a Babylon Texture.
  113927. * It is assumed that the texture has already been created & is currently bound
  113928. * @hidden
  113929. */
  113930. uploadLevels(texture: InternalTexture, loadMipmaps: boolean): void;
  113931. private _upload2DCompressedLevels;
  113932. }
  113933. }
  113934. declare module BABYLON {
  113935. /**
  113936. * Implementation of the KTX Texture Loader.
  113937. * @hidden
  113938. */
  113939. export class _KTXTextureLoader implements IInternalTextureLoader {
  113940. /**
  113941. * Defines wether the loader supports cascade loading the different faces.
  113942. */
  113943. readonly supportCascades: boolean;
  113944. /**
  113945. * This returns if the loader support the current file information.
  113946. * @param extension defines the file extension of the file being loaded
  113947. * @param textureFormatInUse defines the current compressed format in use iun the engine
  113948. * @param fallback defines the fallback internal texture if any
  113949. * @param isBase64 defines whether the texture is encoded as a base64
  113950. * @param isBuffer defines whether the texture data are stored as a buffer
  113951. * @returns true if the loader can load the specified file
  113952. */
  113953. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  113954. /**
  113955. * Transform the url before loading if required.
  113956. * @param rootUrl the url of the texture
  113957. * @param textureFormatInUse defines the current compressed format in use iun the engine
  113958. * @returns the transformed texture
  113959. */
  113960. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  113961. /**
  113962. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  113963. * @param rootUrl the url of the texture
  113964. * @param textureFormatInUse defines the current compressed format in use iun the engine
  113965. * @returns the fallback texture
  113966. */
  113967. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  113968. /**
  113969. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  113970. * @param data contains the texture data
  113971. * @param texture defines the BabylonJS internal texture
  113972. * @param createPolynomials will be true if polynomials have been requested
  113973. * @param onLoad defines the callback to trigger once the texture is ready
  113974. * @param onError defines the callback to trigger in case of error
  113975. */
  113976. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  113977. /**
  113978. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  113979. * @param data contains the texture data
  113980. * @param texture defines the BabylonJS internal texture
  113981. * @param callback defines the method to call once ready to upload
  113982. */
  113983. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed: boolean) => void): void;
  113984. }
  113985. }
  113986. declare module BABYLON {
  113987. /**
  113988. * Options for the default xr helper
  113989. */
  113990. export class WebXRDefaultExperienceOptions {
  113991. /**
  113992. * Floor meshes that should be used for teleporting
  113993. */
  113994. floorMeshes: Array<AbstractMesh>;
  113995. }
  113996. /**
  113997. * Default experience which provides a similar setup to the previous webVRExperience
  113998. */
  113999. export class WebXRDefaultExperience {
  114000. /**
  114001. * Base experience
  114002. */
  114003. baseExperience: WebXRExperienceHelper;
  114004. /**
  114005. * Input experience extension
  114006. */
  114007. input: WebXRInput;
  114008. /**
  114009. * Loads the controller models
  114010. */
  114011. controllerModelLoader: WebXRControllerModelLoader;
  114012. /**
  114013. * Enables laser pointer and selection
  114014. */
  114015. pointerSelection: WebXRControllerPointerSelection;
  114016. /**
  114017. * Enables teleportation
  114018. */
  114019. teleportation: WebXRControllerTeleportation;
  114020. /**
  114021. * Enables ui for enetering/exiting xr
  114022. */
  114023. enterExitUI: WebXREnterExitUI;
  114024. /**
  114025. * Default output canvas xr should render to
  114026. */
  114027. outputCanvas: WebXRManagedOutputCanvas;
  114028. /**
  114029. * Creates the default xr experience
  114030. * @param scene scene
  114031. * @param options options for basic configuration
  114032. * @returns resulting WebXRDefaultExperience
  114033. */
  114034. static CreateAsync(scene: Scene, options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  114035. private constructor();
  114036. /**
  114037. * DIsposes of the experience helper
  114038. */
  114039. dispose(): void;
  114040. }
  114041. }
  114042. declare module BABYLON {
  114043. /** @hidden */
  114044. export var _forceSceneHelpersToBundle: boolean;
  114045. interface Scene {
  114046. /**
  114047. * Creates a default light for the scene.
  114048. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-light
  114049. * @param replace has the default false, when true replaces the existing lights in the scene with a hemispheric light
  114050. */
  114051. createDefaultLight(replace?: boolean): void;
  114052. /**
  114053. * Creates a default camera for the scene.
  114054. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-camera
  114055. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  114056. * @param replace has default false, when true replaces the active camera in the scene
  114057. * @param attachCameraControls has default false, when true attaches camera controls to the canvas.
  114058. */
  114059. createDefaultCamera(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  114060. /**
  114061. * Creates a default camera and a default light.
  114062. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-camera-or-light
  114063. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  114064. * @param replace has the default false, when true replaces the active camera/light in the scene
  114065. * @param attachCameraControls has the default false, when true attaches camera controls to the canvas.
  114066. */
  114067. createDefaultCameraOrLight(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  114068. /**
  114069. * Creates a new sky box
  114070. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-skybox
  114071. * @param environmentTexture defines the texture to use as environment texture
  114072. * @param pbr has default false which requires the StandardMaterial to be used, when true PBRMaterial must be used
  114073. * @param scale defines the overall scale of the skybox
  114074. * @param blur is only available when pbr is true, default is 0, no blur, maximum value is 1
  114075. * @param setGlobalEnvTexture has default true indicating that scene.environmentTexture must match the current skybox texture
  114076. * @returns a new mesh holding the sky box
  114077. */
  114078. createDefaultSkybox(environmentTexture?: BaseTexture, pbr?: boolean, scale?: number, blur?: number, setGlobalEnvTexture?: boolean): Nullable<Mesh>;
  114079. /**
  114080. * Creates a new environment
  114081. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-environment
  114082. * @param options defines the options you can use to configure the environment
  114083. * @returns the new EnvironmentHelper
  114084. */
  114085. createDefaultEnvironment(options?: Partial<IEnvironmentHelperOptions>): Nullable<EnvironmentHelper>;
  114086. /**
  114087. * Creates a new VREXperienceHelper
  114088. * @see http://doc.babylonjs.com/how_to/webvr_helper
  114089. * @param webVROptions defines the options used to create the new VREXperienceHelper
  114090. * @returns a new VREXperienceHelper
  114091. */
  114092. createDefaultVRExperience(webVROptions?: VRExperienceHelperOptions): VRExperienceHelper;
  114093. /**
  114094. * Creates a new WebXRDefaultExperience
  114095. * @see http://doc.babylonjs.com/how_to/webxr
  114096. * @param options experience options
  114097. * @returns a promise for a new WebXRDefaultExperience
  114098. */
  114099. createDefaultXRExperienceAsync(options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  114100. }
  114101. }
  114102. declare module BABYLON {
  114103. /**
  114104. * Display a 360/180 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  114105. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  114106. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  114107. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  114108. */
  114109. export class VideoDome extends TransformNode {
  114110. /**
  114111. * Define the video source as a Monoscopic panoramic 360 video.
  114112. */
  114113. static readonly MODE_MONOSCOPIC: number;
  114114. /**
  114115. * Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  114116. */
  114117. static readonly MODE_TOPBOTTOM: number;
  114118. /**
  114119. * Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  114120. */
  114121. static readonly MODE_SIDEBYSIDE: number;
  114122. private _halfDome;
  114123. private _useDirectMapping;
  114124. /**
  114125. * The video texture being displayed on the sphere
  114126. */
  114127. protected _videoTexture: VideoTexture;
  114128. /**
  114129. * Gets the video texture being displayed on the sphere
  114130. */
  114131. readonly videoTexture: VideoTexture;
  114132. /**
  114133. * The skybox material
  114134. */
  114135. protected _material: BackgroundMaterial;
  114136. /**
  114137. * The surface used for the skybox
  114138. */
  114139. protected _mesh: Mesh;
  114140. /**
  114141. * A mesh that will be used to mask the back of the video dome in case it is a 180 degree movie.
  114142. */
  114143. private _halfDomeMask;
  114144. /**
  114145. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  114146. * Also see the options.resolution property.
  114147. */
  114148. fovMultiplier: number;
  114149. private _videoMode;
  114150. /**
  114151. * Gets or set the current video mode for the video. It can be:
  114152. * * VideoDome.MODE_MONOSCOPIC : Define the video source as a Monoscopic panoramic 360 video.
  114153. * * VideoDome.MODE_TOPBOTTOM : Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  114154. * * VideoDome.MODE_SIDEBYSIDE : Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  114155. */
  114156. videoMode: number;
  114157. /**
  114158. * Is the video a 180 degrees video (half dome) or 360 video (full dome)
  114159. *
  114160. */
  114161. /**
  114162. * Set the halfDome mode. If set, only the front (180 degrees) will be displayed and the back will be blacked out.
  114163. */
  114164. halfDome: boolean;
  114165. /**
  114166. * Oberserver used in Stereoscopic VR Mode.
  114167. */
  114168. private _onBeforeCameraRenderObserver;
  114169. /**
  114170. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  114171. * @param name Element's name, child elements will append suffixes for their own names.
  114172. * @param urlsOrVideo defines the url(s) or the video element to use
  114173. * @param options An object containing optional or exposed sub element properties
  114174. */
  114175. constructor(name: string, urlsOrVideo: string | string[] | HTMLVideoElement, options: {
  114176. resolution?: number;
  114177. clickToPlay?: boolean;
  114178. autoPlay?: boolean;
  114179. loop?: boolean;
  114180. size?: number;
  114181. poster?: string;
  114182. faceForward?: boolean;
  114183. useDirectMapping?: boolean;
  114184. halfDomeMode?: boolean;
  114185. }, scene: Scene);
  114186. private _changeVideoMode;
  114187. /**
  114188. * Releases resources associated with this node.
  114189. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  114190. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  114191. */
  114192. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  114193. }
  114194. }
  114195. declare module BABYLON {
  114196. /**
  114197. * This class can be used to get instrumentation data from a Babylon engine
  114198. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  114199. */
  114200. export class EngineInstrumentation implements IDisposable {
  114201. /**
  114202. * Define the instrumented engine.
  114203. */
  114204. engine: Engine;
  114205. private _captureGPUFrameTime;
  114206. private _gpuFrameTimeToken;
  114207. private _gpuFrameTime;
  114208. private _captureShaderCompilationTime;
  114209. private _shaderCompilationTime;
  114210. private _onBeginFrameObserver;
  114211. private _onEndFrameObserver;
  114212. private _onBeforeShaderCompilationObserver;
  114213. private _onAfterShaderCompilationObserver;
  114214. /**
  114215. * Gets the perf counter used for GPU frame time
  114216. */
  114217. readonly gpuFrameTimeCounter: PerfCounter;
  114218. /**
  114219. * Gets the GPU frame time capture status
  114220. */
  114221. /**
  114222. * Enable or disable the GPU frame time capture
  114223. */
  114224. captureGPUFrameTime: boolean;
  114225. /**
  114226. * Gets the perf counter used for shader compilation time
  114227. */
  114228. readonly shaderCompilationTimeCounter: PerfCounter;
  114229. /**
  114230. * Gets the shader compilation time capture status
  114231. */
  114232. /**
  114233. * Enable or disable the shader compilation time capture
  114234. */
  114235. captureShaderCompilationTime: boolean;
  114236. /**
  114237. * Instantiates a new engine instrumentation.
  114238. * This class can be used to get instrumentation data from a Babylon engine
  114239. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  114240. * @param engine Defines the engine to instrument
  114241. */
  114242. constructor(
  114243. /**
  114244. * Define the instrumented engine.
  114245. */
  114246. engine: Engine);
  114247. /**
  114248. * Dispose and release associated resources.
  114249. */
  114250. dispose(): void;
  114251. }
  114252. }
  114253. declare module BABYLON {
  114254. /**
  114255. * This class can be used to get instrumentation data from a Babylon engine
  114256. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  114257. */
  114258. export class SceneInstrumentation implements IDisposable {
  114259. /**
  114260. * Defines the scene to instrument
  114261. */
  114262. scene: Scene;
  114263. private _captureActiveMeshesEvaluationTime;
  114264. private _activeMeshesEvaluationTime;
  114265. private _captureRenderTargetsRenderTime;
  114266. private _renderTargetsRenderTime;
  114267. private _captureFrameTime;
  114268. private _frameTime;
  114269. private _captureRenderTime;
  114270. private _renderTime;
  114271. private _captureInterFrameTime;
  114272. private _interFrameTime;
  114273. private _captureParticlesRenderTime;
  114274. private _particlesRenderTime;
  114275. private _captureSpritesRenderTime;
  114276. private _spritesRenderTime;
  114277. private _capturePhysicsTime;
  114278. private _physicsTime;
  114279. private _captureAnimationsTime;
  114280. private _animationsTime;
  114281. private _captureCameraRenderTime;
  114282. private _cameraRenderTime;
  114283. private _onBeforeActiveMeshesEvaluationObserver;
  114284. private _onAfterActiveMeshesEvaluationObserver;
  114285. private _onBeforeRenderTargetsRenderObserver;
  114286. private _onAfterRenderTargetsRenderObserver;
  114287. private _onAfterRenderObserver;
  114288. private _onBeforeDrawPhaseObserver;
  114289. private _onAfterDrawPhaseObserver;
  114290. private _onBeforeAnimationsObserver;
  114291. private _onBeforeParticlesRenderingObserver;
  114292. private _onAfterParticlesRenderingObserver;
  114293. private _onBeforeSpritesRenderingObserver;
  114294. private _onAfterSpritesRenderingObserver;
  114295. private _onBeforePhysicsObserver;
  114296. private _onAfterPhysicsObserver;
  114297. private _onAfterAnimationsObserver;
  114298. private _onBeforeCameraRenderObserver;
  114299. private _onAfterCameraRenderObserver;
  114300. /**
  114301. * Gets the perf counter used for active meshes evaluation time
  114302. */
  114303. readonly activeMeshesEvaluationTimeCounter: PerfCounter;
  114304. /**
  114305. * Gets the active meshes evaluation time capture status
  114306. */
  114307. /**
  114308. * Enable or disable the active meshes evaluation time capture
  114309. */
  114310. captureActiveMeshesEvaluationTime: boolean;
  114311. /**
  114312. * Gets the perf counter used for render targets render time
  114313. */
  114314. readonly renderTargetsRenderTimeCounter: PerfCounter;
  114315. /**
  114316. * Gets the render targets render time capture status
  114317. */
  114318. /**
  114319. * Enable or disable the render targets render time capture
  114320. */
  114321. captureRenderTargetsRenderTime: boolean;
  114322. /**
  114323. * Gets the perf counter used for particles render time
  114324. */
  114325. readonly particlesRenderTimeCounter: PerfCounter;
  114326. /**
  114327. * Gets the particles render time capture status
  114328. */
  114329. /**
  114330. * Enable or disable the particles render time capture
  114331. */
  114332. captureParticlesRenderTime: boolean;
  114333. /**
  114334. * Gets the perf counter used for sprites render time
  114335. */
  114336. readonly spritesRenderTimeCounter: PerfCounter;
  114337. /**
  114338. * Gets the sprites render time capture status
  114339. */
  114340. /**
  114341. * Enable or disable the sprites render time capture
  114342. */
  114343. captureSpritesRenderTime: boolean;
  114344. /**
  114345. * Gets the perf counter used for physics time
  114346. */
  114347. readonly physicsTimeCounter: PerfCounter;
  114348. /**
  114349. * Gets the physics time capture status
  114350. */
  114351. /**
  114352. * Enable or disable the physics time capture
  114353. */
  114354. capturePhysicsTime: boolean;
  114355. /**
  114356. * Gets the perf counter used for animations time
  114357. */
  114358. readonly animationsTimeCounter: PerfCounter;
  114359. /**
  114360. * Gets the animations time capture status
  114361. */
  114362. /**
  114363. * Enable or disable the animations time capture
  114364. */
  114365. captureAnimationsTime: boolean;
  114366. /**
  114367. * Gets the perf counter used for frame time capture
  114368. */
  114369. readonly frameTimeCounter: PerfCounter;
  114370. /**
  114371. * Gets the frame time capture status
  114372. */
  114373. /**
  114374. * Enable or disable the frame time capture
  114375. */
  114376. captureFrameTime: boolean;
  114377. /**
  114378. * Gets the perf counter used for inter-frames time capture
  114379. */
  114380. readonly interFrameTimeCounter: PerfCounter;
  114381. /**
  114382. * Gets the inter-frames time capture status
  114383. */
  114384. /**
  114385. * Enable or disable the inter-frames time capture
  114386. */
  114387. captureInterFrameTime: boolean;
  114388. /**
  114389. * Gets the perf counter used for render time capture
  114390. */
  114391. readonly renderTimeCounter: PerfCounter;
  114392. /**
  114393. * Gets the render time capture status
  114394. */
  114395. /**
  114396. * Enable or disable the render time capture
  114397. */
  114398. captureRenderTime: boolean;
  114399. /**
  114400. * Gets the perf counter used for camera render time capture
  114401. */
  114402. readonly cameraRenderTimeCounter: PerfCounter;
  114403. /**
  114404. * Gets the camera render time capture status
  114405. */
  114406. /**
  114407. * Enable or disable the camera render time capture
  114408. */
  114409. captureCameraRenderTime: boolean;
  114410. /**
  114411. * Gets the perf counter used for draw calls
  114412. */
  114413. readonly drawCallsCounter: PerfCounter;
  114414. /**
  114415. * Instantiates a new scene instrumentation.
  114416. * This class can be used to get instrumentation data from a Babylon engine
  114417. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  114418. * @param scene Defines the scene to instrument
  114419. */
  114420. constructor(
  114421. /**
  114422. * Defines the scene to instrument
  114423. */
  114424. scene: Scene);
  114425. /**
  114426. * Dispose and release associated resources.
  114427. */
  114428. dispose(): void;
  114429. }
  114430. }
  114431. declare module BABYLON {
  114432. /** @hidden */
  114433. export var glowMapGenerationPixelShader: {
  114434. name: string;
  114435. shader: string;
  114436. };
  114437. }
  114438. declare module BABYLON {
  114439. /** @hidden */
  114440. export var glowMapGenerationVertexShader: {
  114441. name: string;
  114442. shader: string;
  114443. };
  114444. }
  114445. declare module BABYLON {
  114446. /**
  114447. * Effect layer options. This helps customizing the behaviour
  114448. * of the effect layer.
  114449. */
  114450. export interface IEffectLayerOptions {
  114451. /**
  114452. * Multiplication factor apply to the canvas size to compute the render target size
  114453. * used to generated the objects (the smaller the faster).
  114454. */
  114455. mainTextureRatio: number;
  114456. /**
  114457. * Enforces a fixed size texture to ensure effect stability across devices.
  114458. */
  114459. mainTextureFixedSize?: number;
  114460. /**
  114461. * Alpha blending mode used to apply the blur. Default depends of the implementation.
  114462. */
  114463. alphaBlendingMode: number;
  114464. /**
  114465. * The camera attached to the layer.
  114466. */
  114467. camera: Nullable<Camera>;
  114468. /**
  114469. * The rendering group to draw the layer in.
  114470. */
  114471. renderingGroupId: number;
  114472. }
  114473. /**
  114474. * The effect layer Helps adding post process effect blended with the main pass.
  114475. *
  114476. * This can be for instance use to generate glow or higlight effects on the scene.
  114477. *
  114478. * The effect layer class can not be used directly and is intented to inherited from to be
  114479. * customized per effects.
  114480. */
  114481. export abstract class EffectLayer {
  114482. private _vertexBuffers;
  114483. private _indexBuffer;
  114484. private _cachedDefines;
  114485. private _effectLayerMapGenerationEffect;
  114486. private _effectLayerOptions;
  114487. private _mergeEffect;
  114488. protected _scene: Scene;
  114489. protected _engine: Engine;
  114490. protected _maxSize: number;
  114491. protected _mainTextureDesiredSize: ISize;
  114492. protected _mainTexture: RenderTargetTexture;
  114493. protected _shouldRender: boolean;
  114494. protected _postProcesses: PostProcess[];
  114495. protected _textures: BaseTexture[];
  114496. protected _emissiveTextureAndColor: {
  114497. texture: Nullable<BaseTexture>;
  114498. color: Color4;
  114499. };
  114500. /**
  114501. * The name of the layer
  114502. */
  114503. name: string;
  114504. /**
  114505. * The clear color of the texture used to generate the glow map.
  114506. */
  114507. neutralColor: Color4;
  114508. /**
  114509. * Specifies wether the highlight layer is enabled or not.
  114510. */
  114511. isEnabled: boolean;
  114512. /**
  114513. * Gets the camera attached to the layer.
  114514. */
  114515. readonly camera: Nullable<Camera>;
  114516. /**
  114517. * Gets the rendering group id the layer should render in.
  114518. */
  114519. renderingGroupId: number;
  114520. /**
  114521. * An event triggered when the effect layer has been disposed.
  114522. */
  114523. onDisposeObservable: Observable<EffectLayer>;
  114524. /**
  114525. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  114526. */
  114527. onBeforeRenderMainTextureObservable: Observable<EffectLayer>;
  114528. /**
  114529. * An event triggered when the generated texture is being merged in the scene.
  114530. */
  114531. onBeforeComposeObservable: Observable<EffectLayer>;
  114532. /**
  114533. * An event triggered when the generated texture has been merged in the scene.
  114534. */
  114535. onAfterComposeObservable: Observable<EffectLayer>;
  114536. /**
  114537. * An event triggered when the efffect layer changes its size.
  114538. */
  114539. onSizeChangedObservable: Observable<EffectLayer>;
  114540. /** @hidden */
  114541. static _SceneComponentInitialization: (scene: Scene) => void;
  114542. /**
  114543. * Instantiates a new effect Layer and references it in the scene.
  114544. * @param name The name of the layer
  114545. * @param scene The scene to use the layer in
  114546. */
  114547. constructor(
  114548. /** The Friendly of the effect in the scene */
  114549. name: string, scene: Scene);
  114550. /**
  114551. * Get the effect name of the layer.
  114552. * @return The effect name
  114553. */
  114554. abstract getEffectName(): string;
  114555. /**
  114556. * Checks for the readiness of the element composing the layer.
  114557. * @param subMesh the mesh to check for
  114558. * @param useInstances specify wether or not to use instances to render the mesh
  114559. * @return true if ready otherwise, false
  114560. */
  114561. abstract isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  114562. /**
  114563. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  114564. * @returns true if the effect requires stencil during the main canvas render pass.
  114565. */
  114566. abstract needStencil(): boolean;
  114567. /**
  114568. * Create the merge effect. This is the shader use to blit the information back
  114569. * to the main canvas at the end of the scene rendering.
  114570. * @returns The effect containing the shader used to merge the effect on the main canvas
  114571. */
  114572. protected abstract _createMergeEffect(): Effect;
  114573. /**
  114574. * Creates the render target textures and post processes used in the effect layer.
  114575. */
  114576. protected abstract _createTextureAndPostProcesses(): void;
  114577. /**
  114578. * Implementation specific of rendering the generating effect on the main canvas.
  114579. * @param effect The effect used to render through
  114580. */
  114581. protected abstract _internalRender(effect: Effect): void;
  114582. /**
  114583. * Sets the required values for both the emissive texture and and the main color.
  114584. */
  114585. protected abstract _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  114586. /**
  114587. * Free any resources and references associated to a mesh.
  114588. * Internal use
  114589. * @param mesh The mesh to free.
  114590. */
  114591. abstract _disposeMesh(mesh: Mesh): void;
  114592. /**
  114593. * Serializes this layer (Glow or Highlight for example)
  114594. * @returns a serialized layer object
  114595. */
  114596. abstract serialize?(): any;
  114597. /**
  114598. * Initializes the effect layer with the required options.
  114599. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  114600. */
  114601. protected _init(options: Partial<IEffectLayerOptions>): void;
  114602. /**
  114603. * Generates the index buffer of the full screen quad blending to the main canvas.
  114604. */
  114605. private _generateIndexBuffer;
  114606. /**
  114607. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  114608. */
  114609. private _generateVertexBuffer;
  114610. /**
  114611. * Sets the main texture desired size which is the closest power of two
  114612. * of the engine canvas size.
  114613. */
  114614. private _setMainTextureSize;
  114615. /**
  114616. * Creates the main texture for the effect layer.
  114617. */
  114618. protected _createMainTexture(): void;
  114619. /**
  114620. * Adds specific effects defines.
  114621. * @param defines The defines to add specifics to.
  114622. */
  114623. protected _addCustomEffectDefines(defines: string[]): void;
  114624. /**
  114625. * Checks for the readiness of the element composing the layer.
  114626. * @param subMesh the mesh to check for
  114627. * @param useInstances specify wether or not to use instances to render the mesh
  114628. * @param emissiveTexture the associated emissive texture used to generate the glow
  114629. * @return true if ready otherwise, false
  114630. */
  114631. protected _isReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable<BaseTexture>): boolean;
  114632. /**
  114633. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  114634. */
  114635. render(): void;
  114636. /**
  114637. * Determine if a given mesh will be used in the current effect.
  114638. * @param mesh mesh to test
  114639. * @returns true if the mesh will be used
  114640. */
  114641. hasMesh(mesh: AbstractMesh): boolean;
  114642. /**
  114643. * Returns true if the layer contains information to display, otherwise false.
  114644. * @returns true if the glow layer should be rendered
  114645. */
  114646. shouldRender(): boolean;
  114647. /**
  114648. * Returns true if the mesh should render, otherwise false.
  114649. * @param mesh The mesh to render
  114650. * @returns true if it should render otherwise false
  114651. */
  114652. protected _shouldRenderMesh(mesh: AbstractMesh): boolean;
  114653. /**
  114654. * Returns true if the mesh can be rendered, otherwise false.
  114655. * @param mesh The mesh to render
  114656. * @param material The material used on the mesh
  114657. * @returns true if it can be rendered otherwise false
  114658. */
  114659. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  114660. /**
  114661. * Returns true if the mesh should render, otherwise false.
  114662. * @param mesh The mesh to render
  114663. * @returns true if it should render otherwise false
  114664. */
  114665. protected _shouldRenderEmissiveTextureForMesh(): boolean;
  114666. /**
  114667. * Renders the submesh passed in parameter to the generation map.
  114668. */
  114669. protected _renderSubMesh(subMesh: SubMesh, enableAlphaMode?: boolean): void;
  114670. /**
  114671. * Rebuild the required buffers.
  114672. * @hidden Internal use only.
  114673. */
  114674. _rebuild(): void;
  114675. /**
  114676. * Dispose only the render target textures and post process.
  114677. */
  114678. private _disposeTextureAndPostProcesses;
  114679. /**
  114680. * Dispose the highlight layer and free resources.
  114681. */
  114682. dispose(): void;
  114683. /**
  114684. * Gets the class name of the effect layer
  114685. * @returns the string with the class name of the effect layer
  114686. */
  114687. getClassName(): string;
  114688. /**
  114689. * Creates an effect layer from parsed effect layer data
  114690. * @param parsedEffectLayer defines effect layer data
  114691. * @param scene defines the current scene
  114692. * @param rootUrl defines the root URL containing the effect layer information
  114693. * @returns a parsed effect Layer
  114694. */
  114695. static Parse(parsedEffectLayer: any, scene: Scene, rootUrl: string): EffectLayer;
  114696. }
  114697. }
  114698. declare module BABYLON {
  114699. interface AbstractScene {
  114700. /**
  114701. * The list of effect layers (highlights/glow) added to the scene
  114702. * @see http://doc.babylonjs.com/how_to/highlight_layer
  114703. * @see http://doc.babylonjs.com/how_to/glow_layer
  114704. */
  114705. effectLayers: Array<EffectLayer>;
  114706. /**
  114707. * Removes the given effect layer from this scene.
  114708. * @param toRemove defines the effect layer to remove
  114709. * @returns the index of the removed effect layer
  114710. */
  114711. removeEffectLayer(toRemove: EffectLayer): number;
  114712. /**
  114713. * Adds the given effect layer to this scene
  114714. * @param newEffectLayer defines the effect layer to add
  114715. */
  114716. addEffectLayer(newEffectLayer: EffectLayer): void;
  114717. }
  114718. /**
  114719. * Defines the layer scene component responsible to manage any effect layers
  114720. * in a given scene.
  114721. */
  114722. export class EffectLayerSceneComponent implements ISceneSerializableComponent {
  114723. /**
  114724. * The component name helpfull to identify the component in the list of scene components.
  114725. */
  114726. readonly name: string;
  114727. /**
  114728. * The scene the component belongs to.
  114729. */
  114730. scene: Scene;
  114731. private _engine;
  114732. private _renderEffects;
  114733. private _needStencil;
  114734. private _previousStencilState;
  114735. /**
  114736. * Creates a new instance of the component for the given scene
  114737. * @param scene Defines the scene to register the component in
  114738. */
  114739. constructor(scene: Scene);
  114740. /**
  114741. * Registers the component in a given scene
  114742. */
  114743. register(): void;
  114744. /**
  114745. * Rebuilds the elements related to this component in case of
  114746. * context lost for instance.
  114747. */
  114748. rebuild(): void;
  114749. /**
  114750. * Serializes the component data to the specified json object
  114751. * @param serializationObject The object to serialize to
  114752. */
  114753. serialize(serializationObject: any): void;
  114754. /**
  114755. * Adds all the elements from the container to the scene
  114756. * @param container the container holding the elements
  114757. */
  114758. addFromContainer(container: AbstractScene): void;
  114759. /**
  114760. * Removes all the elements in the container from the scene
  114761. * @param container contains the elements to remove
  114762. * @param dispose if the removed element should be disposed (default: false)
  114763. */
  114764. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  114765. /**
  114766. * Disposes the component and the associated ressources.
  114767. */
  114768. dispose(): void;
  114769. private _isReadyForMesh;
  114770. private _renderMainTexture;
  114771. private _setStencil;
  114772. private _setStencilBack;
  114773. private _draw;
  114774. private _drawCamera;
  114775. private _drawRenderingGroup;
  114776. }
  114777. }
  114778. declare module BABYLON {
  114779. /** @hidden */
  114780. export var glowMapMergePixelShader: {
  114781. name: string;
  114782. shader: string;
  114783. };
  114784. }
  114785. declare module BABYLON {
  114786. /** @hidden */
  114787. export var glowMapMergeVertexShader: {
  114788. name: string;
  114789. shader: string;
  114790. };
  114791. }
  114792. declare module BABYLON {
  114793. interface AbstractScene {
  114794. /**
  114795. * Return a the first highlight layer of the scene with a given name.
  114796. * @param name The name of the highlight layer to look for.
  114797. * @return The highlight layer if found otherwise null.
  114798. */
  114799. getGlowLayerByName(name: string): Nullable<GlowLayer>;
  114800. }
  114801. /**
  114802. * Glow layer options. This helps customizing the behaviour
  114803. * of the glow layer.
  114804. */
  114805. export interface IGlowLayerOptions {
  114806. /**
  114807. * Multiplication factor apply to the canvas size to compute the render target size
  114808. * used to generated the glowing objects (the smaller the faster).
  114809. */
  114810. mainTextureRatio: number;
  114811. /**
  114812. * Enforces a fixed size texture to ensure resize independant blur.
  114813. */
  114814. mainTextureFixedSize?: number;
  114815. /**
  114816. * How big is the kernel of the blur texture.
  114817. */
  114818. blurKernelSize: number;
  114819. /**
  114820. * The camera attached to the layer.
  114821. */
  114822. camera: Nullable<Camera>;
  114823. /**
  114824. * Enable MSAA by chosing the number of samples.
  114825. */
  114826. mainTextureSamples?: number;
  114827. /**
  114828. * The rendering group to draw the layer in.
  114829. */
  114830. renderingGroupId: number;
  114831. }
  114832. /**
  114833. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  114834. *
  114835. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  114836. * glowy meshes to your scene.
  114837. *
  114838. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  114839. */
  114840. export class GlowLayer extends EffectLayer {
  114841. /**
  114842. * Effect Name of the layer.
  114843. */
  114844. static readonly EffectName: string;
  114845. /**
  114846. * The default blur kernel size used for the glow.
  114847. */
  114848. static DefaultBlurKernelSize: number;
  114849. /**
  114850. * The default texture size ratio used for the glow.
  114851. */
  114852. static DefaultTextureRatio: number;
  114853. /**
  114854. * Sets the kernel size of the blur.
  114855. */
  114856. /**
  114857. * Gets the kernel size of the blur.
  114858. */
  114859. blurKernelSize: number;
  114860. /**
  114861. * Sets the glow intensity.
  114862. */
  114863. /**
  114864. * Gets the glow intensity.
  114865. */
  114866. intensity: number;
  114867. private _options;
  114868. private _intensity;
  114869. private _horizontalBlurPostprocess1;
  114870. private _verticalBlurPostprocess1;
  114871. private _horizontalBlurPostprocess2;
  114872. private _verticalBlurPostprocess2;
  114873. private _blurTexture1;
  114874. private _blurTexture2;
  114875. private _postProcesses1;
  114876. private _postProcesses2;
  114877. private _includedOnlyMeshes;
  114878. private _excludedMeshes;
  114879. /**
  114880. * Callback used to let the user override the color selection on a per mesh basis
  114881. */
  114882. customEmissiveColorSelector: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void;
  114883. /**
  114884. * Callback used to let the user override the texture selection on a per mesh basis
  114885. */
  114886. customEmissiveTextureSelector: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture;
  114887. /**
  114888. * Instantiates a new glow Layer and references it to the scene.
  114889. * @param name The name of the layer
  114890. * @param scene The scene to use the layer in
  114891. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  114892. */
  114893. constructor(name: string, scene: Scene, options?: Partial<IGlowLayerOptions>);
  114894. /**
  114895. * Get the effect name of the layer.
  114896. * @return The effect name
  114897. */
  114898. getEffectName(): string;
  114899. /**
  114900. * Create the merge effect. This is the shader use to blit the information back
  114901. * to the main canvas at the end of the scene rendering.
  114902. */
  114903. protected _createMergeEffect(): Effect;
  114904. /**
  114905. * Creates the render target textures and post processes used in the glow layer.
  114906. */
  114907. protected _createTextureAndPostProcesses(): void;
  114908. /**
  114909. * Checks for the readiness of the element composing the layer.
  114910. * @param subMesh the mesh to check for
  114911. * @param useInstances specify wether or not to use instances to render the mesh
  114912. * @param emissiveTexture the associated emissive texture used to generate the glow
  114913. * @return true if ready otherwise, false
  114914. */
  114915. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  114916. /**
  114917. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  114918. */
  114919. needStencil(): boolean;
  114920. /**
  114921. * Returns true if the mesh can be rendered, otherwise false.
  114922. * @param mesh The mesh to render
  114923. * @param material The material used on the mesh
  114924. * @returns true if it can be rendered otherwise false
  114925. */
  114926. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  114927. /**
  114928. * Implementation specific of rendering the generating effect on the main canvas.
  114929. * @param effect The effect used to render through
  114930. */
  114931. protected _internalRender(effect: Effect): void;
  114932. /**
  114933. * Sets the required values for both the emissive texture and and the main color.
  114934. */
  114935. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  114936. /**
  114937. * Returns true if the mesh should render, otherwise false.
  114938. * @param mesh The mesh to render
  114939. * @returns true if it should render otherwise false
  114940. */
  114941. protected _shouldRenderMesh(mesh: Mesh): boolean;
  114942. /**
  114943. * Adds specific effects defines.
  114944. * @param defines The defines to add specifics to.
  114945. */
  114946. protected _addCustomEffectDefines(defines: string[]): void;
  114947. /**
  114948. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  114949. * @param mesh The mesh to exclude from the glow layer
  114950. */
  114951. addExcludedMesh(mesh: Mesh): void;
  114952. /**
  114953. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  114954. * @param mesh The mesh to remove
  114955. */
  114956. removeExcludedMesh(mesh: Mesh): void;
  114957. /**
  114958. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  114959. * @param mesh The mesh to include in the glow layer
  114960. */
  114961. addIncludedOnlyMesh(mesh: Mesh): void;
  114962. /**
  114963. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  114964. * @param mesh The mesh to remove
  114965. */
  114966. removeIncludedOnlyMesh(mesh: Mesh): void;
  114967. /**
  114968. * Determine if a given mesh will be used in the glow layer
  114969. * @param mesh The mesh to test
  114970. * @returns true if the mesh will be highlighted by the current glow layer
  114971. */
  114972. hasMesh(mesh: AbstractMesh): boolean;
  114973. /**
  114974. * Free any resources and references associated to a mesh.
  114975. * Internal use
  114976. * @param mesh The mesh to free.
  114977. * @hidden
  114978. */
  114979. _disposeMesh(mesh: Mesh): void;
  114980. /**
  114981. * Gets the class name of the effect layer
  114982. * @returns the string with the class name of the effect layer
  114983. */
  114984. getClassName(): string;
  114985. /**
  114986. * Serializes this glow layer
  114987. * @returns a serialized glow layer object
  114988. */
  114989. serialize(): any;
  114990. /**
  114991. * Creates a Glow Layer from parsed glow layer data
  114992. * @param parsedGlowLayer defines glow layer data
  114993. * @param scene defines the current scene
  114994. * @param rootUrl defines the root URL containing the glow layer information
  114995. * @returns a parsed Glow Layer
  114996. */
  114997. static Parse(parsedGlowLayer: any, scene: Scene, rootUrl: string): GlowLayer;
  114998. }
  114999. }
  115000. declare module BABYLON {
  115001. /** @hidden */
  115002. export var glowBlurPostProcessPixelShader: {
  115003. name: string;
  115004. shader: string;
  115005. };
  115006. }
  115007. declare module BABYLON {
  115008. interface AbstractScene {
  115009. /**
  115010. * Return a the first highlight layer of the scene with a given name.
  115011. * @param name The name of the highlight layer to look for.
  115012. * @return The highlight layer if found otherwise null.
  115013. */
  115014. getHighlightLayerByName(name: string): Nullable<HighlightLayer>;
  115015. }
  115016. /**
  115017. * Highlight layer options. This helps customizing the behaviour
  115018. * of the highlight layer.
  115019. */
  115020. export interface IHighlightLayerOptions {
  115021. /**
  115022. * Multiplication factor apply to the canvas size to compute the render target size
  115023. * used to generated the glowing objects (the smaller the faster).
  115024. */
  115025. mainTextureRatio: number;
  115026. /**
  115027. * Enforces a fixed size texture to ensure resize independant blur.
  115028. */
  115029. mainTextureFixedSize?: number;
  115030. /**
  115031. * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size
  115032. * of the picture to blur (the smaller the faster).
  115033. */
  115034. blurTextureSizeRatio: number;
  115035. /**
  115036. * How big in texel of the blur texture is the vertical blur.
  115037. */
  115038. blurVerticalSize: number;
  115039. /**
  115040. * How big in texel of the blur texture is the horizontal blur.
  115041. */
  115042. blurHorizontalSize: number;
  115043. /**
  115044. * Alpha blending mode used to apply the blur. Default is combine.
  115045. */
  115046. alphaBlendingMode: number;
  115047. /**
  115048. * The camera attached to the layer.
  115049. */
  115050. camera: Nullable<Camera>;
  115051. /**
  115052. * Should we display highlight as a solid stroke?
  115053. */
  115054. isStroke?: boolean;
  115055. /**
  115056. * The rendering group to draw the layer in.
  115057. */
  115058. renderingGroupId: number;
  115059. }
  115060. /**
  115061. * The highlight layer Helps adding a glow effect around a mesh.
  115062. *
  115063. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  115064. * glowy meshes to your scene.
  115065. *
  115066. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  115067. */
  115068. export class HighlightLayer extends EffectLayer {
  115069. name: string;
  115070. /**
  115071. * Effect Name of the highlight layer.
  115072. */
  115073. static readonly EffectName: string;
  115074. /**
  115075. * The neutral color used during the preparation of the glow effect.
  115076. * This is black by default as the blend operation is a blend operation.
  115077. */
  115078. static NeutralColor: Color4;
  115079. /**
  115080. * Stencil value used for glowing meshes.
  115081. */
  115082. static GlowingMeshStencilReference: number;
  115083. /**
  115084. * Stencil value used for the other meshes in the scene.
  115085. */
  115086. static NormalMeshStencilReference: number;
  115087. /**
  115088. * Specifies whether or not the inner glow is ACTIVE in the layer.
  115089. */
  115090. innerGlow: boolean;
  115091. /**
  115092. * Specifies whether or not the outer glow is ACTIVE in the layer.
  115093. */
  115094. outerGlow: boolean;
  115095. /**
  115096. * Specifies the horizontal size of the blur.
  115097. */
  115098. /**
  115099. * Gets the horizontal size of the blur.
  115100. */
  115101. blurHorizontalSize: number;
  115102. /**
  115103. * Specifies the vertical size of the blur.
  115104. */
  115105. /**
  115106. * Gets the vertical size of the blur.
  115107. */
  115108. blurVerticalSize: number;
  115109. /**
  115110. * An event triggered when the highlight layer is being blurred.
  115111. */
  115112. onBeforeBlurObservable: Observable<HighlightLayer>;
  115113. /**
  115114. * An event triggered when the highlight layer has been blurred.
  115115. */
  115116. onAfterBlurObservable: Observable<HighlightLayer>;
  115117. private _instanceGlowingMeshStencilReference;
  115118. private _options;
  115119. private _downSamplePostprocess;
  115120. private _horizontalBlurPostprocess;
  115121. private _verticalBlurPostprocess;
  115122. private _blurTexture;
  115123. private _meshes;
  115124. private _excludedMeshes;
  115125. /**
  115126. * Instantiates a new highlight Layer and references it to the scene..
  115127. * @param name The name of the layer
  115128. * @param scene The scene to use the layer in
  115129. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  115130. */
  115131. constructor(name: string, scene: Scene, options?: Partial<IHighlightLayerOptions>);
  115132. /**
  115133. * Get the effect name of the layer.
  115134. * @return The effect name
  115135. */
  115136. getEffectName(): string;
  115137. /**
  115138. * Create the merge effect. This is the shader use to blit the information back
  115139. * to the main canvas at the end of the scene rendering.
  115140. */
  115141. protected _createMergeEffect(): Effect;
  115142. /**
  115143. * Creates the render target textures and post processes used in the highlight layer.
  115144. */
  115145. protected _createTextureAndPostProcesses(): void;
  115146. /**
  115147. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  115148. */
  115149. needStencil(): boolean;
  115150. /**
  115151. * Checks for the readiness of the element composing the layer.
  115152. * @param subMesh the mesh to check for
  115153. * @param useInstances specify wether or not to use instances to render the mesh
  115154. * @param emissiveTexture the associated emissive texture used to generate the glow
  115155. * @return true if ready otherwise, false
  115156. */
  115157. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  115158. /**
  115159. * Implementation specific of rendering the generating effect on the main canvas.
  115160. * @param effect The effect used to render through
  115161. */
  115162. protected _internalRender(effect: Effect): void;
  115163. /**
  115164. * Returns true if the layer contains information to display, otherwise false.
  115165. */
  115166. shouldRender(): boolean;
  115167. /**
  115168. * Returns true if the mesh should render, otherwise false.
  115169. * @param mesh The mesh to render
  115170. * @returns true if it should render otherwise false
  115171. */
  115172. protected _shouldRenderMesh(mesh: Mesh): boolean;
  115173. /**
  115174. * Sets the required values for both the emissive texture and and the main color.
  115175. */
  115176. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  115177. /**
  115178. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  115179. * @param mesh The mesh to exclude from the highlight layer
  115180. */
  115181. addExcludedMesh(mesh: Mesh): void;
  115182. /**
  115183. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  115184. * @param mesh The mesh to highlight
  115185. */
  115186. removeExcludedMesh(mesh: Mesh): void;
  115187. /**
  115188. * Determine if a given mesh will be highlighted by the current HighlightLayer
  115189. * @param mesh mesh to test
  115190. * @returns true if the mesh will be highlighted by the current HighlightLayer
  115191. */
  115192. hasMesh(mesh: AbstractMesh): boolean;
  115193. /**
  115194. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  115195. * @param mesh The mesh to highlight
  115196. * @param color The color of the highlight
  115197. * @param glowEmissiveOnly Extract the glow from the emissive texture
  115198. */
  115199. addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly?: boolean): void;
  115200. /**
  115201. * Remove a mesh from the highlight layer in order to make it stop glowing.
  115202. * @param mesh The mesh to highlight
  115203. */
  115204. removeMesh(mesh: Mesh): void;
  115205. /**
  115206. * Force the stencil to the normal expected value for none glowing parts
  115207. */
  115208. private _defaultStencilReference;
  115209. /**
  115210. * Free any resources and references associated to a mesh.
  115211. * Internal use
  115212. * @param mesh The mesh to free.
  115213. * @hidden
  115214. */
  115215. _disposeMesh(mesh: Mesh): void;
  115216. /**
  115217. * Dispose the highlight layer and free resources.
  115218. */
  115219. dispose(): void;
  115220. /**
  115221. * Gets the class name of the effect layer
  115222. * @returns the string with the class name of the effect layer
  115223. */
  115224. getClassName(): string;
  115225. /**
  115226. * Serializes this Highlight layer
  115227. * @returns a serialized Highlight layer object
  115228. */
  115229. serialize(): any;
  115230. /**
  115231. * Creates a Highlight layer from parsed Highlight layer data
  115232. * @param parsedHightlightLayer defines the Highlight layer data
  115233. * @param scene defines the current scene
  115234. * @param rootUrl defines the root URL containing the Highlight layer information
  115235. * @returns a parsed Highlight layer
  115236. */
  115237. static Parse(parsedHightlightLayer: any, scene: Scene, rootUrl: string): HighlightLayer;
  115238. }
  115239. }
  115240. declare module BABYLON {
  115241. interface AbstractScene {
  115242. /**
  115243. * The list of layers (background and foreground) of the scene
  115244. */
  115245. layers: Array<Layer>;
  115246. }
  115247. /**
  115248. * Defines the layer scene component responsible to manage any layers
  115249. * in a given scene.
  115250. */
  115251. export class LayerSceneComponent implements ISceneComponent {
  115252. /**
  115253. * The component name helpfull to identify the component in the list of scene components.
  115254. */
  115255. readonly name: string;
  115256. /**
  115257. * The scene the component belongs to.
  115258. */
  115259. scene: Scene;
  115260. private _engine;
  115261. /**
  115262. * Creates a new instance of the component for the given scene
  115263. * @param scene Defines the scene to register the component in
  115264. */
  115265. constructor(scene: Scene);
  115266. /**
  115267. * Registers the component in a given scene
  115268. */
  115269. register(): void;
  115270. /**
  115271. * Rebuilds the elements related to this component in case of
  115272. * context lost for instance.
  115273. */
  115274. rebuild(): void;
  115275. /**
  115276. * Disposes the component and the associated ressources.
  115277. */
  115278. dispose(): void;
  115279. private _draw;
  115280. private _drawCameraPredicate;
  115281. private _drawCameraBackground;
  115282. private _drawCameraForeground;
  115283. private _drawRenderTargetPredicate;
  115284. private _drawRenderTargetBackground;
  115285. private _drawRenderTargetForeground;
  115286. /**
  115287. * Adds all the elements from the container to the scene
  115288. * @param container the container holding the elements
  115289. */
  115290. addFromContainer(container: AbstractScene): void;
  115291. /**
  115292. * Removes all the elements in the container from the scene
  115293. * @param container contains the elements to remove
  115294. * @param dispose if the removed element should be disposed (default: false)
  115295. */
  115296. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  115297. }
  115298. }
  115299. declare module BABYLON {
  115300. /** @hidden */
  115301. export var layerPixelShader: {
  115302. name: string;
  115303. shader: string;
  115304. };
  115305. }
  115306. declare module BABYLON {
  115307. /** @hidden */
  115308. export var layerVertexShader: {
  115309. name: string;
  115310. shader: string;
  115311. };
  115312. }
  115313. declare module BABYLON {
  115314. /**
  115315. * This represents a full screen 2d layer.
  115316. * This can be useful to display a picture in the background of your scene for instance.
  115317. * @see https://www.babylonjs-playground.com/#08A2BS#1
  115318. */
  115319. export class Layer {
  115320. /**
  115321. * Define the name of the layer.
  115322. */
  115323. name: string;
  115324. /**
  115325. * Define the texture the layer should display.
  115326. */
  115327. texture: Nullable<Texture>;
  115328. /**
  115329. * Is the layer in background or foreground.
  115330. */
  115331. isBackground: boolean;
  115332. /**
  115333. * Define the color of the layer (instead of texture).
  115334. */
  115335. color: Color4;
  115336. /**
  115337. * Define the scale of the layer in order to zoom in out of the texture.
  115338. */
  115339. scale: Vector2;
  115340. /**
  115341. * Define an offset for the layer in order to shift the texture.
  115342. */
  115343. offset: Vector2;
  115344. /**
  115345. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  115346. */
  115347. alphaBlendingMode: number;
  115348. /**
  115349. * Define if the layer should alpha test or alpha blend with the rest of the scene.
  115350. * Alpha test will not mix with the background color in case of transparency.
  115351. * It will either use the texture color or the background depending on the alpha value of the current pixel.
  115352. */
  115353. alphaTest: boolean;
  115354. /**
  115355. * Define a mask to restrict the layer to only some of the scene cameras.
  115356. */
  115357. layerMask: number;
  115358. /**
  115359. * Define the list of render target the layer is visible into.
  115360. */
  115361. renderTargetTextures: RenderTargetTexture[];
  115362. /**
  115363. * Define if the layer is only used in renderTarget or if it also
  115364. * renders in the main frame buffer of the canvas.
  115365. */
  115366. renderOnlyInRenderTargetTextures: boolean;
  115367. private _scene;
  115368. private _vertexBuffers;
  115369. private _indexBuffer;
  115370. private _effect;
  115371. private _alphaTestEffect;
  115372. /**
  115373. * An event triggered when the layer is disposed.
  115374. */
  115375. onDisposeObservable: Observable<Layer>;
  115376. private _onDisposeObserver;
  115377. /**
  115378. * Back compatibility with callback before the onDisposeObservable existed.
  115379. * The set callback will be triggered when the layer has been disposed.
  115380. */
  115381. onDispose: () => void;
  115382. /**
  115383. * An event triggered before rendering the scene
  115384. */
  115385. onBeforeRenderObservable: Observable<Layer>;
  115386. private _onBeforeRenderObserver;
  115387. /**
  115388. * Back compatibility with callback before the onBeforeRenderObservable existed.
  115389. * The set callback will be triggered just before rendering the layer.
  115390. */
  115391. onBeforeRender: () => void;
  115392. /**
  115393. * An event triggered after rendering the scene
  115394. */
  115395. onAfterRenderObservable: Observable<Layer>;
  115396. private _onAfterRenderObserver;
  115397. /**
  115398. * Back compatibility with callback before the onAfterRenderObservable existed.
  115399. * The set callback will be triggered just after rendering the layer.
  115400. */
  115401. onAfterRender: () => void;
  115402. /**
  115403. * Instantiates a new layer.
  115404. * This represents a full screen 2d layer.
  115405. * This can be useful to display a picture in the background of your scene for instance.
  115406. * @see https://www.babylonjs-playground.com/#08A2BS#1
  115407. * @param name Define the name of the layer in the scene
  115408. * @param imgUrl Define the url of the texture to display in the layer
  115409. * @param scene Define the scene the layer belongs to
  115410. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  115411. * @param color Defines a color for the layer
  115412. */
  115413. constructor(
  115414. /**
  115415. * Define the name of the layer.
  115416. */
  115417. name: string, imgUrl: Nullable<string>, scene: Nullable<Scene>, isBackground?: boolean, color?: Color4);
  115418. private _createIndexBuffer;
  115419. /** @hidden */
  115420. _rebuild(): void;
  115421. /**
  115422. * Renders the layer in the scene.
  115423. */
  115424. render(): void;
  115425. /**
  115426. * Disposes and releases the associated ressources.
  115427. */
  115428. dispose(): void;
  115429. }
  115430. }
  115431. declare module BABYLON {
  115432. /** @hidden */
  115433. export var lensFlarePixelShader: {
  115434. name: string;
  115435. shader: string;
  115436. };
  115437. }
  115438. declare module BABYLON {
  115439. /** @hidden */
  115440. export var lensFlareVertexShader: {
  115441. name: string;
  115442. shader: string;
  115443. };
  115444. }
  115445. declare module BABYLON {
  115446. /**
  115447. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  115448. * It is usually composed of several `lensFlare`.
  115449. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  115450. */
  115451. export class LensFlareSystem {
  115452. /**
  115453. * Define the name of the lens flare system
  115454. */
  115455. name: string;
  115456. /**
  115457. * List of lens flares used in this system.
  115458. */
  115459. lensFlares: LensFlare[];
  115460. /**
  115461. * Define a limit from the border the lens flare can be visible.
  115462. */
  115463. borderLimit: number;
  115464. /**
  115465. * Define a viewport border we do not want to see the lens flare in.
  115466. */
  115467. viewportBorder: number;
  115468. /**
  115469. * Define a predicate which could limit the list of meshes able to occlude the effect.
  115470. */
  115471. meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;
  115472. /**
  115473. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  115474. */
  115475. layerMask: number;
  115476. /**
  115477. * Define the id of the lens flare system in the scene.
  115478. * (equal to name by default)
  115479. */
  115480. id: string;
  115481. private _scene;
  115482. private _emitter;
  115483. private _vertexBuffers;
  115484. private _indexBuffer;
  115485. private _effect;
  115486. private _positionX;
  115487. private _positionY;
  115488. private _isEnabled;
  115489. /** @hidden */
  115490. static _SceneComponentInitialization: (scene: Scene) => void;
  115491. /**
  115492. * Instantiates a lens flare system.
  115493. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  115494. * It is usually composed of several `lensFlare`.
  115495. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  115496. * @param name Define the name of the lens flare system in the scene
  115497. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  115498. * @param scene Define the scene the lens flare system belongs to
  115499. */
  115500. constructor(
  115501. /**
  115502. * Define the name of the lens flare system
  115503. */
  115504. name: string, emitter: any, scene: Scene);
  115505. /**
  115506. * Define if the lens flare system is enabled.
  115507. */
  115508. isEnabled: boolean;
  115509. /**
  115510. * Get the scene the effects belongs to.
  115511. * @returns the scene holding the lens flare system
  115512. */
  115513. getScene(): Scene;
  115514. /**
  115515. * Get the emitter of the lens flare system.
  115516. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  115517. * @returns the emitter of the lens flare system
  115518. */
  115519. getEmitter(): any;
  115520. /**
  115521. * Set the emitter of the lens flare system.
  115522. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  115523. * @param newEmitter Define the new emitter of the system
  115524. */
  115525. setEmitter(newEmitter: any): void;
  115526. /**
  115527. * Get the lens flare system emitter position.
  115528. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  115529. * @returns the position
  115530. */
  115531. getEmitterPosition(): Vector3;
  115532. /**
  115533. * @hidden
  115534. */
  115535. computeEffectivePosition(globalViewport: Viewport): boolean;
  115536. /** @hidden */
  115537. _isVisible(): boolean;
  115538. /**
  115539. * @hidden
  115540. */
  115541. render(): boolean;
  115542. /**
  115543. * Dispose and release the lens flare with its associated resources.
  115544. */
  115545. dispose(): void;
  115546. /**
  115547. * Parse a lens flare system from a JSON repressentation
  115548. * @param parsedLensFlareSystem Define the JSON to parse
  115549. * @param scene Define the scene the parsed system should be instantiated in
  115550. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  115551. * @returns the parsed system
  115552. */
  115553. static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
  115554. /**
  115555. * Serialize the current Lens Flare System into a JSON representation.
  115556. * @returns the serialized JSON
  115557. */
  115558. serialize(): any;
  115559. }
  115560. }
  115561. declare module BABYLON {
  115562. /**
  115563. * This represents one of the lens effect in a `lensFlareSystem`.
  115564. * It controls one of the indiviual texture used in the effect.
  115565. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  115566. */
  115567. export class LensFlare {
  115568. /**
  115569. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  115570. */
  115571. size: number;
  115572. /**
  115573. * Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
  115574. */
  115575. position: number;
  115576. /**
  115577. * Define the lens color.
  115578. */
  115579. color: Color3;
  115580. /**
  115581. * Define the lens texture.
  115582. */
  115583. texture: Nullable<Texture>;
  115584. /**
  115585. * Define the alpha mode to render this particular lens.
  115586. */
  115587. alphaMode: number;
  115588. private _system;
  115589. /**
  115590. * Creates a new Lens Flare.
  115591. * This represents one of the lens effect in a `lensFlareSystem`.
  115592. * It controls one of the indiviual texture used in the effect.
  115593. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  115594. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  115595. * @param position Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
  115596. * @param color Define the lens color
  115597. * @param imgUrl Define the lens texture url
  115598. * @param system Define the `lensFlareSystem` this flare is part of
  115599. * @returns The newly created Lens Flare
  115600. */
  115601. static AddFlare(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem): LensFlare;
  115602. /**
  115603. * Instantiates a new Lens Flare.
  115604. * This represents one of the lens effect in a `lensFlareSystem`.
  115605. * It controls one of the indiviual texture used in the effect.
  115606. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  115607. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  115608. * @param position Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
  115609. * @param color Define the lens color
  115610. * @param imgUrl Define the lens texture url
  115611. * @param system Define the `lensFlareSystem` this flare is part of
  115612. */
  115613. constructor(
  115614. /**
  115615. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  115616. */
  115617. size: number,
  115618. /**
  115619. * Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
  115620. */
  115621. position: number, color: Color3, imgUrl: string, system: LensFlareSystem);
  115622. /**
  115623. * Dispose and release the lens flare with its associated resources.
  115624. */
  115625. dispose(): void;
  115626. }
  115627. }
  115628. declare module BABYLON {
  115629. interface AbstractScene {
  115630. /**
  115631. * The list of lens flare system added to the scene
  115632. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  115633. */
  115634. lensFlareSystems: Array<LensFlareSystem>;
  115635. /**
  115636. * Removes the given lens flare system from this scene.
  115637. * @param toRemove The lens flare system to remove
  115638. * @returns The index of the removed lens flare system
  115639. */
  115640. removeLensFlareSystem(toRemove: LensFlareSystem): number;
  115641. /**
  115642. * Adds the given lens flare system to this scene
  115643. * @param newLensFlareSystem The lens flare system to add
  115644. */
  115645. addLensFlareSystem(newLensFlareSystem: LensFlareSystem): void;
  115646. /**
  115647. * Gets a lens flare system using its name
  115648. * @param name defines the name to look for
  115649. * @returns the lens flare system or null if not found
  115650. */
  115651. getLensFlareSystemByName(name: string): Nullable<LensFlareSystem>;
  115652. /**
  115653. * Gets a lens flare system using its id
  115654. * @param id defines the id to look for
  115655. * @returns the lens flare system or null if not found
  115656. */
  115657. getLensFlareSystemByID(id: string): Nullable<LensFlareSystem>;
  115658. }
  115659. /**
  115660. * Defines the lens flare scene component responsible to manage any lens flares
  115661. * in a given scene.
  115662. */
  115663. export class LensFlareSystemSceneComponent implements ISceneSerializableComponent {
  115664. /**
  115665. * The component name helpfull to identify the component in the list of scene components.
  115666. */
  115667. readonly name: string;
  115668. /**
  115669. * The scene the component belongs to.
  115670. */
  115671. scene: Scene;
  115672. /**
  115673. * Creates a new instance of the component for the given scene
  115674. * @param scene Defines the scene to register the component in
  115675. */
  115676. constructor(scene: Scene);
  115677. /**
  115678. * Registers the component in a given scene
  115679. */
  115680. register(): void;
  115681. /**
  115682. * Rebuilds the elements related to this component in case of
  115683. * context lost for instance.
  115684. */
  115685. rebuild(): void;
  115686. /**
  115687. * Adds all the elements from the container to the scene
  115688. * @param container the container holding the elements
  115689. */
  115690. addFromContainer(container: AbstractScene): void;
  115691. /**
  115692. * Removes all the elements in the container from the scene
  115693. * @param container contains the elements to remove
  115694. * @param dispose if the removed element should be disposed (default: false)
  115695. */
  115696. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  115697. /**
  115698. * Serializes the component data to the specified json object
  115699. * @param serializationObject The object to serialize to
  115700. */
  115701. serialize(serializationObject: any): void;
  115702. /**
  115703. * Disposes the component and the associated ressources.
  115704. */
  115705. dispose(): void;
  115706. private _draw;
  115707. }
  115708. }
  115709. declare module BABYLON {
  115710. /**
  115711. * Defines the shadow generator component responsible to manage any shadow generators
  115712. * in a given scene.
  115713. */
  115714. export class ShadowGeneratorSceneComponent implements ISceneSerializableComponent {
  115715. /**
  115716. * The component name helpfull to identify the component in the list of scene components.
  115717. */
  115718. readonly name: string;
  115719. /**
  115720. * The scene the component belongs to.
  115721. */
  115722. scene: Scene;
  115723. /**
  115724. * Creates a new instance of the component for the given scene
  115725. * @param scene Defines the scene to register the component in
  115726. */
  115727. constructor(scene: Scene);
  115728. /**
  115729. * Registers the component in a given scene
  115730. */
  115731. register(): void;
  115732. /**
  115733. * Rebuilds the elements related to this component in case of
  115734. * context lost for instance.
  115735. */
  115736. rebuild(): void;
  115737. /**
  115738. * Serializes the component data to the specified json object
  115739. * @param serializationObject The object to serialize to
  115740. */
  115741. serialize(serializationObject: any): void;
  115742. /**
  115743. * Adds all the elements from the container to the scene
  115744. * @param container the container holding the elements
  115745. */
  115746. addFromContainer(container: AbstractScene): void;
  115747. /**
  115748. * Removes all the elements in the container from the scene
  115749. * @param container contains the elements to remove
  115750. * @param dispose if the removed element should be disposed (default: false)
  115751. */
  115752. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  115753. /**
  115754. * Rebuilds the elements related to this component in case of
  115755. * context lost for instance.
  115756. */
  115757. dispose(): void;
  115758. private _gatherRenderTargets;
  115759. }
  115760. }
  115761. declare module BABYLON {
  115762. /**
  115763. * A point light is a light defined by an unique point in world space.
  115764. * The light is emitted in every direction from this point.
  115765. * A good example of a point light is a standard light bulb.
  115766. * Documentation: https://doc.babylonjs.com/babylon101/lights
  115767. */
  115768. export class PointLight extends ShadowLight {
  115769. private _shadowAngle;
  115770. /**
  115771. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  115772. * This specifies what angle the shadow will use to be created.
  115773. *
  115774. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  115775. */
  115776. /**
  115777. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  115778. * This specifies what angle the shadow will use to be created.
  115779. *
  115780. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  115781. */
  115782. shadowAngle: number;
  115783. /**
  115784. * Gets the direction if it has been set.
  115785. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  115786. */
  115787. /**
  115788. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  115789. */
  115790. direction: Vector3;
  115791. /**
  115792. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  115793. * A PointLight emits the light in every direction.
  115794. * It can cast shadows.
  115795. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  115796. * ```javascript
  115797. * var pointLight = new PointLight("pl", camera.position, scene);
  115798. * ```
  115799. * Documentation : https://doc.babylonjs.com/babylon101/lights
  115800. * @param name The light friendly name
  115801. * @param position The position of the point light in the scene
  115802. * @param scene The scene the lights belongs to
  115803. */
  115804. constructor(name: string, position: Vector3, scene: Scene);
  115805. /**
  115806. * Returns the string "PointLight"
  115807. * @returns the class name
  115808. */
  115809. getClassName(): string;
  115810. /**
  115811. * Returns the integer 0.
  115812. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  115813. */
  115814. getTypeID(): number;
  115815. /**
  115816. * Specifies wether or not the shadowmap should be a cube texture.
  115817. * @returns true if the shadowmap needs to be a cube texture.
  115818. */
  115819. needCube(): boolean;
  115820. /**
  115821. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  115822. * @param faceIndex The index of the face we are computed the direction to generate shadow
  115823. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  115824. */
  115825. getShadowDirection(faceIndex?: number): Vector3;
  115826. /**
  115827. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  115828. * - fov = PI / 2
  115829. * - aspect ratio : 1.0
  115830. * - z-near and far equal to the active camera minZ and maxZ.
  115831. * Returns the PointLight.
  115832. */
  115833. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  115834. protected _buildUniformLayout(): void;
  115835. /**
  115836. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  115837. * @param effect The effect to update
  115838. * @param lightIndex The index of the light in the effect to update
  115839. * @returns The point light
  115840. */
  115841. transferToEffect(effect: Effect, lightIndex: string): PointLight;
  115842. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  115843. /**
  115844. * Prepares the list of defines specific to the light type.
  115845. * @param defines the list of defines
  115846. * @param lightIndex defines the index of the light for the effect
  115847. */
  115848. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  115849. }
  115850. }
  115851. declare module BABYLON {
  115852. /**
  115853. * Header information of HDR texture files.
  115854. */
  115855. export interface HDRInfo {
  115856. /**
  115857. * The height of the texture in pixels.
  115858. */
  115859. height: number;
  115860. /**
  115861. * The width of the texture in pixels.
  115862. */
  115863. width: number;
  115864. /**
  115865. * The index of the beginning of the data in the binary file.
  115866. */
  115867. dataPosition: number;
  115868. }
  115869. /**
  115870. * This groups tools to convert HDR texture to native colors array.
  115871. */
  115872. export class HDRTools {
  115873. private static Ldexp;
  115874. private static Rgbe2float;
  115875. private static readStringLine;
  115876. /**
  115877. * Reads header information from an RGBE texture stored in a native array.
  115878. * More information on this format are available here:
  115879. * https://en.wikipedia.org/wiki/RGBE_image_format
  115880. *
  115881. * @param uint8array The binary file stored in native array.
  115882. * @return The header information.
  115883. */
  115884. static RGBE_ReadHeader(uint8array: Uint8Array): HDRInfo;
  115885. /**
  115886. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  115887. * This RGBE texture needs to store the information as a panorama.
  115888. *
  115889. * More information on this format are available here:
  115890. * https://en.wikipedia.org/wiki/RGBE_image_format
  115891. *
  115892. * @param buffer The binary file stored in an array buffer.
  115893. * @param size The expected size of the extracted cubemap.
  115894. * @return The Cube Map information.
  115895. */
  115896. static GetCubeMapTextureData(buffer: ArrayBuffer, size: number): CubeMapInfo;
  115897. /**
  115898. * Returns the pixels data extracted from an RGBE texture.
  115899. * This pixels will be stored left to right up to down in the R G B order in one array.
  115900. *
  115901. * More information on this format are available here:
  115902. * https://en.wikipedia.org/wiki/RGBE_image_format
  115903. *
  115904. * @param uint8array The binary file stored in an array buffer.
  115905. * @param hdrInfo The header information of the file.
  115906. * @return The pixels data in RGB right to left up to down order.
  115907. */
  115908. static RGBE_ReadPixels(uint8array: Uint8Array, hdrInfo: HDRInfo): Float32Array;
  115909. private static RGBE_ReadPixels_RLE;
  115910. }
  115911. }
  115912. declare module BABYLON {
  115913. /**
  115914. * This represents a texture coming from an HDR input.
  115915. *
  115916. * The only supported format is currently panorama picture stored in RGBE format.
  115917. * Example of such files can be found on HDRLib: http://hdrlib.com/
  115918. */
  115919. export class HDRCubeTexture extends BaseTexture {
  115920. private static _facesMapping;
  115921. private _generateHarmonics;
  115922. private _noMipmap;
  115923. private _textureMatrix;
  115924. private _size;
  115925. private _onLoad;
  115926. private _onError;
  115927. /**
  115928. * The texture URL.
  115929. */
  115930. url: string;
  115931. /**
  115932. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  115933. */
  115934. coordinatesMode: number;
  115935. protected _isBlocking: boolean;
  115936. /**
  115937. * Sets wether or not the texture is blocking during loading.
  115938. */
  115939. /**
  115940. * Gets wether or not the texture is blocking during loading.
  115941. */
  115942. isBlocking: boolean;
  115943. protected _rotationY: number;
  115944. /**
  115945. * Sets texture matrix rotation angle around Y axis in radians.
  115946. */
  115947. /**
  115948. * Gets texture matrix rotation angle around Y axis radians.
  115949. */
  115950. rotationY: number;
  115951. /**
  115952. * Gets or sets the center of the bounding box associated with the cube texture
  115953. * It must define where the camera used to render the texture was set
  115954. */
  115955. boundingBoxPosition: Vector3;
  115956. private _boundingBoxSize;
  115957. /**
  115958. * Gets or sets the size of the bounding box associated with the cube texture
  115959. * When defined, the cubemap will switch to local mode
  115960. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  115961. * @example https://www.babylonjs-playground.com/#RNASML
  115962. */
  115963. boundingBoxSize: Vector3;
  115964. /**
  115965. * Instantiates an HDRTexture from the following parameters.
  115966. *
  115967. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  115968. * @param scene The scene the texture will be used in
  115969. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  115970. * @param noMipmap Forces to not generate the mipmap if true
  115971. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  115972. * @param gammaSpace Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  115973. * @param reserved Reserved flag for internal use.
  115974. */
  115975. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  115976. /**
  115977. * Get the current class name of the texture useful for serialization or dynamic coding.
  115978. * @returns "HDRCubeTexture"
  115979. */
  115980. getClassName(): string;
  115981. /**
  115982. * Occurs when the file is raw .hdr file.
  115983. */
  115984. private loadTexture;
  115985. clone(): HDRCubeTexture;
  115986. delayLoad(): void;
  115987. /**
  115988. * Get the texture reflection matrix used to rotate/transform the reflection.
  115989. * @returns the reflection matrix
  115990. */
  115991. getReflectionTextureMatrix(): Matrix;
  115992. /**
  115993. * Set the texture reflection matrix used to rotate/transform the reflection.
  115994. * @param value Define the reflection matrix to set
  115995. */
  115996. setReflectionTextureMatrix(value: Matrix): void;
  115997. /**
  115998. * Parses a JSON representation of an HDR Texture in order to create the texture
  115999. * @param parsedTexture Define the JSON representation
  116000. * @param scene Define the scene the texture should be created in
  116001. * @param rootUrl Define the root url in case we need to load relative dependencies
  116002. * @returns the newly created texture after parsing
  116003. */
  116004. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<HDRCubeTexture>;
  116005. serialize(): any;
  116006. }
  116007. }
  116008. declare module BABYLON {
  116009. /**
  116010. * Class used to control physics engine
  116011. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  116012. */
  116013. export class PhysicsEngine implements IPhysicsEngine {
  116014. private _physicsPlugin;
  116015. /**
  116016. * Global value used to control the smallest number supported by the simulation
  116017. */
  116018. static Epsilon: number;
  116019. private _impostors;
  116020. private _joints;
  116021. /**
  116022. * Gets the gravity vector used by the simulation
  116023. */
  116024. gravity: Vector3;
  116025. /**
  116026. * Factory used to create the default physics plugin.
  116027. * @returns The default physics plugin
  116028. */
  116029. static DefaultPluginFactory(): IPhysicsEnginePlugin;
  116030. /**
  116031. * Creates a new Physics Engine
  116032. * @param gravity defines the gravity vector used by the simulation
  116033. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  116034. */
  116035. constructor(gravity: Nullable<Vector3>, _physicsPlugin?: IPhysicsEnginePlugin);
  116036. /**
  116037. * Sets the gravity vector used by the simulation
  116038. * @param gravity defines the gravity vector to use
  116039. */
  116040. setGravity(gravity: Vector3): void;
  116041. /**
  116042. * Set the time step of the physics engine.
  116043. * Default is 1/60.
  116044. * To slow it down, enter 1/600 for example.
  116045. * To speed it up, 1/30
  116046. * @param newTimeStep defines the new timestep to apply to this world.
  116047. */
  116048. setTimeStep(newTimeStep?: number): void;
  116049. /**
  116050. * Get the time step of the physics engine.
  116051. * @returns the current time step
  116052. */
  116053. getTimeStep(): number;
  116054. /**
  116055. * Release all resources
  116056. */
  116057. dispose(): void;
  116058. /**
  116059. * Gets the name of the current physics plugin
  116060. * @returns the name of the plugin
  116061. */
  116062. getPhysicsPluginName(): string;
  116063. /**
  116064. * Adding a new impostor for the impostor tracking.
  116065. * This will be done by the impostor itself.
  116066. * @param impostor the impostor to add
  116067. */
  116068. addImpostor(impostor: PhysicsImpostor): void;
  116069. /**
  116070. * Remove an impostor from the engine.
  116071. * This impostor and its mesh will not longer be updated by the physics engine.
  116072. * @param impostor the impostor to remove
  116073. */
  116074. removeImpostor(impostor: PhysicsImpostor): void;
  116075. /**
  116076. * Add a joint to the physics engine
  116077. * @param mainImpostor defines the main impostor to which the joint is added.
  116078. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  116079. * @param joint defines the joint that will connect both impostors.
  116080. */
  116081. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  116082. /**
  116083. * Removes a joint from the simulation
  116084. * @param mainImpostor defines the impostor used with the joint
  116085. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  116086. * @param joint defines the joint to remove
  116087. */
  116088. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  116089. /**
  116090. * Called by the scene. No need to call it.
  116091. * @param delta defines the timespam between frames
  116092. */
  116093. _step(delta: number): void;
  116094. /**
  116095. * Gets the current plugin used to run the simulation
  116096. * @returns current plugin
  116097. */
  116098. getPhysicsPlugin(): IPhysicsEnginePlugin;
  116099. /**
  116100. * Gets the list of physic impostors
  116101. * @returns an array of PhysicsImpostor
  116102. */
  116103. getImpostors(): Array<PhysicsImpostor>;
  116104. /**
  116105. * Gets the impostor for a physics enabled object
  116106. * @param object defines the object impersonated by the impostor
  116107. * @returns the PhysicsImpostor or null if not found
  116108. */
  116109. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  116110. /**
  116111. * Gets the impostor for a physics body object
  116112. * @param body defines physics body used by the impostor
  116113. * @returns the PhysicsImpostor or null if not found
  116114. */
  116115. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  116116. /**
  116117. * Does a raycast in the physics world
  116118. * @param from when should the ray start?
  116119. * @param to when should the ray end?
  116120. * @returns PhysicsRaycastResult
  116121. */
  116122. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  116123. }
  116124. }
  116125. declare module BABYLON {
  116126. /** @hidden */
  116127. export class CannonJSPlugin implements IPhysicsEnginePlugin {
  116128. private _useDeltaForWorldStep;
  116129. world: any;
  116130. name: string;
  116131. private _physicsMaterials;
  116132. private _fixedTimeStep;
  116133. private _cannonRaycastResult;
  116134. private _raycastResult;
  116135. private _physicsBodysToRemoveAfterStep;
  116136. BJSCANNON: any;
  116137. constructor(_useDeltaForWorldStep?: boolean, iterations?: number, cannonInjection?: any);
  116138. setGravity(gravity: Vector3): void;
  116139. setTimeStep(timeStep: number): void;
  116140. getTimeStep(): number;
  116141. executeStep(delta: number): void;
  116142. private _removeMarkedPhysicsBodiesFromWorld;
  116143. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  116144. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  116145. generatePhysicsBody(impostor: PhysicsImpostor): void;
  116146. private _processChildMeshes;
  116147. removePhysicsBody(impostor: PhysicsImpostor): void;
  116148. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  116149. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  116150. private _addMaterial;
  116151. private _checkWithEpsilon;
  116152. private _createShape;
  116153. private _createHeightmap;
  116154. private _minus90X;
  116155. private _plus90X;
  116156. private _tmpPosition;
  116157. private _tmpDeltaPosition;
  116158. private _tmpUnityRotation;
  116159. private _updatePhysicsBodyTransformation;
  116160. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  116161. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  116162. isSupported(): boolean;
  116163. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  116164. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  116165. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  116166. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  116167. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  116168. getBodyMass(impostor: PhysicsImpostor): number;
  116169. getBodyFriction(impostor: PhysicsImpostor): number;
  116170. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  116171. getBodyRestitution(impostor: PhysicsImpostor): number;
  116172. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  116173. sleepBody(impostor: PhysicsImpostor): void;
  116174. wakeUpBody(impostor: PhysicsImpostor): void;
  116175. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number): void;
  116176. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  116177. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  116178. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  116179. getRadius(impostor: PhysicsImpostor): number;
  116180. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  116181. dispose(): void;
  116182. private _extendNamespace;
  116183. /**
  116184. * Does a raycast in the physics world
  116185. * @param from when should the ray start?
  116186. * @param to when should the ray end?
  116187. * @returns PhysicsRaycastResult
  116188. */
  116189. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  116190. }
  116191. }
  116192. declare module BABYLON {
  116193. /** @hidden */
  116194. export class OimoJSPlugin implements IPhysicsEnginePlugin {
  116195. world: any;
  116196. name: string;
  116197. BJSOIMO: any;
  116198. private _raycastResult;
  116199. constructor(iterations?: number, oimoInjection?: any);
  116200. setGravity(gravity: Vector3): void;
  116201. setTimeStep(timeStep: number): void;
  116202. getTimeStep(): number;
  116203. private _tmpImpostorsArray;
  116204. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  116205. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  116206. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  116207. generatePhysicsBody(impostor: PhysicsImpostor): void;
  116208. private _tmpPositionVector;
  116209. removePhysicsBody(impostor: PhysicsImpostor): void;
  116210. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  116211. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  116212. isSupported(): boolean;
  116213. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  116214. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  116215. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  116216. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  116217. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  116218. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  116219. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  116220. getBodyMass(impostor: PhysicsImpostor): number;
  116221. getBodyFriction(impostor: PhysicsImpostor): number;
  116222. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  116223. getBodyRestitution(impostor: PhysicsImpostor): number;
  116224. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  116225. sleepBody(impostor: PhysicsImpostor): void;
  116226. wakeUpBody(impostor: PhysicsImpostor): void;
  116227. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  116228. setMotor(joint: IMotorEnabledJoint, speed: number, force?: number, motorIndex?: number): void;
  116229. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  116230. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  116231. getRadius(impostor: PhysicsImpostor): number;
  116232. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  116233. dispose(): void;
  116234. /**
  116235. * Does a raycast in the physics world
  116236. * @param from when should the ray start?
  116237. * @param to when should the ray end?
  116238. * @returns PhysicsRaycastResult
  116239. */
  116240. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  116241. }
  116242. }
  116243. declare module BABYLON {
  116244. /**
  116245. * Class containing static functions to help procedurally build meshes
  116246. */
  116247. export class RibbonBuilder {
  116248. /**
  116249. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  116250. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  116251. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  116252. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  116253. * * The parameter `offset` (positive integer, default : rounded half size of the pathArray length), is taken in account only if the `pathArray` is containing a single path
  116254. * * It's the offset to join the points from the same path. Ex : offset = 10 means the point 1 is joined to the point 11
  116255. * * The optional parameter `instance` is an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#ribbon
  116256. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  116257. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  116258. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  116259. * * The parameter `uvs` is an optional flat array of `Vector2` to update/set each ribbon vertex with its own custom UV values instead of the computed ones
  116260. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  116261. * * Note that if you use the parameters `uvs` or `colors`, the passed arrays must be populated with the right number of elements, it is to say the number of ribbon vertices. Remember that if you set `closePath` to `true`, there's one extra vertex per path in the geometry
  116262. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  116263. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  116264. * @param name defines the name of the mesh
  116265. * @param options defines the options used to create the mesh
  116266. * @param scene defines the hosting scene
  116267. * @returns the ribbon mesh
  116268. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  116269. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  116270. */
  116271. static CreateRibbon(name: string, options: {
  116272. pathArray: Vector3[][];
  116273. closeArray?: boolean;
  116274. closePath?: boolean;
  116275. offset?: number;
  116276. updatable?: boolean;
  116277. sideOrientation?: number;
  116278. frontUVs?: Vector4;
  116279. backUVs?: Vector4;
  116280. instance?: Mesh;
  116281. invertUV?: boolean;
  116282. uvs?: Vector2[];
  116283. colors?: Color4[];
  116284. }, scene?: Nullable<Scene>): Mesh;
  116285. }
  116286. }
  116287. declare module BABYLON {
  116288. /**
  116289. * Class containing static functions to help procedurally build meshes
  116290. */
  116291. export class ShapeBuilder {
  116292. /**
  116293. * Creates an extruded shape mesh. The extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  116294. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.
  116295. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  116296. * * The parameter `rotation` (float, default 0 radians) is the angle value to rotate the shape each step (each path point), from the former step (so rotation added each step) along the curve.
  116297. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  116298. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  116299. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  116300. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  116301. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  116302. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  116303. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  116304. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  116305. * @param name defines the name of the mesh
  116306. * @param options defines the options used to create the mesh
  116307. * @param scene defines the hosting scene
  116308. * @returns the extruded shape mesh
  116309. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  116310. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  116311. */
  116312. static ExtrudeShape(name: string, options: {
  116313. shape: Vector3[];
  116314. path: Vector3[];
  116315. scale?: number;
  116316. rotation?: number;
  116317. cap?: number;
  116318. updatable?: boolean;
  116319. sideOrientation?: number;
  116320. frontUVs?: Vector4;
  116321. backUVs?: Vector4;
  116322. instance?: Mesh;
  116323. invertUV?: boolean;
  116324. }, scene?: Nullable<Scene>): Mesh;
  116325. /**
  116326. * Creates an custom extruded shape mesh.
  116327. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  116328. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.
  116329. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  116330. * * The parameter `rotationFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the begining of the path
  116331. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  116332. * * The parameter `scaleFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the begining of the path
  116333. * * It must returns a float value that will be the scale value applied to the shape on each path point
  116334. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  116335. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  116336. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  116337. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  116338. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  116339. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  116340. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  116341. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  116342. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  116343. * @param name defines the name of the mesh
  116344. * @param options defines the options used to create the mesh
  116345. * @param scene defines the hosting scene
  116346. * @returns the custom extruded shape mesh
  116347. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  116348. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  116349. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  116350. */
  116351. static ExtrudeShapeCustom(name: string, options: {
  116352. shape: Vector3[];
  116353. path: Vector3[];
  116354. scaleFunction?: any;
  116355. rotationFunction?: any;
  116356. ribbonCloseArray?: boolean;
  116357. ribbonClosePath?: boolean;
  116358. cap?: number;
  116359. updatable?: boolean;
  116360. sideOrientation?: number;
  116361. frontUVs?: Vector4;
  116362. backUVs?: Vector4;
  116363. instance?: Mesh;
  116364. invertUV?: boolean;
  116365. }, scene?: Nullable<Scene>): Mesh;
  116366. private static _ExtrudeShapeGeneric;
  116367. }
  116368. }
  116369. declare module BABYLON {
  116370. /**
  116371. * AmmoJS Physics plugin
  116372. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  116373. * @see https://github.com/kripken/ammo.js/
  116374. */
  116375. export class AmmoJSPlugin implements IPhysicsEnginePlugin {
  116376. private _useDeltaForWorldStep;
  116377. /**
  116378. * Reference to the Ammo library
  116379. */
  116380. bjsAMMO: any;
  116381. /**
  116382. * Created ammoJS world which physics bodies are added to
  116383. */
  116384. world: any;
  116385. /**
  116386. * Name of the plugin
  116387. */
  116388. name: string;
  116389. private _timeStep;
  116390. private _fixedTimeStep;
  116391. private _maxSteps;
  116392. private _tmpQuaternion;
  116393. private _tmpAmmoTransform;
  116394. private _tmpAmmoQuaternion;
  116395. private _tmpAmmoConcreteContactResultCallback;
  116396. private _collisionConfiguration;
  116397. private _dispatcher;
  116398. private _overlappingPairCache;
  116399. private _solver;
  116400. private _softBodySolver;
  116401. private _tmpAmmoVectorA;
  116402. private _tmpAmmoVectorB;
  116403. private _tmpAmmoVectorC;
  116404. private _tmpAmmoVectorD;
  116405. private _tmpContactCallbackResult;
  116406. private _tmpAmmoVectorRCA;
  116407. private _tmpAmmoVectorRCB;
  116408. private _raycastResult;
  116409. private static readonly DISABLE_COLLISION_FLAG;
  116410. private static readonly KINEMATIC_FLAG;
  116411. private static readonly DISABLE_DEACTIVATION_FLAG;
  116412. /**
  116413. * Initializes the ammoJS plugin
  116414. * @param _useDeltaForWorldStep if the time between frames should be used when calculating physics steps (Default: true)
  116415. * @param ammoInjection can be used to inject your own ammo reference
  116416. * @param overlappingPairCache can be used to specify your own overlapping pair cache
  116417. */
  116418. constructor(_useDeltaForWorldStep?: boolean, ammoInjection?: any, overlappingPairCache?: any);
  116419. /**
  116420. * Sets the gravity of the physics world (m/(s^2))
  116421. * @param gravity Gravity to set
  116422. */
  116423. setGravity(gravity: Vector3): void;
  116424. /**
  116425. * Amount of time to step forward on each frame (only used if useDeltaForWorldStep is false in the constructor)
  116426. * @param timeStep timestep to use in seconds
  116427. */
  116428. setTimeStep(timeStep: number): void;
  116429. /**
  116430. * Increment to step forward in the physics engine (If timeStep is set to 1/60 and fixedTimeStep is set to 1/120 the physics engine should run 2 steps per frame) (Default: 1/60)
  116431. * @param fixedTimeStep fixedTimeStep to use in seconds
  116432. */
  116433. setFixedTimeStep(fixedTimeStep: number): void;
  116434. /**
  116435. * Sets the maximum number of steps by the physics engine per frame (Default: 5)
  116436. * @param maxSteps the maximum number of steps by the physics engine per frame
  116437. */
  116438. setMaxSteps(maxSteps: number): void;
  116439. /**
  116440. * Gets the current timestep (only used if useDeltaForWorldStep is false in the constructor)
  116441. * @returns the current timestep in seconds
  116442. */
  116443. getTimeStep(): number;
  116444. private _isImpostorInContact;
  116445. private _isImpostorPairInContact;
  116446. private _stepSimulation;
  116447. /**
  116448. * Moves the physics simulation forward delta seconds and updates the given physics imposters
  116449. * Prior to the step the imposters physics location is set to the position of the babylon meshes
  116450. * After the step the babylon meshes are set to the position of the physics imposters
  116451. * @param delta amount of time to step forward
  116452. * @param impostors array of imposters to update before/after the step
  116453. */
  116454. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  116455. /**
  116456. * Update babylon mesh to match physics world object
  116457. * @param impostor imposter to match
  116458. */
  116459. private _afterSoftStep;
  116460. /**
  116461. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  116462. * @param impostor imposter to match
  116463. */
  116464. private _ropeStep;
  116465. /**
  116466. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  116467. * @param impostor imposter to match
  116468. */
  116469. private _softbodyOrClothStep;
  116470. private _tmpVector;
  116471. private _tmpMatrix;
  116472. /**
  116473. * Applies an impulse on the imposter
  116474. * @param impostor imposter to apply impulse to
  116475. * @param force amount of force to be applied to the imposter
  116476. * @param contactPoint the location to apply the impulse on the imposter
  116477. */
  116478. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  116479. /**
  116480. * Applies a force on the imposter
  116481. * @param impostor imposter to apply force
  116482. * @param force amount of force to be applied to the imposter
  116483. * @param contactPoint the location to apply the force on the imposter
  116484. */
  116485. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  116486. /**
  116487. * Creates a physics body using the plugin
  116488. * @param impostor the imposter to create the physics body on
  116489. */
  116490. generatePhysicsBody(impostor: PhysicsImpostor): void;
  116491. /**
  116492. * Removes the physics body from the imposter and disposes of the body's memory
  116493. * @param impostor imposter to remove the physics body from
  116494. */
  116495. removePhysicsBody(impostor: PhysicsImpostor): void;
  116496. /**
  116497. * Generates a joint
  116498. * @param impostorJoint the imposter joint to create the joint with
  116499. */
  116500. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  116501. /**
  116502. * Removes a joint
  116503. * @param impostorJoint the imposter joint to remove the joint from
  116504. */
  116505. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  116506. private _addMeshVerts;
  116507. /**
  116508. * Initialise the soft body vertices to match its object's (mesh) vertices
  116509. * Softbody vertices (nodes) are in world space and to match this
  116510. * The object's position and rotation is set to zero and so its vertices are also then set in world space
  116511. * @param impostor to create the softbody for
  116512. */
  116513. private _softVertexData;
  116514. /**
  116515. * Create an impostor's soft body
  116516. * @param impostor to create the softbody for
  116517. */
  116518. private _createSoftbody;
  116519. /**
  116520. * Create cloth for an impostor
  116521. * @param impostor to create the softbody for
  116522. */
  116523. private _createCloth;
  116524. /**
  116525. * Create rope for an impostor
  116526. * @param impostor to create the softbody for
  116527. */
  116528. private _createRope;
  116529. private _addHullVerts;
  116530. private _createShape;
  116531. /**
  116532. * Sets the physics body position/rotation from the babylon mesh's position/rotation
  116533. * @param impostor imposter containing the physics body and babylon object
  116534. */
  116535. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  116536. /**
  116537. * Sets the babylon object's position/rotation from the physics body's position/rotation
  116538. * @param impostor imposter containing the physics body and babylon object
  116539. * @param newPosition new position
  116540. * @param newRotation new rotation
  116541. */
  116542. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  116543. /**
  116544. * If this plugin is supported
  116545. * @returns true if its supported
  116546. */
  116547. isSupported(): boolean;
  116548. /**
  116549. * Sets the linear velocity of the physics body
  116550. * @param impostor imposter to set the velocity on
  116551. * @param velocity velocity to set
  116552. */
  116553. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  116554. /**
  116555. * Sets the angular velocity of the physics body
  116556. * @param impostor imposter to set the velocity on
  116557. * @param velocity velocity to set
  116558. */
  116559. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  116560. /**
  116561. * gets the linear velocity
  116562. * @param impostor imposter to get linear velocity from
  116563. * @returns linear velocity
  116564. */
  116565. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  116566. /**
  116567. * gets the angular velocity
  116568. * @param impostor imposter to get angular velocity from
  116569. * @returns angular velocity
  116570. */
  116571. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  116572. /**
  116573. * Sets the mass of physics body
  116574. * @param impostor imposter to set the mass on
  116575. * @param mass mass to set
  116576. */
  116577. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  116578. /**
  116579. * Gets the mass of the physics body
  116580. * @param impostor imposter to get the mass from
  116581. * @returns mass
  116582. */
  116583. getBodyMass(impostor: PhysicsImpostor): number;
  116584. /**
  116585. * Gets friction of the impostor
  116586. * @param impostor impostor to get friction from
  116587. * @returns friction value
  116588. */
  116589. getBodyFriction(impostor: PhysicsImpostor): number;
  116590. /**
  116591. * Sets friction of the impostor
  116592. * @param impostor impostor to set friction on
  116593. * @param friction friction value
  116594. */
  116595. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  116596. /**
  116597. * Gets restitution of the impostor
  116598. * @param impostor impostor to get restitution from
  116599. * @returns restitution value
  116600. */
  116601. getBodyRestitution(impostor: PhysicsImpostor): number;
  116602. /**
  116603. * Sets resitution of the impostor
  116604. * @param impostor impostor to set resitution on
  116605. * @param restitution resitution value
  116606. */
  116607. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  116608. /**
  116609. * Gets pressure inside the impostor
  116610. * @param impostor impostor to get pressure from
  116611. * @returns pressure value
  116612. */
  116613. getBodyPressure(impostor: PhysicsImpostor): number;
  116614. /**
  116615. * Sets pressure inside a soft body impostor
  116616. * Cloth and rope must remain 0 pressure
  116617. * @param impostor impostor to set pressure on
  116618. * @param pressure pressure value
  116619. */
  116620. setBodyPressure(impostor: PhysicsImpostor, pressure: number): void;
  116621. /**
  116622. * Gets stiffness of the impostor
  116623. * @param impostor impostor to get stiffness from
  116624. * @returns pressure value
  116625. */
  116626. getBodyStiffness(impostor: PhysicsImpostor): number;
  116627. /**
  116628. * Sets stiffness of the impostor
  116629. * @param impostor impostor to set stiffness on
  116630. * @param stiffness stiffness value from 0 to 1
  116631. */
  116632. setBodyStiffness(impostor: PhysicsImpostor, stiffness: number): void;
  116633. /**
  116634. * Gets velocityIterations of the impostor
  116635. * @param impostor impostor to get velocity iterations from
  116636. * @returns velocityIterations value
  116637. */
  116638. getBodyVelocityIterations(impostor: PhysicsImpostor): number;
  116639. /**
  116640. * Sets velocityIterations of the impostor
  116641. * @param impostor impostor to set velocity iterations on
  116642. * @param velocityIterations velocityIterations value
  116643. */
  116644. setBodyVelocityIterations(impostor: PhysicsImpostor, velocityIterations: number): void;
  116645. /**
  116646. * Gets positionIterations of the impostor
  116647. * @param impostor impostor to get position iterations from
  116648. * @returns positionIterations value
  116649. */
  116650. getBodyPositionIterations(impostor: PhysicsImpostor): number;
  116651. /**
  116652. * Sets positionIterations of the impostor
  116653. * @param impostor impostor to set position on
  116654. * @param positionIterations positionIterations value
  116655. */
  116656. setBodyPositionIterations(impostor: PhysicsImpostor, positionIterations: number): void;
  116657. /**
  116658. * Append an anchor to a cloth object
  116659. * @param impostor is the cloth impostor to add anchor to
  116660. * @param otherImpostor is the rigid impostor to anchor to
  116661. * @param width ratio across width from 0 to 1
  116662. * @param height ratio up height from 0 to 1
  116663. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  116664. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  116665. */
  116666. appendAnchor(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  116667. /**
  116668. * Append an hook to a rope object
  116669. * @param impostor is the rope impostor to add hook to
  116670. * @param otherImpostor is the rigid impostor to hook to
  116671. * @param length ratio along the rope from 0 to 1
  116672. * @param influence the elasticity between soft impostor and anchor from 0, very stretchy to 1, little strech
  116673. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  116674. */
  116675. appendHook(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  116676. /**
  116677. * Sleeps the physics body and stops it from being active
  116678. * @param impostor impostor to sleep
  116679. */
  116680. sleepBody(impostor: PhysicsImpostor): void;
  116681. /**
  116682. * Activates the physics body
  116683. * @param impostor impostor to activate
  116684. */
  116685. wakeUpBody(impostor: PhysicsImpostor): void;
  116686. /**
  116687. * Updates the distance parameters of the joint
  116688. * @param joint joint to update
  116689. * @param maxDistance maximum distance of the joint
  116690. * @param minDistance minimum distance of the joint
  116691. */
  116692. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  116693. /**
  116694. * Sets a motor on the joint
  116695. * @param joint joint to set motor on
  116696. * @param speed speed of the motor
  116697. * @param maxForce maximum force of the motor
  116698. * @param motorIndex index of the motor
  116699. */
  116700. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  116701. /**
  116702. * Sets the motors limit
  116703. * @param joint joint to set limit on
  116704. * @param upperLimit upper limit
  116705. * @param lowerLimit lower limit
  116706. */
  116707. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  116708. /**
  116709. * Syncs the position and rotation of a mesh with the impostor
  116710. * @param mesh mesh to sync
  116711. * @param impostor impostor to update the mesh with
  116712. */
  116713. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  116714. /**
  116715. * Gets the radius of the impostor
  116716. * @param impostor impostor to get radius from
  116717. * @returns the radius
  116718. */
  116719. getRadius(impostor: PhysicsImpostor): number;
  116720. /**
  116721. * Gets the box size of the impostor
  116722. * @param impostor impostor to get box size from
  116723. * @param result the resulting box size
  116724. */
  116725. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  116726. /**
  116727. * Disposes of the impostor
  116728. */
  116729. dispose(): void;
  116730. /**
  116731. * Does a raycast in the physics world
  116732. * @param from when should the ray start?
  116733. * @param to when should the ray end?
  116734. * @returns PhysicsRaycastResult
  116735. */
  116736. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  116737. }
  116738. }
  116739. declare module BABYLON {
  116740. interface AbstractScene {
  116741. /**
  116742. * The list of reflection probes added to the scene
  116743. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  116744. */
  116745. reflectionProbes: Array<ReflectionProbe>;
  116746. /**
  116747. * Removes the given reflection probe from this scene.
  116748. * @param toRemove The reflection probe to remove
  116749. * @returns The index of the removed reflection probe
  116750. */
  116751. removeReflectionProbe(toRemove: ReflectionProbe): number;
  116752. /**
  116753. * Adds the given reflection probe to this scene.
  116754. * @param newReflectionProbe The reflection probe to add
  116755. */
  116756. addReflectionProbe(newReflectionProbe: ReflectionProbe): void;
  116757. }
  116758. /**
  116759. * Class used to generate realtime reflection / refraction cube textures
  116760. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  116761. */
  116762. export class ReflectionProbe {
  116763. /** defines the name of the probe */
  116764. name: string;
  116765. private _scene;
  116766. private _renderTargetTexture;
  116767. private _projectionMatrix;
  116768. private _viewMatrix;
  116769. private _target;
  116770. private _add;
  116771. private _attachedMesh;
  116772. private _invertYAxis;
  116773. /** Gets or sets probe position (center of the cube map) */
  116774. position: Vector3;
  116775. /**
  116776. * Creates a new reflection probe
  116777. * @param name defines the name of the probe
  116778. * @param size defines the texture resolution (for each face)
  116779. * @param scene defines the hosting scene
  116780. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  116781. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  116782. */
  116783. constructor(
  116784. /** defines the name of the probe */
  116785. name: string, size: number, scene: Scene, generateMipMaps?: boolean, useFloat?: boolean);
  116786. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  116787. samples: number;
  116788. /** Gets or sets the refresh rate to use (on every frame by default) */
  116789. refreshRate: number;
  116790. /**
  116791. * Gets the hosting scene
  116792. * @returns a Scene
  116793. */
  116794. getScene(): Scene;
  116795. /** Gets the internal CubeTexture used to render to */
  116796. readonly cubeTexture: RenderTargetTexture;
  116797. /** Gets the list of meshes to render */
  116798. readonly renderList: Nullable<AbstractMesh[]>;
  116799. /**
  116800. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  116801. * @param mesh defines the mesh to attach to
  116802. */
  116803. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  116804. /**
  116805. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  116806. * @param renderingGroupId The rendering group id corresponding to its index
  116807. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  116808. */
  116809. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  116810. /**
  116811. * Clean all associated resources
  116812. */
  116813. dispose(): void;
  116814. /**
  116815. * Converts the reflection probe information to a readable string for debug purpose.
  116816. * @param fullDetails Supports for multiple levels of logging within scene loading
  116817. * @returns the human readable reflection probe info
  116818. */
  116819. toString(fullDetails?: boolean): string;
  116820. /**
  116821. * Get the class name of the relfection probe.
  116822. * @returns "ReflectionProbe"
  116823. */
  116824. getClassName(): string;
  116825. /**
  116826. * Serialize the reflection probe to a JSON representation we can easily use in the resepective Parse function.
  116827. * @returns The JSON representation of the texture
  116828. */
  116829. serialize(): any;
  116830. /**
  116831. * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.
  116832. * @param parsedReflectionProbe Define the JSON representation of the reflection probe
  116833. * @param scene Define the scene the parsed reflection probe should be instantiated in
  116834. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  116835. * @returns The parsed reflection probe if successful
  116836. */
  116837. static Parse(parsedReflectionProbe: any, scene: Scene, rootUrl: string): Nullable<ReflectionProbe>;
  116838. }
  116839. }
  116840. declare module BABYLON {
  116841. /** @hidden */
  116842. export var _BabylonLoaderRegistered: boolean;
  116843. }
  116844. declare module BABYLON {
  116845. /**
  116846. * The Physically based simple base material of BJS.
  116847. *
  116848. * This enables better naming and convention enforcements on top of the pbrMaterial.
  116849. * It is used as the base class for both the specGloss and metalRough conventions.
  116850. */
  116851. export abstract class PBRBaseSimpleMaterial extends PBRBaseMaterial {
  116852. /**
  116853. * Number of Simultaneous lights allowed on the material.
  116854. */
  116855. maxSimultaneousLights: number;
  116856. /**
  116857. * If sets to true, disables all the lights affecting the material.
  116858. */
  116859. disableLighting: boolean;
  116860. /**
  116861. * Environment Texture used in the material (this is use for both reflection and environment lighting).
  116862. */
  116863. environmentTexture: BaseTexture;
  116864. /**
  116865. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  116866. */
  116867. invertNormalMapX: boolean;
  116868. /**
  116869. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  116870. */
  116871. invertNormalMapY: boolean;
  116872. /**
  116873. * Normal map used in the model.
  116874. */
  116875. normalTexture: BaseTexture;
  116876. /**
  116877. * Emissivie color used to self-illuminate the model.
  116878. */
  116879. emissiveColor: Color3;
  116880. /**
  116881. * Emissivie texture used to self-illuminate the model.
  116882. */
  116883. emissiveTexture: BaseTexture;
  116884. /**
  116885. * Occlusion Channel Strenght.
  116886. */
  116887. occlusionStrength: number;
  116888. /**
  116889. * Occlusion Texture of the material (adding extra occlusion effects).
  116890. */
  116891. occlusionTexture: BaseTexture;
  116892. /**
  116893. * Defines the alpha limits in alpha test mode.
  116894. */
  116895. alphaCutOff: number;
  116896. /**
  116897. * Gets the current double sided mode.
  116898. */
  116899. /**
  116900. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  116901. */
  116902. doubleSided: boolean;
  116903. /**
  116904. * Stores the pre-calculated light information of a mesh in a texture.
  116905. */
  116906. lightmapTexture: BaseTexture;
  116907. /**
  116908. * If true, the light map contains occlusion information instead of lighting info.
  116909. */
  116910. useLightmapAsShadowmap: boolean;
  116911. /**
  116912. * Instantiates a new PBRMaterial instance.
  116913. *
  116914. * @param name The material name
  116915. * @param scene The scene the material will be use in.
  116916. */
  116917. constructor(name: string, scene: Scene);
  116918. getClassName(): string;
  116919. }
  116920. }
  116921. declare module BABYLON {
  116922. /**
  116923. * The PBR material of BJS following the metal roughness convention.
  116924. *
  116925. * This fits to the PBR convention in the GLTF definition:
  116926. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  116927. */
  116928. export class PBRMetallicRoughnessMaterial extends PBRBaseSimpleMaterial {
  116929. /**
  116930. * The base color has two different interpretations depending on the value of metalness.
  116931. * When the material is a metal, the base color is the specific measured reflectance value
  116932. * at normal incidence (F0). For a non-metal the base color represents the reflected diffuse color
  116933. * of the material.
  116934. */
  116935. baseColor: Color3;
  116936. /**
  116937. * Base texture of the metallic workflow. It contains both the baseColor information in RGB as
  116938. * well as opacity information in the alpha channel.
  116939. */
  116940. baseTexture: BaseTexture;
  116941. /**
  116942. * Specifies the metallic scalar value of the material.
  116943. * Can also be used to scale the metalness values of the metallic texture.
  116944. */
  116945. metallic: number;
  116946. /**
  116947. * Specifies the roughness scalar value of the material.
  116948. * Can also be used to scale the roughness values of the metallic texture.
  116949. */
  116950. roughness: number;
  116951. /**
  116952. * Texture containing both the metallic value in the B channel and the
  116953. * roughness value in the G channel to keep better precision.
  116954. */
  116955. metallicRoughnessTexture: BaseTexture;
  116956. /**
  116957. * Instantiates a new PBRMetalRoughnessMaterial instance.
  116958. *
  116959. * @param name The material name
  116960. * @param scene The scene the material will be use in.
  116961. */
  116962. constructor(name: string, scene: Scene);
  116963. /**
  116964. * Return the currrent class name of the material.
  116965. */
  116966. getClassName(): string;
  116967. /**
  116968. * Makes a duplicate of the current material.
  116969. * @param name - name to use for the new material.
  116970. */
  116971. clone(name: string): PBRMetallicRoughnessMaterial;
  116972. /**
  116973. * Serialize the material to a parsable JSON object.
  116974. */
  116975. serialize(): any;
  116976. /**
  116977. * Parses a JSON object correponding to the serialize function.
  116978. */
  116979. static Parse(source: any, scene: Scene, rootUrl: string): PBRMetallicRoughnessMaterial;
  116980. }
  116981. }
  116982. declare module BABYLON {
  116983. /**
  116984. * The PBR material of BJS following the specular glossiness convention.
  116985. *
  116986. * This fits to the PBR convention in the GLTF definition:
  116987. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  116988. */
  116989. export class PBRSpecularGlossinessMaterial extends PBRBaseSimpleMaterial {
  116990. /**
  116991. * Specifies the diffuse color of the material.
  116992. */
  116993. diffuseColor: Color3;
  116994. /**
  116995. * Specifies the diffuse texture of the material. This can also contains the opcity value in its alpha
  116996. * channel.
  116997. */
  116998. diffuseTexture: BaseTexture;
  116999. /**
  117000. * Specifies the specular color of the material. This indicates how reflective is the material (none to mirror).
  117001. */
  117002. specularColor: Color3;
  117003. /**
  117004. * Specifies the glossiness of the material. This indicates "how sharp is the reflection".
  117005. */
  117006. glossiness: number;
  117007. /**
  117008. * Specifies both the specular color RGB and the glossiness A of the material per pixels.
  117009. */
  117010. specularGlossinessTexture: BaseTexture;
  117011. /**
  117012. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  117013. *
  117014. * @param name The material name
  117015. * @param scene The scene the material will be use in.
  117016. */
  117017. constructor(name: string, scene: Scene);
  117018. /**
  117019. * Return the currrent class name of the material.
  117020. */
  117021. getClassName(): string;
  117022. /**
  117023. * Makes a duplicate of the current material.
  117024. * @param name - name to use for the new material.
  117025. */
  117026. clone(name: string): PBRSpecularGlossinessMaterial;
  117027. /**
  117028. * Serialize the material to a parsable JSON object.
  117029. */
  117030. serialize(): any;
  117031. /**
  117032. * Parses a JSON object correponding to the serialize function.
  117033. */
  117034. static Parse(source: any, scene: Scene, rootUrl: string): PBRSpecularGlossinessMaterial;
  117035. }
  117036. }
  117037. declare module BABYLON {
  117038. /**
  117039. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  117040. * It can help converting any input color in a desired output one. This can then be used to create effects
  117041. * from sepia, black and white to sixties or futuristic rendering...
  117042. *
  117043. * The only supported format is currently 3dl.
  117044. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  117045. */
  117046. export class ColorGradingTexture extends BaseTexture {
  117047. /**
  117048. * The current texture matrix. (will always be identity in color grading texture)
  117049. */
  117050. private _textureMatrix;
  117051. /**
  117052. * The texture URL.
  117053. */
  117054. url: string;
  117055. /**
  117056. * Empty line regex stored for GC.
  117057. */
  117058. private static _noneEmptyLineRegex;
  117059. private _engine;
  117060. /**
  117061. * Instantiates a ColorGradingTexture from the following parameters.
  117062. *
  117063. * @param url The location of the color gradind data (currently only supporting 3dl)
  117064. * @param scene The scene the texture will be used in
  117065. */
  117066. constructor(url: string, scene: Scene);
  117067. /**
  117068. * Returns the texture matrix used in most of the material.
  117069. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  117070. */
  117071. getTextureMatrix(): Matrix;
  117072. /**
  117073. * Occurs when the file being loaded is a .3dl LUT file.
  117074. */
  117075. private load3dlTexture;
  117076. /**
  117077. * Starts the loading process of the texture.
  117078. */
  117079. private loadTexture;
  117080. /**
  117081. * Clones the color gradind texture.
  117082. */
  117083. clone(): ColorGradingTexture;
  117084. /**
  117085. * Called during delayed load for textures.
  117086. */
  117087. delayLoad(): void;
  117088. /**
  117089. * Parses a color grading texture serialized by Babylon.
  117090. * @param parsedTexture The texture information being parsedTexture
  117091. * @param scene The scene to load the texture in
  117092. * @param rootUrl The root url of the data assets to load
  117093. * @return A color gradind texture
  117094. */
  117095. static Parse(parsedTexture: any, scene: Scene): Nullable<ColorGradingTexture>;
  117096. /**
  117097. * Serializes the LUT texture to json format.
  117098. */
  117099. serialize(): any;
  117100. }
  117101. }
  117102. declare module BABYLON {
  117103. /**
  117104. * This represents a texture coming from an equirectangular image supported by the web browser canvas.
  117105. */
  117106. export class EquiRectangularCubeTexture extends BaseTexture {
  117107. /** The six faces of the cube. */
  117108. private static _FacesMapping;
  117109. private _noMipmap;
  117110. private _onLoad;
  117111. private _onError;
  117112. /** The size of the cubemap. */
  117113. private _size;
  117114. /** The buffer of the image. */
  117115. private _buffer;
  117116. /** The width of the input image. */
  117117. private _width;
  117118. /** The height of the input image. */
  117119. private _height;
  117120. /** The URL to the image. */
  117121. url: string;
  117122. /** The texture coordinates mode. As this texture is stored in a cube format, please modify carefully. */
  117123. coordinatesMode: number;
  117124. /**
  117125. * Instantiates an EquiRectangularCubeTexture from the following parameters.
  117126. * @param url The location of the image
  117127. * @param scene The scene the texture will be used in
  117128. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  117129. * @param noMipmap Forces to not generate the mipmap if true
  117130. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  117131. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  117132. * @param onLoad — defines a callback called when texture is loaded
  117133. * @param onError — defines a callback called if there is an error
  117134. */
  117135. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, gammaSpace?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  117136. /**
  117137. * Load the image data, by putting the image on a canvas and extracting its buffer.
  117138. */
  117139. private loadImage;
  117140. /**
  117141. * Convert the image buffer into a cubemap and create a CubeTexture.
  117142. */
  117143. private loadTexture;
  117144. /**
  117145. * Convert the ArrayBuffer into a Float32Array and drop the transparency channel.
  117146. * @param buffer The ArrayBuffer that should be converted.
  117147. * @returns The buffer as Float32Array.
  117148. */
  117149. private getFloat32ArrayFromArrayBuffer;
  117150. /**
  117151. * Get the current class name of the texture useful for serialization or dynamic coding.
  117152. * @returns "EquiRectangularCubeTexture"
  117153. */
  117154. getClassName(): string;
  117155. /**
  117156. * Create a clone of the current EquiRectangularCubeTexture and return it.
  117157. * @returns A clone of the current EquiRectangularCubeTexture.
  117158. */
  117159. clone(): EquiRectangularCubeTexture;
  117160. }
  117161. }
  117162. declare module BABYLON {
  117163. /**
  117164. * Based on jsTGALoader - Javascript loader for TGA file
  117165. * By Vincent Thibault
  117166. * @see http://blog.robrowser.com/javascript-tga-loader.html
  117167. */
  117168. export class TGATools {
  117169. private static _TYPE_INDEXED;
  117170. private static _TYPE_RGB;
  117171. private static _TYPE_GREY;
  117172. private static _TYPE_RLE_INDEXED;
  117173. private static _TYPE_RLE_RGB;
  117174. private static _TYPE_RLE_GREY;
  117175. private static _ORIGIN_MASK;
  117176. private static _ORIGIN_SHIFT;
  117177. private static _ORIGIN_BL;
  117178. private static _ORIGIN_BR;
  117179. private static _ORIGIN_UL;
  117180. private static _ORIGIN_UR;
  117181. /**
  117182. * Gets the header of a TGA file
  117183. * @param data defines the TGA data
  117184. * @returns the header
  117185. */
  117186. static GetTGAHeader(data: Uint8Array): any;
  117187. /**
  117188. * Uploads TGA content to a Babylon Texture
  117189. * @hidden
  117190. */
  117191. static UploadContent(texture: InternalTexture, data: Uint8Array): void;
  117192. /** @hidden */
  117193. 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;
  117194. /** @hidden */
  117195. 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;
  117196. /** @hidden */
  117197. 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;
  117198. /** @hidden */
  117199. 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;
  117200. /** @hidden */
  117201. 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;
  117202. /** @hidden */
  117203. 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;
  117204. }
  117205. }
  117206. declare module BABYLON {
  117207. /**
  117208. * Implementation of the TGA Texture Loader.
  117209. * @hidden
  117210. */
  117211. export class _TGATextureLoader implements IInternalTextureLoader {
  117212. /**
  117213. * Defines wether the loader supports cascade loading the different faces.
  117214. */
  117215. readonly supportCascades: boolean;
  117216. /**
  117217. * This returns if the loader support the current file information.
  117218. * @param extension defines the file extension of the file being loaded
  117219. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117220. * @param fallback defines the fallback internal texture if any
  117221. * @param isBase64 defines whether the texture is encoded as a base64
  117222. * @param isBuffer defines whether the texture data are stored as a buffer
  117223. * @returns true if the loader can load the specified file
  117224. */
  117225. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  117226. /**
  117227. * Transform the url before loading if required.
  117228. * @param rootUrl the url of the texture
  117229. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117230. * @returns the transformed texture
  117231. */
  117232. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  117233. /**
  117234. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  117235. * @param rootUrl the url of the texture
  117236. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117237. * @returns the fallback texture
  117238. */
  117239. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  117240. /**
  117241. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  117242. * @param data contains the texture data
  117243. * @param texture defines the BabylonJS internal texture
  117244. * @param createPolynomials will be true if polynomials have been requested
  117245. * @param onLoad defines the callback to trigger once the texture is ready
  117246. * @param onError defines the callback to trigger in case of error
  117247. */
  117248. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  117249. /**
  117250. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  117251. * @param data contains the texture data
  117252. * @param texture defines the BabylonJS internal texture
  117253. * @param callback defines the method to call once ready to upload
  117254. */
  117255. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  117256. }
  117257. }
  117258. declare module BABYLON {
  117259. /**
  117260. * Info about the .basis files
  117261. */
  117262. class BasisFileInfo {
  117263. /**
  117264. * If the file has alpha
  117265. */
  117266. hasAlpha: boolean;
  117267. /**
  117268. * Info about each image of the basis file
  117269. */
  117270. images: Array<{
  117271. levels: Array<{
  117272. width: number;
  117273. height: number;
  117274. transcodedPixels: ArrayBufferView;
  117275. }>;
  117276. }>;
  117277. }
  117278. /**
  117279. * Result of transcoding a basis file
  117280. */
  117281. class TranscodeResult {
  117282. /**
  117283. * Info about the .basis file
  117284. */
  117285. fileInfo: BasisFileInfo;
  117286. /**
  117287. * Format to use when loading the file
  117288. */
  117289. format: number;
  117290. }
  117291. /**
  117292. * Configuration options for the Basis transcoder
  117293. */
  117294. export class BasisTranscodeConfiguration {
  117295. /**
  117296. * Supported compression formats used to determine the supported output format of the transcoder
  117297. */
  117298. supportedCompressionFormats?: {
  117299. /**
  117300. * etc1 compression format
  117301. */
  117302. etc1?: boolean;
  117303. /**
  117304. * s3tc compression format
  117305. */
  117306. s3tc?: boolean;
  117307. /**
  117308. * pvrtc compression format
  117309. */
  117310. pvrtc?: boolean;
  117311. /**
  117312. * etc2 compression format
  117313. */
  117314. etc2?: boolean;
  117315. };
  117316. /**
  117317. * If mipmap levels should be loaded for transcoded images (Default: true)
  117318. */
  117319. loadMipmapLevels?: boolean;
  117320. /**
  117321. * Index of a single image to load (Default: all images)
  117322. */
  117323. loadSingleImage?: number;
  117324. }
  117325. /**
  117326. * Used to load .Basis files
  117327. * See https://github.com/BinomialLLC/basis_universal/tree/master/webgl
  117328. */
  117329. export class BasisTools {
  117330. private static _IgnoreSupportedFormats;
  117331. /**
  117332. * URL to use when loading the basis transcoder
  117333. */
  117334. static JSModuleURL: string;
  117335. /**
  117336. * URL to use when loading the wasm module for the transcoder
  117337. */
  117338. static WasmModuleURL: string;
  117339. /**
  117340. * Get the internal format to be passed to texImage2D corresponding to the .basis format value
  117341. * @param basisFormat format chosen from GetSupportedTranscodeFormat
  117342. * @returns internal format corresponding to the Basis format
  117343. */
  117344. static GetInternalFormatFromBasisFormat(basisFormat: number): number;
  117345. private static _WorkerPromise;
  117346. private static _Worker;
  117347. private static _actionId;
  117348. private static _CreateWorkerAsync;
  117349. /**
  117350. * Transcodes a loaded image file to compressed pixel data
  117351. * @param imageData image data to transcode
  117352. * @param config configuration options for the transcoding
  117353. * @returns a promise resulting in the transcoded image
  117354. */
  117355. static TranscodeAsync(imageData: ArrayBuffer, config: BasisTranscodeConfiguration): Promise<TranscodeResult>;
  117356. /**
  117357. * Loads a texture from the transcode result
  117358. * @param texture texture load to
  117359. * @param transcodeResult the result of transcoding the basis file to load from
  117360. */
  117361. static LoadTextureFromTranscodeResult(texture: InternalTexture, transcodeResult: TranscodeResult): void;
  117362. }
  117363. }
  117364. declare module BABYLON {
  117365. /**
  117366. * Loader for .basis file format
  117367. */
  117368. export class _BasisTextureLoader implements IInternalTextureLoader {
  117369. /**
  117370. * Defines whether the loader supports cascade loading the different faces.
  117371. */
  117372. readonly supportCascades: boolean;
  117373. /**
  117374. * This returns if the loader support the current file information.
  117375. * @param extension defines the file extension of the file being loaded
  117376. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117377. * @param fallback defines the fallback internal texture if any
  117378. * @param isBase64 defines whether the texture is encoded as a base64
  117379. * @param isBuffer defines whether the texture data are stored as a buffer
  117380. * @returns true if the loader can load the specified file
  117381. */
  117382. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  117383. /**
  117384. * Transform the url before loading if required.
  117385. * @param rootUrl the url of the texture
  117386. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117387. * @returns the transformed texture
  117388. */
  117389. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  117390. /**
  117391. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  117392. * @param rootUrl the url of the texture
  117393. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117394. * @returns the fallback texture
  117395. */
  117396. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  117397. /**
  117398. * Uploads the cube texture data to the WebGl Texture. It has already been bound.
  117399. * @param data contains the texture data
  117400. * @param texture defines the BabylonJS internal texture
  117401. * @param createPolynomials will be true if polynomials have been requested
  117402. * @param onLoad defines the callback to trigger once the texture is ready
  117403. * @param onError defines the callback to trigger in case of error
  117404. */
  117405. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  117406. /**
  117407. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  117408. * @param data contains the texture data
  117409. * @param texture defines the BabylonJS internal texture
  117410. * @param callback defines the method to call once ready to upload
  117411. */
  117412. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  117413. }
  117414. }
  117415. declare module BABYLON {
  117416. /**
  117417. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.
  117418. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  117419. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  117420. */
  117421. export class CustomProceduralTexture extends ProceduralTexture {
  117422. private _animate;
  117423. private _time;
  117424. private _config;
  117425. private _texturePath;
  117426. /**
  117427. * Instantiates a new Custom Procedural Texture.
  117428. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.
  117429. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  117430. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  117431. * @param name Define the name of the texture
  117432. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  117433. * @param size Define the size of the texture to create
  117434. * @param scene Define the scene the texture belongs to
  117435. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  117436. * @param generateMipMaps Define if the texture should creates mip maps or not
  117437. */
  117438. constructor(name: string, texturePath: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  117439. private _loadJson;
  117440. /**
  117441. * Is the texture ready to be used ? (rendered at least once)
  117442. * @returns true if ready, otherwise, false.
  117443. */
  117444. isReady(): boolean;
  117445. /**
  117446. * Render the texture to its associated render target.
  117447. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  117448. */
  117449. render(useCameraPostProcess?: boolean): void;
  117450. /**
  117451. * Update the list of dependant textures samplers in the shader.
  117452. */
  117453. updateTextures(): void;
  117454. /**
  117455. * Update the uniform values of the procedural texture in the shader.
  117456. */
  117457. updateShaderUniforms(): void;
  117458. /**
  117459. * Define if the texture animates or not.
  117460. */
  117461. animate: boolean;
  117462. }
  117463. }
  117464. declare module BABYLON {
  117465. /** @hidden */
  117466. export var noisePixelShader: {
  117467. name: string;
  117468. shader: string;
  117469. };
  117470. }
  117471. declare module BABYLON {
  117472. /**
  117473. * Class used to generate noise procedural textures
  117474. */
  117475. export class NoiseProceduralTexture extends ProceduralTexture {
  117476. private _time;
  117477. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  117478. brightness: number;
  117479. /** Defines the number of octaves to process */
  117480. octaves: number;
  117481. /** Defines the level of persistence (0.8 by default) */
  117482. persistence: number;
  117483. /** Gets or sets animation speed factor (default is 1) */
  117484. animationSpeedFactor: number;
  117485. /**
  117486. * Creates a new NoiseProceduralTexture
  117487. * @param name defines the name fo the texture
  117488. * @param size defines the size of the texture (default is 256)
  117489. * @param scene defines the hosting scene
  117490. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  117491. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  117492. */
  117493. constructor(name: string, size?: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
  117494. private _updateShaderUniforms;
  117495. protected _getDefines(): string;
  117496. /** Generate the current state of the procedural texture */
  117497. render(useCameraPostProcess?: boolean): void;
  117498. /**
  117499. * Serializes this noise procedural texture
  117500. * @returns a serialized noise procedural texture object
  117501. */
  117502. serialize(): any;
  117503. /**
  117504. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  117505. * @param parsedTexture defines parsed texture data
  117506. * @param scene defines the current scene
  117507. * @param rootUrl defines the root URL containing noise procedural texture information
  117508. * @returns a parsed NoiseProceduralTexture
  117509. */
  117510. static Parse(parsedTexture: any, scene: Scene): NoiseProceduralTexture;
  117511. }
  117512. }
  117513. declare module BABYLON {
  117514. /**
  117515. * Raw cube texture where the raw buffers are passed in
  117516. */
  117517. export class RawCubeTexture extends CubeTexture {
  117518. /**
  117519. * Creates a cube texture where the raw buffers are passed in.
  117520. * @param scene defines the scene the texture is attached to
  117521. * @param data defines the array of data to use to create each face
  117522. * @param size defines the size of the textures
  117523. * @param format defines the format of the data
  117524. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  117525. * @param generateMipMaps defines if the engine should generate the mip levels
  117526. * @param invertY defines if data must be stored with Y axis inverted
  117527. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  117528. * @param compression defines the compression used (null by default)
  117529. */
  117530. constructor(scene: Scene, data: Nullable<ArrayBufferView[]>, size: number, format?: number, type?: number, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, compression?: Nullable<string>);
  117531. /**
  117532. * Updates the raw cube texture.
  117533. * @param data defines the data to store
  117534. * @param format defines the data format
  117535. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  117536. * @param invertY defines if data must be stored with Y axis inverted
  117537. * @param compression defines the compression used (null by default)
  117538. * @param level defines which level of the texture to update
  117539. */
  117540. update(data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression?: Nullable<string>): void;
  117541. /**
  117542. * Updates a raw cube texture with RGBD encoded data.
  117543. * @param data defines the array of data [mipmap][face] to use to create each face
  117544. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  117545. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  117546. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  117547. * @returns a promsie that resolves when the operation is complete
  117548. */
  117549. updateRGBDAsync(data: ArrayBufferView[][], sphericalPolynomial?: Nullable<SphericalPolynomial>, lodScale?: number, lodOffset?: number): Promise<void>;
  117550. /**
  117551. * Clones the raw cube texture.
  117552. * @return a new cube texture
  117553. */
  117554. clone(): CubeTexture;
  117555. /** @hidden */
  117556. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  117557. }
  117558. }
  117559. declare module BABYLON {
  117560. /**
  117561. * Class used to store 3D textures containing user data
  117562. */
  117563. export class RawTexture3D extends Texture {
  117564. /** Gets or sets the texture format to use */
  117565. format: number;
  117566. private _engine;
  117567. /**
  117568. * Create a new RawTexture3D
  117569. * @param data defines the data of the texture
  117570. * @param width defines the width of the texture
  117571. * @param height defines the height of the texture
  117572. * @param depth defines the depth of the texture
  117573. * @param format defines the texture format to use
  117574. * @param scene defines the hosting scene
  117575. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  117576. * @param invertY defines if texture must be stored with Y axis inverted
  117577. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  117578. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  117579. */
  117580. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  117581. /** Gets or sets the texture format to use */
  117582. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  117583. /**
  117584. * Update the texture with new data
  117585. * @param data defines the data to store in the texture
  117586. */
  117587. update(data: ArrayBufferView): void;
  117588. }
  117589. }
  117590. declare module BABYLON {
  117591. /**
  117592. * Creates a refraction texture used by refraction channel of the standard material.
  117593. * It is like a mirror but to see through a material.
  117594. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  117595. */
  117596. export class RefractionTexture extends RenderTargetTexture {
  117597. /**
  117598. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  117599. * It is possible to directly set the refractionPlane by directly using a Plane(a, b, c, d) where a, b and c give the plane normal vector (a, b, c) and d is a scalar displacement from the refractionPlane to the origin. However in all but the very simplest of situations it is more straight forward to set it to the refractor as stated in the doc.
  117600. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  117601. */
  117602. refractionPlane: Plane;
  117603. /**
  117604. * Define how deep under the surface we should see.
  117605. */
  117606. depth: number;
  117607. /**
  117608. * Creates a refraction texture used by refraction channel of the standard material.
  117609. * It is like a mirror but to see through a material.
  117610. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  117611. * @param name Define the texture name
  117612. * @param size Define the size of the underlying texture
  117613. * @param scene Define the scene the refraction belongs to
  117614. * @param generateMipMaps Define if we need to generate mips level for the refraction
  117615. */
  117616. constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
  117617. /**
  117618. * Clone the refraction texture.
  117619. * @returns the cloned texture
  117620. */
  117621. clone(): RefractionTexture;
  117622. /**
  117623. * Serialize the texture to a JSON representation you could use in Parse later on
  117624. * @returns the serialized JSON representation
  117625. */
  117626. serialize(): any;
  117627. }
  117628. }
  117629. declare module BABYLON {
  117630. /**
  117631. * Defines the options related to the creation of an HtmlElementTexture
  117632. */
  117633. export interface IHtmlElementTextureOptions {
  117634. /**
  117635. * Defines wether mip maps should be created or not.
  117636. */
  117637. generateMipMaps?: boolean;
  117638. /**
  117639. * Defines the sampling mode of the texture.
  117640. */
  117641. samplingMode?: number;
  117642. /**
  117643. * Defines the engine instance to use the texture with. It is not mandatory if you define a scene.
  117644. */
  117645. engine: Nullable<Engine>;
  117646. /**
  117647. * Defines the scene the texture belongs to. It is not mandatory if you define an engine.
  117648. */
  117649. scene: Nullable<Scene>;
  117650. }
  117651. /**
  117652. * This represents the smallest workload to use an already existing element (Canvas or Video) as a texture.
  117653. * To be as efficient as possible depending on your constraints nothing aside the first upload
  117654. * is automatically managed.
  117655. * It is a cheap VideoTexture or DynamicTexture if you prefer to keep full control of the elements
  117656. * in your application.
  117657. *
  117658. * As the update is not automatic, you need to call them manually.
  117659. */
  117660. export class HtmlElementTexture extends BaseTexture {
  117661. /**
  117662. * The texture URL.
  117663. */
  117664. element: HTMLVideoElement | HTMLCanvasElement;
  117665. private static readonly DefaultOptions;
  117666. private _textureMatrix;
  117667. private _engine;
  117668. private _isVideo;
  117669. private _generateMipMaps;
  117670. private _samplingMode;
  117671. /**
  117672. * Instantiates a HtmlElementTexture from the following parameters.
  117673. *
  117674. * @param name Defines the name of the texture
  117675. * @param element Defines the video or canvas the texture is filled with
  117676. * @param options Defines the other none mandatory texture creation options
  117677. */
  117678. constructor(name: string, element: HTMLVideoElement | HTMLCanvasElement, options: IHtmlElementTextureOptions);
  117679. private _createInternalTexture;
  117680. /**
  117681. * Returns the texture matrix used in most of the material.
  117682. */
  117683. getTextureMatrix(): Matrix;
  117684. /**
  117685. * Updates the content of the texture.
  117686. * @param invertY Defines wether the texture should be inverted on Y (false by default on video and true on canvas)
  117687. */
  117688. update(invertY?: Nullable<boolean>): void;
  117689. }
  117690. }
  117691. declare module BABYLON {
  117692. /**
  117693. * Enum used to define the target of a block
  117694. */
  117695. export enum NodeMaterialBlockTargets {
  117696. /** Vertex shader */
  117697. Vertex = 1,
  117698. /** Fragment shader */
  117699. Fragment = 2,
  117700. /** Neutral */
  117701. Neutral = 4,
  117702. /** Vertex and Fragment */
  117703. VertexAndFragment = 3
  117704. }
  117705. }
  117706. declare module BABYLON {
  117707. /**
  117708. * Defines the kind of connection point for node based material
  117709. */
  117710. export enum NodeMaterialBlockConnectionPointTypes {
  117711. /** Float */
  117712. Float = 1,
  117713. /** Int */
  117714. Int = 2,
  117715. /** Vector2 */
  117716. Vector2 = 4,
  117717. /** Vector3 */
  117718. Vector3 = 8,
  117719. /** Vector4 */
  117720. Vector4 = 16,
  117721. /** Color3 */
  117722. Color3 = 32,
  117723. /** Color4 */
  117724. Color4 = 64,
  117725. /** Matrix */
  117726. Matrix = 128,
  117727. /** Detect type based on connection */
  117728. AutoDetect = 1024,
  117729. /** Output type that will be defined by input type */
  117730. BasedOnInput = 2048
  117731. }
  117732. }
  117733. declare module BABYLON {
  117734. /**
  117735. * Root class for all node material optimizers
  117736. */
  117737. export class NodeMaterialOptimizer {
  117738. /**
  117739. * Function used to optimize a NodeMaterial graph
  117740. * @param vertexOutputNodes defines the list of output nodes for the vertex shader
  117741. * @param fragmentOutputNodes defines the list of output nodes for the fragment shader
  117742. */
  117743. optimize(vertexOutputNodes: NodeMaterialBlock[], fragmentOutputNodes: NodeMaterialBlock[]): void;
  117744. }
  117745. }
  117746. declare module BABYLON {
  117747. /**
  117748. * Block used to transform a vector (2, 3 or 4) with a matrix. It will generate a Vector4
  117749. */
  117750. export class TransformBlock extends NodeMaterialBlock {
  117751. /**
  117752. * Defines the value to use to complement W value to transform it to a Vector4
  117753. */
  117754. complementW: number;
  117755. /**
  117756. * Defines the value to use to complement z value to transform it to a Vector4
  117757. */
  117758. complementZ: number;
  117759. /**
  117760. * Creates a new TransformBlock
  117761. * @param name defines the block name
  117762. */
  117763. constructor(name: string);
  117764. /**
  117765. * Gets the current class name
  117766. * @returns the class name
  117767. */
  117768. getClassName(): string;
  117769. /**
  117770. * Gets the vector input
  117771. */
  117772. readonly vector: NodeMaterialConnectionPoint;
  117773. /**
  117774. * Gets the output component
  117775. */
  117776. readonly output: NodeMaterialConnectionPoint;
  117777. /**
  117778. * Gets the matrix transform input
  117779. */
  117780. readonly transform: NodeMaterialConnectionPoint;
  117781. protected _buildBlock(state: NodeMaterialBuildState): this;
  117782. serialize(): any;
  117783. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  117784. protected _dumpPropertiesCode(): string;
  117785. }
  117786. }
  117787. declare module BABYLON {
  117788. /**
  117789. * Block used to output the vertex position
  117790. */
  117791. export class VertexOutputBlock extends NodeMaterialBlock {
  117792. /**
  117793. * Creates a new VertexOutputBlock
  117794. * @param name defines the block name
  117795. */
  117796. constructor(name: string);
  117797. /**
  117798. * Gets the current class name
  117799. * @returns the class name
  117800. */
  117801. getClassName(): string;
  117802. /**
  117803. * Gets the vector input component
  117804. */
  117805. readonly vector: NodeMaterialConnectionPoint;
  117806. protected _buildBlock(state: NodeMaterialBuildState): this;
  117807. }
  117808. }
  117809. declare module BABYLON {
  117810. /**
  117811. * Block used to output the final color
  117812. */
  117813. export class FragmentOutputBlock extends NodeMaterialBlock {
  117814. /**
  117815. * Create a new FragmentOutputBlock
  117816. * @param name defines the block name
  117817. */
  117818. constructor(name: string);
  117819. /**
  117820. * Gets the current class name
  117821. * @returns the class name
  117822. */
  117823. getClassName(): string;
  117824. /**
  117825. * Gets the rgba input component
  117826. */
  117827. readonly rgba: NodeMaterialConnectionPoint;
  117828. /**
  117829. * Gets the rgb input component
  117830. */
  117831. readonly rgb: NodeMaterialConnectionPoint;
  117832. /**
  117833. * Gets the a input component
  117834. */
  117835. readonly a: NodeMaterialConnectionPoint;
  117836. protected _buildBlock(state: NodeMaterialBuildState): this;
  117837. }
  117838. }
  117839. declare module BABYLON {
  117840. /**
  117841. * Enum used to define system values e.g. values automatically provided by the system
  117842. */
  117843. export enum NodeMaterialSystemValues {
  117844. /** World */
  117845. World = 1,
  117846. /** View */
  117847. View = 2,
  117848. /** Projection */
  117849. Projection = 3,
  117850. /** ViewProjection */
  117851. ViewProjection = 4,
  117852. /** WorldView */
  117853. WorldView = 5,
  117854. /** WorldViewProjection */
  117855. WorldViewProjection = 6,
  117856. /** CameraPosition */
  117857. CameraPosition = 7,
  117858. /** Fog Color */
  117859. FogColor = 8
  117860. }
  117861. }
  117862. declare module BABYLON {
  117863. /**
  117864. * Block used to read a reflection texture from a sampler
  117865. */
  117866. export class ReflectionTextureBlock extends NodeMaterialBlock {
  117867. private _define3DName;
  117868. private _defineCubicName;
  117869. private _defineExplicitName;
  117870. private _defineProjectionName;
  117871. private _defineLocalCubicName;
  117872. private _defineSphericalName;
  117873. private _definePlanarName;
  117874. private _defineEquirectangularName;
  117875. private _defineMirroredEquirectangularFixedName;
  117876. private _defineEquirectangularFixedName;
  117877. private _defineSkyboxName;
  117878. private _cubeSamplerName;
  117879. private _2DSamplerName;
  117880. private _positionUVWName;
  117881. private _directionWName;
  117882. private _reflectionCoordsName;
  117883. private _reflection2DCoordsName;
  117884. private _reflectionColorName;
  117885. private _reflectionMatrixName;
  117886. /**
  117887. * Gets or sets the texture associated with the node
  117888. */
  117889. texture: Nullable<BaseTexture>;
  117890. /**
  117891. * Create a new TextureBlock
  117892. * @param name defines the block name
  117893. */
  117894. constructor(name: string);
  117895. /**
  117896. * Gets the current class name
  117897. * @returns the class name
  117898. */
  117899. getClassName(): string;
  117900. /**
  117901. * Gets the world position input component
  117902. */
  117903. readonly position: NodeMaterialConnectionPoint;
  117904. /**
  117905. * Gets the world position input component
  117906. */
  117907. readonly worldPosition: NodeMaterialConnectionPoint;
  117908. /**
  117909. * Gets the world normal input component
  117910. */
  117911. readonly worldNormal: NodeMaterialConnectionPoint;
  117912. /**
  117913. * Gets the world input component
  117914. */
  117915. readonly world: NodeMaterialConnectionPoint;
  117916. /**
  117917. * Gets the camera (or eye) position component
  117918. */
  117919. readonly cameraPosition: NodeMaterialConnectionPoint;
  117920. /**
  117921. * Gets the view input component
  117922. */
  117923. readonly view: NodeMaterialConnectionPoint;
  117924. /**
  117925. * Gets the rgb output component
  117926. */
  117927. readonly rgb: NodeMaterialConnectionPoint;
  117928. /**
  117929. * Gets the r output component
  117930. */
  117931. readonly r: NodeMaterialConnectionPoint;
  117932. /**
  117933. * Gets the g output component
  117934. */
  117935. readonly g: NodeMaterialConnectionPoint;
  117936. /**
  117937. * Gets the b output component
  117938. */
  117939. readonly b: NodeMaterialConnectionPoint;
  117940. autoConfigure(material: NodeMaterial): void;
  117941. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  117942. isReady(): boolean;
  117943. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  117944. private _injectVertexCode;
  117945. private _writeOutput;
  117946. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  117947. serialize(): any;
  117948. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  117949. }
  117950. }
  117951. declare module BABYLON {
  117952. /**
  117953. * Interface used to configure the node material editor
  117954. */
  117955. export interface INodeMaterialEditorOptions {
  117956. /** Define the URl to load node editor script */
  117957. editorURL?: string;
  117958. }
  117959. /** @hidden */
  117960. export class NodeMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  117961. /** BONES */
  117962. NUM_BONE_INFLUENCERS: number;
  117963. BonesPerMesh: number;
  117964. BONETEXTURE: boolean;
  117965. /** MORPH TARGETS */
  117966. MORPHTARGETS: boolean;
  117967. MORPHTARGETS_NORMAL: boolean;
  117968. MORPHTARGETS_TANGENT: boolean;
  117969. MORPHTARGETS_UV: boolean;
  117970. NUM_MORPH_INFLUENCERS: number;
  117971. /** IMAGE PROCESSING */
  117972. IMAGEPROCESSING: boolean;
  117973. VIGNETTE: boolean;
  117974. VIGNETTEBLENDMODEMULTIPLY: boolean;
  117975. VIGNETTEBLENDMODEOPAQUE: boolean;
  117976. TONEMAPPING: boolean;
  117977. TONEMAPPING_ACES: boolean;
  117978. CONTRAST: boolean;
  117979. EXPOSURE: boolean;
  117980. COLORCURVES: boolean;
  117981. COLORGRADING: boolean;
  117982. COLORGRADING3D: boolean;
  117983. SAMPLER3DGREENDEPTH: boolean;
  117984. SAMPLER3DBGRMAP: boolean;
  117985. IMAGEPROCESSINGPOSTPROCESS: boolean;
  117986. /** MISC. */
  117987. BUMPDIRECTUV: number;
  117988. constructor();
  117989. setValue(name: string, value: boolean): void;
  117990. }
  117991. /**
  117992. * Class used to configure NodeMaterial
  117993. */
  117994. export interface INodeMaterialOptions {
  117995. /**
  117996. * Defines if blocks should emit comments
  117997. */
  117998. emitComments: boolean;
  117999. }
  118000. /**
  118001. * Class used to create a node based material built by assembling shader blocks
  118002. */
  118003. export class NodeMaterial extends PushMaterial {
  118004. private static _BuildIdGenerator;
  118005. private _options;
  118006. private _vertexCompilationState;
  118007. private _fragmentCompilationState;
  118008. private _sharedData;
  118009. private _buildId;
  118010. private _buildWasSuccessful;
  118011. private _cachedWorldViewMatrix;
  118012. private _cachedWorldViewProjectionMatrix;
  118013. private _optimizers;
  118014. private _animationFrame;
  118015. /** Define the URl to load node editor script */
  118016. static EditorURL: string;
  118017. private BJSNODEMATERIALEDITOR;
  118018. /** Get the inspector from bundle or global */
  118019. private _getGlobalNodeMaterialEditor;
  118020. /**
  118021. * Gets or sets a boolean indicating that alpha value must be ignored (This will turn alpha blending off even if an alpha value is produced by the material)
  118022. */
  118023. ignoreAlpha: boolean;
  118024. /**
  118025. * Defines the maximum number of lights that can be used in the material
  118026. */
  118027. maxSimultaneousLights: number;
  118028. /**
  118029. * Observable raised when the material is built
  118030. */
  118031. onBuildObservable: Observable<NodeMaterial>;
  118032. /**
  118033. * Gets or sets the root nodes of the material vertex shader
  118034. */
  118035. _vertexOutputNodes: NodeMaterialBlock[];
  118036. /**
  118037. * Gets or sets the root nodes of the material fragment (pixel) shader
  118038. */
  118039. _fragmentOutputNodes: NodeMaterialBlock[];
  118040. /** Gets or sets options to control the node material overall behavior */
  118041. options: INodeMaterialOptions;
  118042. /**
  118043. * Default configuration related to image processing available in the standard Material.
  118044. */
  118045. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  118046. /**
  118047. * Gets the image processing configuration used either in this material.
  118048. */
  118049. /**
  118050. * Sets the Default image processing configuration used either in the this material.
  118051. *
  118052. * If sets to null, the scene one is in use.
  118053. */
  118054. imageProcessingConfiguration: ImageProcessingConfiguration;
  118055. /**
  118056. * Gets an array of blocks that needs to be serialized even if they are not yet connected
  118057. */
  118058. attachedBlocks: NodeMaterialBlock[];
  118059. /**
  118060. * Create a new node based material
  118061. * @param name defines the material name
  118062. * @param scene defines the hosting scene
  118063. * @param options defines creation option
  118064. */
  118065. constructor(name: string, scene?: Scene, options?: Partial<INodeMaterialOptions>);
  118066. /**
  118067. * Gets the current class name of the material e.g. "NodeMaterial"
  118068. * @returns the class name
  118069. */
  118070. getClassName(): string;
  118071. /**
  118072. * Keep track of the image processing observer to allow dispose and replace.
  118073. */
  118074. private _imageProcessingObserver;
  118075. /**
  118076. * Attaches a new image processing configuration to the Standard Material.
  118077. * @param configuration
  118078. */
  118079. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  118080. /**
  118081. * Get a block by its name
  118082. * @param name defines the name of the block to retrieve
  118083. * @returns the required block or null if not found
  118084. */
  118085. getBlockByName(name: string): Nullable<NodeMaterialBlock>;
  118086. /**
  118087. * Get a block by its name
  118088. * @param predicate defines the predicate used to find the good candidate
  118089. * @returns the required block or null if not found
  118090. */
  118091. getBlockByPredicate(predicate: (block: NodeMaterialBlock) => boolean): Nullable<NodeMaterialBlock>;
  118092. /**
  118093. * Get an input block by its name
  118094. * @param predicate defines the predicate used to find the good candidate
  118095. * @returns the required input block or null if not found
  118096. */
  118097. getInputBlockByPredicate(predicate: (block: InputBlock) => boolean): Nullable<InputBlock>;
  118098. /**
  118099. * Gets the list of input blocks attached to this material
  118100. * @returns an array of InputBlocks
  118101. */
  118102. getInputBlocks(): InputBlock[];
  118103. /**
  118104. * Adds a new optimizer to the list of optimizers
  118105. * @param optimizer defines the optimizers to add
  118106. * @returns the current material
  118107. */
  118108. registerOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  118109. /**
  118110. * Remove an optimizer from the list of optimizers
  118111. * @param optimizer defines the optimizers to remove
  118112. * @returns the current material
  118113. */
  118114. unregisterOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  118115. /**
  118116. * Add a new block to the list of output nodes
  118117. * @param node defines the node to add
  118118. * @returns the current material
  118119. */
  118120. addOutputNode(node: NodeMaterialBlock): this;
  118121. /**
  118122. * Remove a block from the list of root nodes
  118123. * @param node defines the node to remove
  118124. * @returns the current material
  118125. */
  118126. removeOutputNode(node: NodeMaterialBlock): this;
  118127. private _addVertexOutputNode;
  118128. private _removeVertexOutputNode;
  118129. private _addFragmentOutputNode;
  118130. private _removeFragmentOutputNode;
  118131. /**
  118132. * Specifies if the material will require alpha blending
  118133. * @returns a boolean specifying if alpha blending is needed
  118134. */
  118135. needAlphaBlending(): boolean;
  118136. /**
  118137. * Specifies if this material should be rendered in alpha test mode
  118138. * @returns a boolean specifying if an alpha test is needed.
  118139. */
  118140. needAlphaTesting(): boolean;
  118141. private _initializeBlock;
  118142. private _resetDualBlocks;
  118143. /**
  118144. * Build the material and generates the inner effect
  118145. * @param verbose defines if the build should log activity
  118146. */
  118147. build(verbose?: boolean): void;
  118148. /**
  118149. * Runs an otpimization phase to try to improve the shader code
  118150. */
  118151. optimize(): void;
  118152. private _prepareDefinesForAttributes;
  118153. /**
  118154. * Get if the submesh is ready to be used and all its information available.
  118155. * Child classes can use it to update shaders
  118156. * @param mesh defines the mesh to check
  118157. * @param subMesh defines which submesh to check
  118158. * @param useInstances specifies that instances should be used
  118159. * @returns a boolean indicating that the submesh is ready or not
  118160. */
  118161. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  118162. /**
  118163. * Get a string representing the shaders built by the current node graph
  118164. */
  118165. readonly compiledShaders: string;
  118166. /**
  118167. * Binds the world matrix to the material
  118168. * @param world defines the world transformation matrix
  118169. */
  118170. bindOnlyWorldMatrix(world: Matrix): void;
  118171. /**
  118172. * Binds the submesh to this material by preparing the effect and shader to draw
  118173. * @param world defines the world transformation matrix
  118174. * @param mesh defines the mesh containing the submesh
  118175. * @param subMesh defines the submesh to bind the material to
  118176. */
  118177. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  118178. /**
  118179. * Gets the active textures from the material
  118180. * @returns an array of textures
  118181. */
  118182. getActiveTextures(): BaseTexture[];
  118183. /**
  118184. * Gets the list of texture blocks
  118185. * @returns an array of texture blocks
  118186. */
  118187. getTextureBlocks(): (TextureBlock | ReflectionTextureBlock)[];
  118188. /**
  118189. * Specifies if the material uses a texture
  118190. * @param texture defines the texture to check against the material
  118191. * @returns a boolean specifying if the material uses the texture
  118192. */
  118193. hasTexture(texture: BaseTexture): boolean;
  118194. /**
  118195. * Disposes the material
  118196. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  118197. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  118198. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  118199. */
  118200. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  118201. /** Creates the node editor window. */
  118202. private _createNodeEditor;
  118203. /**
  118204. * Launch the node material editor
  118205. * @param config Define the configuration of the editor
  118206. * @return a promise fulfilled when the node editor is visible
  118207. */
  118208. edit(config?: INodeMaterialEditorOptions): Promise<void>;
  118209. /**
  118210. * Clear the current material
  118211. */
  118212. clear(): void;
  118213. /**
  118214. * Clear the current material and set it to a default state
  118215. */
  118216. setToDefault(): void;
  118217. /**
  118218. * Loads the current Node Material from a url pointing to a file save by the Node Material Editor
  118219. * @param url defines the url to load from
  118220. * @returns a promise that will fullfil when the material is fully loaded
  118221. */
  118222. loadAsync(url: string): Promise<unknown>;
  118223. private _gatherBlocks;
  118224. /**
  118225. * Generate a string containing the code declaration required to create an equivalent of this material
  118226. * @returns a string
  118227. */
  118228. generateCode(): string;
  118229. /**
  118230. * Serializes this material in a JSON representation
  118231. * @returns the serialized material object
  118232. */
  118233. serialize(): any;
  118234. private _restoreConnections;
  118235. /**
  118236. * Clear the current graph and load a new one from a serialization object
  118237. * @param source defines the JSON representation of the material
  118238. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  118239. */
  118240. loadFromSerialization(source: any, rootUrl?: string): void;
  118241. /**
  118242. * Creates a node material from parsed material data
  118243. * @param source defines the JSON representation of the material
  118244. * @param scene defines the hosting scene
  118245. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  118246. * @returns a new node material
  118247. */
  118248. static Parse(source: any, scene: Scene, rootUrl?: string): NodeMaterial;
  118249. /**
  118250. * Creates a new node material set to default basic configuration
  118251. * @param name defines the name of the material
  118252. * @param scene defines the hosting scene
  118253. * @returns a new NodeMaterial
  118254. */
  118255. static CreateDefault(name: string, scene?: Scene): NodeMaterial;
  118256. }
  118257. }
  118258. declare module BABYLON {
  118259. /**
  118260. * Block used to read a texture from a sampler
  118261. */
  118262. export class TextureBlock extends NodeMaterialBlock {
  118263. private _defineName;
  118264. private _samplerName;
  118265. private _transformedUVName;
  118266. private _textureTransformName;
  118267. private _textureInfoName;
  118268. private _mainUVName;
  118269. private _mainUVDefineName;
  118270. /**
  118271. * Gets or sets the texture associated with the node
  118272. */
  118273. texture: Nullable<Texture>;
  118274. /**
  118275. * Create a new TextureBlock
  118276. * @param name defines the block name
  118277. */
  118278. constructor(name: string);
  118279. /**
  118280. * Gets the current class name
  118281. * @returns the class name
  118282. */
  118283. getClassName(): string;
  118284. /**
  118285. * Gets the uv input component
  118286. */
  118287. readonly uv: NodeMaterialConnectionPoint;
  118288. /**
  118289. * Gets the rgba output component
  118290. */
  118291. readonly rgba: NodeMaterialConnectionPoint;
  118292. /**
  118293. * Gets the rgb output component
  118294. */
  118295. readonly rgb: NodeMaterialConnectionPoint;
  118296. /**
  118297. * Gets the r output component
  118298. */
  118299. readonly r: NodeMaterialConnectionPoint;
  118300. /**
  118301. * Gets the g output component
  118302. */
  118303. readonly g: NodeMaterialConnectionPoint;
  118304. /**
  118305. * Gets the b output component
  118306. */
  118307. readonly b: NodeMaterialConnectionPoint;
  118308. /**
  118309. * Gets the a output component
  118310. */
  118311. readonly a: NodeMaterialConnectionPoint;
  118312. readonly target: NodeMaterialBlockTargets;
  118313. autoConfigure(material: NodeMaterial): void;
  118314. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  118315. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  118316. isReady(): boolean;
  118317. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  118318. private readonly _isMixed;
  118319. private _injectVertexCode;
  118320. private _writeOutput;
  118321. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  118322. protected _dumpPropertiesCode(): string;
  118323. serialize(): any;
  118324. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  118325. }
  118326. }
  118327. declare module BABYLON {
  118328. /**
  118329. * Class used to store shared data between 2 NodeMaterialBuildState
  118330. */
  118331. export class NodeMaterialBuildStateSharedData {
  118332. /**
  118333. * Gets the list of emitted varyings
  118334. */
  118335. temps: string[];
  118336. /**
  118337. * Gets the list of emitted varyings
  118338. */
  118339. varyings: string[];
  118340. /**
  118341. * Gets the varying declaration string
  118342. */
  118343. varyingDeclaration: string;
  118344. /**
  118345. * Input blocks
  118346. */
  118347. inputBlocks: InputBlock[];
  118348. /**
  118349. * Input blocks
  118350. */
  118351. textureBlocks: (ReflectionTextureBlock | TextureBlock)[];
  118352. /**
  118353. * Bindable blocks (Blocks that need to set data to the effect)
  118354. */
  118355. bindableBlocks: NodeMaterialBlock[];
  118356. /**
  118357. * List of blocks that can provide a compilation fallback
  118358. */
  118359. blocksWithFallbacks: NodeMaterialBlock[];
  118360. /**
  118361. * List of blocks that can provide a define update
  118362. */
  118363. blocksWithDefines: NodeMaterialBlock[];
  118364. /**
  118365. * List of blocks that can provide a repeatable content
  118366. */
  118367. repeatableContentBlocks: NodeMaterialBlock[];
  118368. /**
  118369. * List of blocks that can provide a dynamic list of uniforms
  118370. */
  118371. dynamicUniformBlocks: NodeMaterialBlock[];
  118372. /**
  118373. * List of blocks that can block the isReady function for the material
  118374. */
  118375. blockingBlocks: NodeMaterialBlock[];
  118376. /**
  118377. * Gets the list of animated inputs
  118378. */
  118379. animatedInputs: InputBlock[];
  118380. /**
  118381. * Build Id used to avoid multiple recompilations
  118382. */
  118383. buildId: number;
  118384. /** List of emitted variables */
  118385. variableNames: {
  118386. [key: string]: number;
  118387. };
  118388. /** List of emitted defines */
  118389. defineNames: {
  118390. [key: string]: number;
  118391. };
  118392. /** Should emit comments? */
  118393. emitComments: boolean;
  118394. /** Emit build activity */
  118395. verbose: boolean;
  118396. /**
  118397. * Gets the compilation hints emitted at compilation time
  118398. */
  118399. hints: {
  118400. needWorldViewMatrix: boolean;
  118401. needWorldViewProjectionMatrix: boolean;
  118402. needAlphaBlending: boolean;
  118403. needAlphaTesting: boolean;
  118404. };
  118405. /**
  118406. * List of compilation checks
  118407. */
  118408. checks: {
  118409. emitVertex: boolean;
  118410. emitFragment: boolean;
  118411. notConnectedNonOptionalInputs: NodeMaterialConnectionPoint[];
  118412. };
  118413. /** Creates a new shared data */
  118414. constructor();
  118415. /**
  118416. * Emits console errors and exceptions if there is a failing check
  118417. */
  118418. emitErrors(): void;
  118419. }
  118420. }
  118421. declare module BABYLON {
  118422. /**
  118423. * Class used to store node based material build state
  118424. */
  118425. export class NodeMaterialBuildState {
  118426. /** Gets or sets a boolean indicating if the current state can emit uniform buffers */
  118427. supportUniformBuffers: boolean;
  118428. /**
  118429. * Gets the list of emitted attributes
  118430. */
  118431. attributes: string[];
  118432. /**
  118433. * Gets the list of emitted uniforms
  118434. */
  118435. uniforms: string[];
  118436. /**
  118437. * Gets the list of emitted uniform buffers
  118438. */
  118439. uniformBuffers: string[];
  118440. /**
  118441. * Gets the list of emitted samplers
  118442. */
  118443. samplers: string[];
  118444. /**
  118445. * Gets the list of emitted functions
  118446. */
  118447. functions: {
  118448. [key: string]: string;
  118449. };
  118450. /**
  118451. * Gets the list of emitted extensions
  118452. */
  118453. extensions: {
  118454. [key: string]: string;
  118455. };
  118456. /**
  118457. * Gets the target of the compilation state
  118458. */
  118459. target: NodeMaterialBlockTargets;
  118460. /**
  118461. * Gets the list of emitted counters
  118462. */
  118463. counters: {
  118464. [key: string]: number;
  118465. };
  118466. /**
  118467. * Shared data between multiple NodeMaterialBuildState instances
  118468. */
  118469. sharedData: NodeMaterialBuildStateSharedData;
  118470. /** @hidden */
  118471. _vertexState: NodeMaterialBuildState;
  118472. /** @hidden */
  118473. _attributeDeclaration: string;
  118474. /** @hidden */
  118475. _uniformDeclaration: string;
  118476. /** @hidden */
  118477. _samplerDeclaration: string;
  118478. /** @hidden */
  118479. _varyingTransfer: string;
  118480. private _repeatableContentAnchorIndex;
  118481. /** @hidden */
  118482. _builtCompilationString: string;
  118483. /**
  118484. * Gets the emitted compilation strings
  118485. */
  118486. compilationString: string;
  118487. /**
  118488. * Finalize the compilation strings
  118489. * @param state defines the current compilation state
  118490. */
  118491. finalize(state: NodeMaterialBuildState): void;
  118492. /** @hidden */
  118493. readonly _repeatableContentAnchor: string;
  118494. /** @hidden */
  118495. _getFreeVariableName(prefix: string): string;
  118496. /** @hidden */
  118497. _getFreeDefineName(prefix: string): string;
  118498. /** @hidden */
  118499. _excludeVariableName(name: string): void;
  118500. /** @hidden */
  118501. _getGLType(type: NodeMaterialBlockConnectionPointTypes): string;
  118502. /** @hidden */
  118503. _emitExtension(name: string, extension: string): void;
  118504. /** @hidden */
  118505. _emitFunction(name: string, code: string, comments: string): void;
  118506. /** @hidden */
  118507. _emitCodeFromInclude(includeName: string, comments: string, options?: {
  118508. replaceStrings?: {
  118509. search: RegExp;
  118510. replace: string;
  118511. }[];
  118512. repeatKey?: string;
  118513. }): string;
  118514. /** @hidden */
  118515. _emitFunctionFromInclude(includeName: string, comments: string, options?: {
  118516. repeatKey?: string;
  118517. removeAttributes?: boolean;
  118518. removeUniforms?: boolean;
  118519. removeVaryings?: boolean;
  118520. removeIfDef?: boolean;
  118521. replaceStrings?: {
  118522. search: RegExp;
  118523. replace: string;
  118524. }[];
  118525. }, storeKey?: string): void;
  118526. /** @hidden */
  118527. _registerTempVariable(name: string): boolean;
  118528. /** @hidden */
  118529. _emitVaryingFromString(name: string, type: string, define?: string, notDefine?: boolean): boolean;
  118530. /** @hidden */
  118531. _emitUniformFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  118532. }
  118533. }
  118534. declare module BABYLON {
  118535. /**
  118536. * Defines a block that can be used inside a node based material
  118537. */
  118538. export class NodeMaterialBlock {
  118539. private _buildId;
  118540. private _buildTarget;
  118541. private _target;
  118542. private _isFinalMerger;
  118543. private _isInput;
  118544. /** @hidden */
  118545. _codeVariableName: string;
  118546. /** @hidden */
  118547. _inputs: NodeMaterialConnectionPoint[];
  118548. /** @hidden */
  118549. _outputs: NodeMaterialConnectionPoint[];
  118550. /** @hidden */
  118551. _preparationId: number;
  118552. /**
  118553. * Gets or sets the name of the block
  118554. */
  118555. name: string;
  118556. /**
  118557. * Gets or sets the unique id of the node
  118558. */
  118559. uniqueId: number;
  118560. /**
  118561. * Gets a boolean indicating that this block is an end block (e.g. it is generating a system value)
  118562. */
  118563. readonly isFinalMerger: boolean;
  118564. /**
  118565. * Gets a boolean indicating that this block is an input (e.g. it sends data to the shader)
  118566. */
  118567. readonly isInput: boolean;
  118568. /**
  118569. * Gets or sets the build Id
  118570. */
  118571. buildId: number;
  118572. /**
  118573. * Gets or sets the target of the block
  118574. */
  118575. target: NodeMaterialBlockTargets;
  118576. /**
  118577. * Gets the list of input points
  118578. */
  118579. readonly inputs: NodeMaterialConnectionPoint[];
  118580. /** Gets the list of output points */
  118581. readonly outputs: NodeMaterialConnectionPoint[];
  118582. /**
  118583. * Find an input by its name
  118584. * @param name defines the name of the input to look for
  118585. * @returns the input or null if not found
  118586. */
  118587. getInputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  118588. /**
  118589. * Find an output by its name
  118590. * @param name defines the name of the outputto look for
  118591. * @returns the output or null if not found
  118592. */
  118593. getOutputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  118594. /**
  118595. * Creates a new NodeMaterialBlock
  118596. * @param name defines the block name
  118597. * @param target defines the target of that block (Vertex by default)
  118598. * @param isFinalMerger defines a boolean indicating that this block is an end block (e.g. it is generating a system value). Default is false
  118599. * @param isInput defines a boolean indicating that this block is an input (e.g. it sends data to the shader). Default is false
  118600. */
  118601. constructor(name: string, target?: NodeMaterialBlockTargets, isFinalMerger?: boolean, isInput?: boolean);
  118602. /**
  118603. * Initialize the block and prepare the context for build
  118604. * @param state defines the state that will be used for the build
  118605. */
  118606. initialize(state: NodeMaterialBuildState): void;
  118607. /**
  118608. * Bind data to effect. Will only be called for blocks with isBindable === true
  118609. * @param effect defines the effect to bind data to
  118610. * @param nodeMaterial defines the hosting NodeMaterial
  118611. * @param mesh defines the mesh that will be rendered
  118612. */
  118613. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  118614. protected _declareOutput(output: NodeMaterialConnectionPoint, state: NodeMaterialBuildState): string;
  118615. protected _writeVariable(currentPoint: NodeMaterialConnectionPoint): string;
  118616. protected _writeFloat(value: number): string;
  118617. /**
  118618. * Gets the current class name e.g. "NodeMaterialBlock"
  118619. * @returns the class name
  118620. */
  118621. getClassName(): string;
  118622. /**
  118623. * Register a new input. Must be called inside a block constructor
  118624. * @param name defines the connection point name
  118625. * @param type defines the connection point type
  118626. * @param isOptional defines a boolean indicating that this input can be omitted
  118627. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  118628. * @returns the current block
  118629. */
  118630. registerInput(name: string, type: NodeMaterialBlockConnectionPointTypes, isOptional?: boolean, target?: NodeMaterialBlockTargets): this;
  118631. /**
  118632. * Register a new output. Must be called inside a block constructor
  118633. * @param name defines the connection point name
  118634. * @param type defines the connection point type
  118635. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  118636. * @returns the current block
  118637. */
  118638. registerOutput(name: string, type: NodeMaterialBlockConnectionPointTypes, target?: NodeMaterialBlockTargets): this;
  118639. /**
  118640. * Will return the first available input e.g. the first one which is not an uniform or an attribute
  118641. * @param forOutput defines an optional connection point to check compatibility with
  118642. * @returns the first available input or null
  118643. */
  118644. getFirstAvailableInput(forOutput?: Nullable<NodeMaterialConnectionPoint>): Nullable<NodeMaterialConnectionPoint>;
  118645. /**
  118646. * Will return the first available output e.g. the first one which is not yet connected and not a varying
  118647. * @param forBlock defines an optional block to check compatibility with
  118648. * @returns the first available input or null
  118649. */
  118650. getFirstAvailableOutput(forBlock?: Nullable<NodeMaterialBlock>): Nullable<NodeMaterialConnectionPoint>;
  118651. /**
  118652. * Gets the sibling of the given output
  118653. * @param current defines the current output
  118654. * @returns the next output in the list or null
  118655. */
  118656. getSiblingOutput(current: NodeMaterialConnectionPoint): Nullable<NodeMaterialConnectionPoint>;
  118657. /**
  118658. * Connect current block with another block
  118659. * @param other defines the block to connect with
  118660. * @param options define the various options to help pick the right connections
  118661. * @returns the current block
  118662. */
  118663. connectTo(other: NodeMaterialBlock, options?: {
  118664. input?: string;
  118665. output?: string;
  118666. outputSwizzle?: string;
  118667. }): this | undefined;
  118668. protected _buildBlock(state: NodeMaterialBuildState): void;
  118669. /**
  118670. * Add uniforms, samplers and uniform buffers at compilation time
  118671. * @param state defines the state to update
  118672. * @param nodeMaterial defines the node material requesting the update
  118673. * @param defines defines the material defines to update
  118674. */
  118675. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  118676. /**
  118677. * Add potential fallbacks if shader compilation fails
  118678. * @param mesh defines the mesh to be rendered
  118679. * @param fallbacks defines the current prioritized list of fallbacks
  118680. */
  118681. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  118682. /**
  118683. * Update defines for shader compilation
  118684. * @param mesh defines the mesh to be rendered
  118685. * @param nodeMaterial defines the node material requesting the update
  118686. * @param defines defines the material defines to update
  118687. * @param useInstances specifies that instances should be used
  118688. */
  118689. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  118690. /**
  118691. * Initialize defines for shader compilation
  118692. * @param mesh defines the mesh to be rendered
  118693. * @param nodeMaterial defines the node material requesting the update
  118694. * @param defines defines the material defines to be prepared
  118695. * @param useInstances specifies that instances should be used
  118696. */
  118697. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  118698. /**
  118699. * Lets the block try to connect some inputs automatically
  118700. * @param material defines the hosting NodeMaterial
  118701. */
  118702. autoConfigure(material: NodeMaterial): void;
  118703. /**
  118704. * Function called when a block is declared as repeatable content generator
  118705. * @param vertexShaderState defines the current compilation state for the vertex shader
  118706. * @param fragmentShaderState defines the current compilation state for the fragment shader
  118707. * @param mesh defines the mesh to be rendered
  118708. * @param defines defines the material defines to update
  118709. */
  118710. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  118711. /**
  118712. * Checks if the block is ready
  118713. * @param mesh defines the mesh to be rendered
  118714. * @param nodeMaterial defines the node material requesting the update
  118715. * @param defines defines the material defines to update
  118716. * @param useInstances specifies that instances should be used
  118717. * @returns true if the block is ready
  118718. */
  118719. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): boolean;
  118720. protected _linkConnectionTypes(inputIndex0: number, inputIndex1: number): void;
  118721. private _processBuild;
  118722. /**
  118723. * Compile the current node and generate the shader code
  118724. * @param state defines the current compilation state (uniforms, samplers, current string)
  118725. * @param activeBlocks defines the list of active blocks (i.e. blocks to compile)
  118726. * @returns true if already built
  118727. */
  118728. build(state: NodeMaterialBuildState, activeBlocks: NodeMaterialBlock[]): boolean;
  118729. protected _inputRename(name: string): string;
  118730. protected _outputRename(name: string): string;
  118731. protected _dumpPropertiesCode(): string;
  118732. /** @hidden */
  118733. _dumpCode(uniqueNames: string[], alreadyDumped: NodeMaterialBlock[]): string;
  118734. /**
  118735. * Clone the current block to a new identical block
  118736. * @param scene defines the hosting scene
  118737. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  118738. * @returns a copy of the current block
  118739. */
  118740. clone(scene: Scene, rootUrl?: string): Nullable<NodeMaterialBlock>;
  118741. /**
  118742. * Serializes this block in a JSON representation
  118743. * @returns the serialized block object
  118744. */
  118745. serialize(): any;
  118746. /** @hidden */
  118747. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  118748. }
  118749. }
  118750. declare module BABYLON {
  118751. /**
  118752. * Enum defining the mode of a NodeMaterialBlockConnectionPoint
  118753. */
  118754. export enum NodeMaterialBlockConnectionPointMode {
  118755. /** Value is an uniform */
  118756. Uniform = 0,
  118757. /** Value is a mesh attribute */
  118758. Attribute = 1,
  118759. /** Value is a varying between vertex and fragment shaders */
  118760. Varying = 2,
  118761. /** Mode is undefined */
  118762. Undefined = 3
  118763. }
  118764. }
  118765. declare module BABYLON {
  118766. /**
  118767. * Enum defining the type of animations supported by InputBlock
  118768. */
  118769. export enum AnimatedInputBlockTypes {
  118770. /** No animation */
  118771. None = 0,
  118772. /** Time based animation. Will only work for floats */
  118773. Time = 1
  118774. }
  118775. }
  118776. declare module BABYLON {
  118777. /**
  118778. * Block used to expose an input value
  118779. */
  118780. export class InputBlock extends NodeMaterialBlock {
  118781. private _mode;
  118782. private _associatedVariableName;
  118783. private _storedValue;
  118784. private _valueCallback;
  118785. private _type;
  118786. private _animationType;
  118787. /** Gets or set a value used to limit the range of float values */
  118788. min: number;
  118789. /** Gets or set a value used to limit the range of float values */
  118790. max: number;
  118791. /** Gets or sets a value used by the Node Material editor to determine how to configure the current value if it is a matrix */
  118792. matrixMode: number;
  118793. /** @hidden */
  118794. _systemValue: Nullable<NodeMaterialSystemValues>;
  118795. /** Gets or sets a boolean indicating that this input can be edited in the Inspector (false by default) */
  118796. visibleInInspector: boolean;
  118797. /**
  118798. * Gets or sets the connection point type (default is float)
  118799. */
  118800. readonly type: NodeMaterialBlockConnectionPointTypes;
  118801. /**
  118802. * Creates a new InputBlock
  118803. * @param name defines the block name
  118804. * @param target defines the target of that block (Vertex by default)
  118805. * @param type defines the type of the input (can be set to NodeMaterialBlockConnectionPointTypes.AutoDetect)
  118806. */
  118807. constructor(name: string, target?: NodeMaterialBlockTargets, type?: NodeMaterialBlockConnectionPointTypes);
  118808. /**
  118809. * Gets the output component
  118810. */
  118811. readonly output: NodeMaterialConnectionPoint;
  118812. /**
  118813. * Set the source of this connection point to a vertex attribute
  118814. * @param attributeName defines the attribute name (position, uv, normal, etc...). If not specified it will take the connection point name
  118815. * @returns the current connection point
  118816. */
  118817. setAsAttribute(attributeName?: string): InputBlock;
  118818. /**
  118819. * Set the source of this connection point to a system value
  118820. * @param value define the system value to use (world, view, etc...) or null to switch to manual value
  118821. * @returns the current connection point
  118822. */
  118823. setAsSystemValue(value: Nullable<NodeMaterialSystemValues>): InputBlock;
  118824. /**
  118825. * Gets or sets the value of that point.
  118826. * Please note that this value will be ignored if valueCallback is defined
  118827. */
  118828. value: any;
  118829. /**
  118830. * Gets or sets a callback used to get the value of that point.
  118831. * Please note that setting this value will force the connection point to ignore the value property
  118832. */
  118833. valueCallback: () => any;
  118834. /**
  118835. * Gets or sets the associated variable name in the shader
  118836. */
  118837. associatedVariableName: string;
  118838. /** Gets or sets the type of animation applied to the input */
  118839. animationType: AnimatedInputBlockTypes;
  118840. /**
  118841. * Gets a boolean indicating that this connection point not defined yet
  118842. */
  118843. readonly isUndefined: boolean;
  118844. /**
  118845. * Gets or sets a boolean indicating that this connection point is coming from an uniform.
  118846. * In this case the connection point name must be the name of the uniform to use.
  118847. * Can only be set on inputs
  118848. */
  118849. isUniform: boolean;
  118850. /**
  118851. * Gets or sets a boolean indicating that this connection point is coming from an attribute.
  118852. * In this case the connection point name must be the name of the attribute to use
  118853. * Can only be set on inputs
  118854. */
  118855. isAttribute: boolean;
  118856. /**
  118857. * Gets or sets a boolean indicating that this connection point is generating a varying variable.
  118858. * Can only be set on exit points
  118859. */
  118860. isVarying: boolean;
  118861. /**
  118862. * Gets a boolean indicating that the current connection point is a system value
  118863. */
  118864. readonly isSystemValue: boolean;
  118865. /**
  118866. * Gets or sets the current well known value or null if not defined as a system value
  118867. */
  118868. systemValue: Nullable<NodeMaterialSystemValues>;
  118869. /**
  118870. * Gets the current class name
  118871. * @returns the class name
  118872. */
  118873. getClassName(): string;
  118874. /**
  118875. * Animate the input if animationType !== None
  118876. * @param scene defines the rendering scene
  118877. */
  118878. animate(scene: Scene): void;
  118879. private _emitDefine;
  118880. initialize(state: NodeMaterialBuildState): void;
  118881. /**
  118882. * Set the input block to its default value (based on its type)
  118883. */
  118884. setDefaultValue(): void;
  118885. protected _dumpPropertiesCode(): string;
  118886. private _emit;
  118887. /** @hidden */
  118888. _transmitWorld(effect: Effect, world: Matrix, worldView: Matrix, worldViewProjection: Matrix): void;
  118889. /** @hidden */
  118890. _transmit(effect: Effect, scene: Scene): void;
  118891. protected _buildBlock(state: NodeMaterialBuildState): void;
  118892. serialize(): any;
  118893. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  118894. }
  118895. }
  118896. declare module BABYLON {
  118897. /**
  118898. * Defines a connection point for a block
  118899. */
  118900. export class NodeMaterialConnectionPoint {
  118901. /** @hidden */
  118902. _ownerBlock: NodeMaterialBlock;
  118903. /** @hidden */
  118904. _connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  118905. private _endpoints;
  118906. private _associatedVariableName;
  118907. /** @hidden */
  118908. _typeConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  118909. /** @hidden */
  118910. _linkedConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  118911. private _type;
  118912. /** @hidden */
  118913. _enforceAssociatedVariableName: boolean;
  118914. /**
  118915. * Gets or sets the additional types supported byt this connection point
  118916. */
  118917. acceptedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  118918. /**
  118919. * Gets or sets the associated variable name in the shader
  118920. */
  118921. associatedVariableName: string;
  118922. /**
  118923. * Gets or sets the connection point type (default is float)
  118924. */
  118925. type: NodeMaterialBlockConnectionPointTypes;
  118926. /**
  118927. * Gets or sets the connection point name
  118928. */
  118929. name: string;
  118930. /**
  118931. * Gets or sets a boolean indicating that this connection point can be omitted
  118932. */
  118933. isOptional: boolean;
  118934. /**
  118935. * Gets or sets a string indicating that this uniform must be defined under a #ifdef
  118936. */
  118937. define: string;
  118938. /** Gets or sets the target of that connection point */
  118939. target: NodeMaterialBlockTargets;
  118940. /**
  118941. * Gets a boolean indicating that the current point is connected
  118942. */
  118943. readonly isConnected: boolean;
  118944. /**
  118945. * Gets a boolean indicating that the current point is connected to an input block
  118946. */
  118947. readonly isConnectedToInputBlock: boolean;
  118948. /**
  118949. * Gets a the connected input block (if any)
  118950. */
  118951. readonly connectInputBlock: Nullable<InputBlock>;
  118952. /** Get the other side of the connection (if any) */
  118953. readonly connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  118954. /** Get the block that owns this connection point */
  118955. readonly ownerBlock: NodeMaterialBlock;
  118956. /** Get the block connected on the other side of this connection (if any) */
  118957. readonly sourceBlock: Nullable<NodeMaterialBlock>;
  118958. /** Get the block connected on the endpoints of this connection (if any) */
  118959. readonly connectedBlocks: Array<NodeMaterialBlock>;
  118960. /** Gets the list of connected endpoints */
  118961. readonly endpoints: NodeMaterialConnectionPoint[];
  118962. /** Gets a boolean indicating if that output point is connected to at least one input */
  118963. readonly hasEndpoints: boolean;
  118964. /**
  118965. * Creates a new connection point
  118966. * @param name defines the connection point name
  118967. * @param ownerBlock defines the block hosting this connection point
  118968. */
  118969. constructor(name: string, ownerBlock: NodeMaterialBlock);
  118970. /**
  118971. * Gets the current class name e.g. "NodeMaterialConnectionPoint"
  118972. * @returns the class name
  118973. */
  118974. getClassName(): string;
  118975. /**
  118976. * Gets an boolean indicating if the current point can be connected to another point
  118977. * @param connectionPoint defines the other connection point
  118978. * @returns true if the connection is possible
  118979. */
  118980. canConnectTo(connectionPoint: NodeMaterialConnectionPoint): boolean;
  118981. /**
  118982. * Connect this point to another connection point
  118983. * @param connectionPoint defines the other connection point
  118984. * @param ignoreConstraints defines if the system will ignore connection type constraints (default is false)
  118985. * @returns the current connection point
  118986. */
  118987. connectTo(connectionPoint: NodeMaterialConnectionPoint, ignoreConstraints?: boolean): NodeMaterialConnectionPoint;
  118988. /**
  118989. * Disconnect this point from one of his endpoint
  118990. * @param endpoint defines the other connection point
  118991. * @returns the current connection point
  118992. */
  118993. disconnectFrom(endpoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  118994. /**
  118995. * Serializes this point in a JSON representation
  118996. * @returns the serialized point object
  118997. */
  118998. serialize(): any;
  118999. }
  119000. }
  119001. declare module BABYLON {
  119002. /**
  119003. * Block used to add support for vertex skinning (bones)
  119004. */
  119005. export class BonesBlock extends NodeMaterialBlock {
  119006. /**
  119007. * Creates a new BonesBlock
  119008. * @param name defines the block name
  119009. */
  119010. constructor(name: string);
  119011. /**
  119012. * Initialize the block and prepare the context for build
  119013. * @param state defines the state that will be used for the build
  119014. */
  119015. initialize(state: NodeMaterialBuildState): void;
  119016. /**
  119017. * Gets the current class name
  119018. * @returns the class name
  119019. */
  119020. getClassName(): string;
  119021. /**
  119022. * Gets the matrix indices input component
  119023. */
  119024. readonly matricesIndices: NodeMaterialConnectionPoint;
  119025. /**
  119026. * Gets the matrix weights input component
  119027. */
  119028. readonly matricesWeights: NodeMaterialConnectionPoint;
  119029. /**
  119030. * Gets the extra matrix indices input component
  119031. */
  119032. readonly matricesIndicesExtra: NodeMaterialConnectionPoint;
  119033. /**
  119034. * Gets the extra matrix weights input component
  119035. */
  119036. readonly matricesWeightsExtra: NodeMaterialConnectionPoint;
  119037. /**
  119038. * Gets the world input component
  119039. */
  119040. readonly world: NodeMaterialConnectionPoint;
  119041. /**
  119042. * Gets the output component
  119043. */
  119044. readonly output: NodeMaterialConnectionPoint;
  119045. autoConfigure(material: NodeMaterial): void;
  119046. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  119047. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  119048. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  119049. protected _buildBlock(state: NodeMaterialBuildState): this;
  119050. }
  119051. }
  119052. declare module BABYLON {
  119053. /**
  119054. * Block used to add support for instances
  119055. * @see https://doc.babylonjs.com/how_to/how_to_use_instances
  119056. */
  119057. export class InstancesBlock extends NodeMaterialBlock {
  119058. /**
  119059. * Creates a new InstancesBlock
  119060. * @param name defines the block name
  119061. */
  119062. constructor(name: string);
  119063. /**
  119064. * Gets the current class name
  119065. * @returns the class name
  119066. */
  119067. getClassName(): string;
  119068. /**
  119069. * Gets the first world row input component
  119070. */
  119071. readonly world0: NodeMaterialConnectionPoint;
  119072. /**
  119073. * Gets the second world row input component
  119074. */
  119075. readonly world1: NodeMaterialConnectionPoint;
  119076. /**
  119077. * Gets the third world row input component
  119078. */
  119079. readonly world2: NodeMaterialConnectionPoint;
  119080. /**
  119081. * Gets the forth world row input component
  119082. */
  119083. readonly world3: NodeMaterialConnectionPoint;
  119084. /**
  119085. * Gets the world input component
  119086. */
  119087. readonly world: NodeMaterialConnectionPoint;
  119088. /**
  119089. * Gets the output component
  119090. */
  119091. readonly output: NodeMaterialConnectionPoint;
  119092. autoConfigure(material: NodeMaterial): void;
  119093. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  119094. protected _buildBlock(state: NodeMaterialBuildState): this;
  119095. }
  119096. }
  119097. declare module BABYLON {
  119098. /**
  119099. * Block used to add morph targets support to vertex shader
  119100. */
  119101. export class MorphTargetsBlock extends NodeMaterialBlock {
  119102. private _repeatableContentAnchor;
  119103. private _repeatebleContentGenerated;
  119104. /**
  119105. * Create a new MorphTargetsBlock
  119106. * @param name defines the block name
  119107. */
  119108. constructor(name: string);
  119109. /**
  119110. * Gets the current class name
  119111. * @returns the class name
  119112. */
  119113. getClassName(): string;
  119114. /**
  119115. * Gets the position input component
  119116. */
  119117. readonly position: NodeMaterialConnectionPoint;
  119118. /**
  119119. * Gets the normal input component
  119120. */
  119121. readonly normal: NodeMaterialConnectionPoint;
  119122. /**
  119123. * Gets the tangent input component
  119124. */
  119125. readonly tangent: NodeMaterialConnectionPoint;
  119126. /**
  119127. * Gets the tangent input component
  119128. */
  119129. readonly uv: NodeMaterialConnectionPoint;
  119130. /**
  119131. * Gets the position output component
  119132. */
  119133. readonly positionOutput: NodeMaterialConnectionPoint;
  119134. /**
  119135. * Gets the normal output component
  119136. */
  119137. readonly normalOutput: NodeMaterialConnectionPoint;
  119138. /**
  119139. * Gets the tangent output component
  119140. */
  119141. readonly tangentOutput: NodeMaterialConnectionPoint;
  119142. /**
  119143. * Gets the tangent output component
  119144. */
  119145. readonly uvOutput: NodeMaterialConnectionPoint;
  119146. initialize(state: NodeMaterialBuildState): void;
  119147. autoConfigure(material: NodeMaterial): void;
  119148. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  119149. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  119150. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  119151. protected _buildBlock(state: NodeMaterialBuildState): this;
  119152. }
  119153. }
  119154. declare module BABYLON {
  119155. /**
  119156. * Block used to get data information from a light
  119157. */
  119158. export class LightInformationBlock extends NodeMaterialBlock {
  119159. private _lightDataDefineName;
  119160. private _lightColorDefineName;
  119161. /**
  119162. * Gets or sets the light associated with this block
  119163. */
  119164. light: Nullable<Light>;
  119165. /**
  119166. * Creates a new LightInformationBlock
  119167. * @param name defines the block name
  119168. */
  119169. constructor(name: string);
  119170. /**
  119171. * Gets the current class name
  119172. * @returns the class name
  119173. */
  119174. getClassName(): string;
  119175. /**
  119176. * Gets the world position input component
  119177. */
  119178. readonly worldPosition: NodeMaterialConnectionPoint;
  119179. /**
  119180. * Gets the direction output component
  119181. */
  119182. readonly direction: NodeMaterialConnectionPoint;
  119183. /**
  119184. * Gets the direction output component
  119185. */
  119186. readonly color: NodeMaterialConnectionPoint;
  119187. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  119188. protected _buildBlock(state: NodeMaterialBuildState): this;
  119189. serialize(): any;
  119190. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  119191. }
  119192. }
  119193. declare module BABYLON {
  119194. /**
  119195. * Block used to add an alpha test in the fragment shader
  119196. */
  119197. export class AlphaTestBlock extends NodeMaterialBlock {
  119198. /**
  119199. * Gets or sets the alpha value where alpha testing happens
  119200. */
  119201. alphaCutOff: number;
  119202. /**
  119203. * Create a new AlphaTestBlock
  119204. * @param name defines the block name
  119205. */
  119206. constructor(name: string);
  119207. /**
  119208. * Gets the current class name
  119209. * @returns the class name
  119210. */
  119211. getClassName(): string;
  119212. /**
  119213. * Gets the color input component
  119214. */
  119215. readonly color: NodeMaterialConnectionPoint;
  119216. /**
  119217. * Gets the alpha input component
  119218. */
  119219. readonly alpha: NodeMaterialConnectionPoint;
  119220. protected _buildBlock(state: NodeMaterialBuildState): this;
  119221. protected _dumpPropertiesCode(): string;
  119222. serialize(): any;
  119223. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  119224. }
  119225. }
  119226. declare module BABYLON {
  119227. /**
  119228. * Block used to add image processing support to fragment shader
  119229. */
  119230. export class ImageProcessingBlock extends NodeMaterialBlock {
  119231. /**
  119232. * Create a new ImageProcessingBlock
  119233. * @param name defines the block name
  119234. */
  119235. constructor(name: string);
  119236. /**
  119237. * Gets the current class name
  119238. * @returns the class name
  119239. */
  119240. getClassName(): string;
  119241. /**
  119242. * Gets the color input component
  119243. */
  119244. readonly color: NodeMaterialConnectionPoint;
  119245. /**
  119246. * Gets the output component
  119247. */
  119248. readonly output: NodeMaterialConnectionPoint;
  119249. /**
  119250. * Initialize the block and prepare the context for build
  119251. * @param state defines the state that will be used for the build
  119252. */
  119253. initialize(state: NodeMaterialBuildState): void;
  119254. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): boolean;
  119255. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  119256. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  119257. protected _buildBlock(state: NodeMaterialBuildState): this;
  119258. }
  119259. }
  119260. declare module BABYLON {
  119261. /**
  119262. * Block used to pertub normals based on a normal map
  119263. */
  119264. export class PerturbNormalBlock extends NodeMaterialBlock {
  119265. private _tangentSpaceParameterName;
  119266. /** Gets or sets a boolean indicating that normal should be inverted on X axis */
  119267. invertX: boolean;
  119268. /** Gets or sets a boolean indicating that normal should be inverted on Y axis */
  119269. invertY: boolean;
  119270. /**
  119271. * Create a new PerturbNormalBlock
  119272. * @param name defines the block name
  119273. */
  119274. constructor(name: string);
  119275. /**
  119276. * Gets the current class name
  119277. * @returns the class name
  119278. */
  119279. getClassName(): string;
  119280. /**
  119281. * Gets the world position input component
  119282. */
  119283. readonly worldPosition: NodeMaterialConnectionPoint;
  119284. /**
  119285. * Gets the world normal input component
  119286. */
  119287. readonly worldNormal: NodeMaterialConnectionPoint;
  119288. /**
  119289. * Gets the uv input component
  119290. */
  119291. readonly uv: NodeMaterialConnectionPoint;
  119292. /**
  119293. * Gets the normal map color input component
  119294. */
  119295. readonly normalMapColor: NodeMaterialConnectionPoint;
  119296. /**
  119297. * Gets the strength input component
  119298. */
  119299. readonly strength: NodeMaterialConnectionPoint;
  119300. /**
  119301. * Gets the output component
  119302. */
  119303. readonly output: NodeMaterialConnectionPoint;
  119304. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  119305. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  119306. autoConfigure(material: NodeMaterial): void;
  119307. protected _buildBlock(state: NodeMaterialBuildState): this;
  119308. protected _dumpPropertiesCode(): string;
  119309. serialize(): any;
  119310. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  119311. }
  119312. }
  119313. declare module BABYLON {
  119314. /**
  119315. * Block used to add support for scene fog
  119316. */
  119317. export class FogBlock extends NodeMaterialBlock {
  119318. private _fogDistanceName;
  119319. private _fogParameters;
  119320. /**
  119321. * Create a new FogBlock
  119322. * @param name defines the block name
  119323. */
  119324. constructor(name: string);
  119325. /**
  119326. * Gets the current class name
  119327. * @returns the class name
  119328. */
  119329. getClassName(): string;
  119330. /**
  119331. * Gets the world position input component
  119332. */
  119333. readonly worldPosition: NodeMaterialConnectionPoint;
  119334. /**
  119335. * Gets the view input component
  119336. */
  119337. readonly view: NodeMaterialConnectionPoint;
  119338. /**
  119339. * Gets the color input component
  119340. */
  119341. readonly input: NodeMaterialConnectionPoint;
  119342. /**
  119343. * Gets the fog color input component
  119344. */
  119345. readonly fogColor: NodeMaterialConnectionPoint;
  119346. /**
  119347. * Gets the output component
  119348. */
  119349. readonly output: NodeMaterialConnectionPoint;
  119350. autoConfigure(material: NodeMaterial): void;
  119351. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  119352. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  119353. protected _buildBlock(state: NodeMaterialBuildState): this;
  119354. }
  119355. }
  119356. declare module BABYLON {
  119357. /**
  119358. * Block used to add light in the fragment shader
  119359. */
  119360. export class LightBlock extends NodeMaterialBlock {
  119361. private _lightId;
  119362. /**
  119363. * Gets or sets the light associated with this block
  119364. */
  119365. light: Nullable<Light>;
  119366. /**
  119367. * Create a new LightBlock
  119368. * @param name defines the block name
  119369. */
  119370. constructor(name: string);
  119371. /**
  119372. * Gets the current class name
  119373. * @returns the class name
  119374. */
  119375. getClassName(): string;
  119376. /**
  119377. * Gets the world position input component
  119378. */
  119379. readonly worldPosition: NodeMaterialConnectionPoint;
  119380. /**
  119381. * Gets the world normal input component
  119382. */
  119383. readonly worldNormal: NodeMaterialConnectionPoint;
  119384. /**
  119385. * Gets the camera (or eye) position component
  119386. */
  119387. readonly cameraPosition: NodeMaterialConnectionPoint;
  119388. /**
  119389. * Gets the diffuse output component
  119390. */
  119391. readonly diffuseOutput: NodeMaterialConnectionPoint;
  119392. /**
  119393. * Gets the specular output component
  119394. */
  119395. readonly specularOutput: NodeMaterialConnectionPoint;
  119396. autoConfigure(material: NodeMaterial): void;
  119397. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  119398. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  119399. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  119400. private _injectVertexCode;
  119401. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  119402. serialize(): any;
  119403. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  119404. }
  119405. }
  119406. declare module BABYLON {
  119407. /**
  119408. * Block used to multiply 2 values
  119409. */
  119410. export class MultiplyBlock extends NodeMaterialBlock {
  119411. /**
  119412. * Creates a new MultiplyBlock
  119413. * @param name defines the block name
  119414. */
  119415. constructor(name: string);
  119416. /**
  119417. * Gets the current class name
  119418. * @returns the class name
  119419. */
  119420. getClassName(): string;
  119421. /**
  119422. * Gets the left operand input component
  119423. */
  119424. readonly left: NodeMaterialConnectionPoint;
  119425. /**
  119426. * Gets the right operand input component
  119427. */
  119428. readonly right: NodeMaterialConnectionPoint;
  119429. /**
  119430. * Gets the output component
  119431. */
  119432. readonly output: NodeMaterialConnectionPoint;
  119433. protected _buildBlock(state: NodeMaterialBuildState): this;
  119434. }
  119435. }
  119436. declare module BABYLON {
  119437. /**
  119438. * Block used to add 2 vectors
  119439. */
  119440. export class AddBlock extends NodeMaterialBlock {
  119441. /**
  119442. * Creates a new AddBlock
  119443. * @param name defines the block name
  119444. */
  119445. constructor(name: string);
  119446. /**
  119447. * Gets the current class name
  119448. * @returns the class name
  119449. */
  119450. getClassName(): string;
  119451. /**
  119452. * Gets the left operand input component
  119453. */
  119454. readonly left: NodeMaterialConnectionPoint;
  119455. /**
  119456. * Gets the right operand input component
  119457. */
  119458. readonly right: NodeMaterialConnectionPoint;
  119459. /**
  119460. * Gets the output component
  119461. */
  119462. readonly output: NodeMaterialConnectionPoint;
  119463. protected _buildBlock(state: NodeMaterialBuildState): this;
  119464. }
  119465. }
  119466. declare module BABYLON {
  119467. /**
  119468. * Block used to scale a vector by a float
  119469. */
  119470. export class ScaleBlock extends NodeMaterialBlock {
  119471. /**
  119472. * Creates a new ScaleBlock
  119473. * @param name defines the block name
  119474. */
  119475. constructor(name: string);
  119476. /**
  119477. * Gets the current class name
  119478. * @returns the class name
  119479. */
  119480. getClassName(): string;
  119481. /**
  119482. * Gets the input component
  119483. */
  119484. readonly input: NodeMaterialConnectionPoint;
  119485. /**
  119486. * Gets the factor input component
  119487. */
  119488. readonly factor: NodeMaterialConnectionPoint;
  119489. /**
  119490. * Gets the output component
  119491. */
  119492. readonly output: NodeMaterialConnectionPoint;
  119493. protected _buildBlock(state: NodeMaterialBuildState): this;
  119494. }
  119495. }
  119496. declare module BABYLON {
  119497. /**
  119498. * Block used to clamp a float
  119499. */
  119500. export class ClampBlock extends NodeMaterialBlock {
  119501. /** Gets or sets the minimum range */
  119502. minimum: number;
  119503. /** Gets or sets the maximum range */
  119504. maximum: number;
  119505. /**
  119506. * Creates a new ClampBlock
  119507. * @param name defines the block name
  119508. */
  119509. constructor(name: string);
  119510. /**
  119511. * Gets the current class name
  119512. * @returns the class name
  119513. */
  119514. getClassName(): string;
  119515. /**
  119516. * Gets the value input component
  119517. */
  119518. readonly value: NodeMaterialConnectionPoint;
  119519. /**
  119520. * Gets the output component
  119521. */
  119522. readonly output: NodeMaterialConnectionPoint;
  119523. protected _buildBlock(state: NodeMaterialBuildState): this;
  119524. protected _dumpPropertiesCode(): string;
  119525. serialize(): any;
  119526. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  119527. }
  119528. }
  119529. declare module BABYLON {
  119530. /**
  119531. * Block used to apply a cross product between 2 vectors
  119532. */
  119533. export class CrossBlock extends NodeMaterialBlock {
  119534. /**
  119535. * Creates a new CrossBlock
  119536. * @param name defines the block name
  119537. */
  119538. constructor(name: string);
  119539. /**
  119540. * Gets the current class name
  119541. * @returns the class name
  119542. */
  119543. getClassName(): string;
  119544. /**
  119545. * Gets the left operand input component
  119546. */
  119547. readonly left: NodeMaterialConnectionPoint;
  119548. /**
  119549. * Gets the right operand input component
  119550. */
  119551. readonly right: NodeMaterialConnectionPoint;
  119552. /**
  119553. * Gets the output component
  119554. */
  119555. readonly output: NodeMaterialConnectionPoint;
  119556. protected _buildBlock(state: NodeMaterialBuildState): this;
  119557. }
  119558. }
  119559. declare module BABYLON {
  119560. /**
  119561. * Block used to apply a dot product between 2 vectors
  119562. */
  119563. export class DotBlock extends NodeMaterialBlock {
  119564. /**
  119565. * Creates a new DotBlock
  119566. * @param name defines the block name
  119567. */
  119568. constructor(name: string);
  119569. /**
  119570. * Gets the current class name
  119571. * @returns the class name
  119572. */
  119573. getClassName(): string;
  119574. /**
  119575. * Gets the left operand input component
  119576. */
  119577. readonly left: NodeMaterialConnectionPoint;
  119578. /**
  119579. * Gets the right operand input component
  119580. */
  119581. readonly right: NodeMaterialConnectionPoint;
  119582. /**
  119583. * Gets the output component
  119584. */
  119585. readonly output: NodeMaterialConnectionPoint;
  119586. protected _buildBlock(state: NodeMaterialBuildState): this;
  119587. }
  119588. }
  119589. declare module BABYLON {
  119590. /**
  119591. * Block used to remap a float from a range to a new one
  119592. */
  119593. export class RemapBlock extends NodeMaterialBlock {
  119594. /**
  119595. * Gets or sets the source range
  119596. */
  119597. sourceRange: Vector2;
  119598. /**
  119599. * Gets or sets the target range
  119600. */
  119601. targetRange: Vector2;
  119602. /**
  119603. * Creates a new RemapBlock
  119604. * @param name defines the block name
  119605. */
  119606. constructor(name: string);
  119607. /**
  119608. * Gets the current class name
  119609. * @returns the class name
  119610. */
  119611. getClassName(): string;
  119612. /**
  119613. * Gets the input component
  119614. */
  119615. readonly input: NodeMaterialConnectionPoint;
  119616. /**
  119617. * Gets the source min input component
  119618. */
  119619. readonly sourceMin: NodeMaterialConnectionPoint;
  119620. /**
  119621. * Gets the source max input component
  119622. */
  119623. readonly sourceMax: NodeMaterialConnectionPoint;
  119624. /**
  119625. * Gets the target min input component
  119626. */
  119627. readonly targetMin: NodeMaterialConnectionPoint;
  119628. /**
  119629. * Gets the target max input component
  119630. */
  119631. readonly targetMax: NodeMaterialConnectionPoint;
  119632. /**
  119633. * Gets the output component
  119634. */
  119635. readonly output: NodeMaterialConnectionPoint;
  119636. protected _buildBlock(state: NodeMaterialBuildState): this;
  119637. protected _dumpPropertiesCode(): string;
  119638. serialize(): any;
  119639. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  119640. }
  119641. }
  119642. declare module BABYLON {
  119643. /**
  119644. * Block used to normalize a vector
  119645. */
  119646. export class NormalizeBlock extends NodeMaterialBlock {
  119647. /**
  119648. * Creates a new NormalizeBlock
  119649. * @param name defines the block name
  119650. */
  119651. constructor(name: string);
  119652. /**
  119653. * Gets the current class name
  119654. * @returns the class name
  119655. */
  119656. getClassName(): string;
  119657. /**
  119658. * Gets the input component
  119659. */
  119660. readonly input: NodeMaterialConnectionPoint;
  119661. /**
  119662. * Gets the output component
  119663. */
  119664. readonly output: NodeMaterialConnectionPoint;
  119665. protected _buildBlock(state: NodeMaterialBuildState): this;
  119666. }
  119667. }
  119668. declare module BABYLON {
  119669. /**
  119670. * Operations supported by the Trigonometry block
  119671. */
  119672. export enum TrigonometryBlockOperations {
  119673. /** Cos */
  119674. Cos = 0,
  119675. /** Sin */
  119676. Sin = 1,
  119677. /** Abs */
  119678. Abs = 2,
  119679. /** Exp */
  119680. Exp = 3,
  119681. /** Exp2 */
  119682. Exp2 = 4,
  119683. /** Round */
  119684. Round = 5,
  119685. /** Floor */
  119686. Floor = 6,
  119687. /** Ceiling */
  119688. Ceiling = 7
  119689. }
  119690. /**
  119691. * Block used to apply trigonometry operation to floats
  119692. */
  119693. export class TrigonometryBlock extends NodeMaterialBlock {
  119694. /**
  119695. * Gets or sets the operation applied by the block
  119696. */
  119697. operation: TrigonometryBlockOperations;
  119698. /**
  119699. * Creates a new TrigonometryBlock
  119700. * @param name defines the block name
  119701. */
  119702. constructor(name: string);
  119703. /**
  119704. * Gets the current class name
  119705. * @returns the class name
  119706. */
  119707. getClassName(): string;
  119708. /**
  119709. * Gets the input component
  119710. */
  119711. readonly input: NodeMaterialConnectionPoint;
  119712. /**
  119713. * Gets the output component
  119714. */
  119715. readonly output: NodeMaterialConnectionPoint;
  119716. protected _buildBlock(state: NodeMaterialBuildState): this;
  119717. serialize(): any;
  119718. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  119719. }
  119720. }
  119721. declare module BABYLON {
  119722. /**
  119723. * Block used to create a Color3/4 out of individual inputs (one for each component)
  119724. */
  119725. export class ColorMergerBlock extends NodeMaterialBlock {
  119726. /**
  119727. * Create a new ColorMergerBlock
  119728. * @param name defines the block name
  119729. */
  119730. constructor(name: string);
  119731. /**
  119732. * Gets the current class name
  119733. * @returns the class name
  119734. */
  119735. getClassName(): string;
  119736. /**
  119737. * Gets the r component (input)
  119738. */
  119739. readonly r: NodeMaterialConnectionPoint;
  119740. /**
  119741. * Gets the g component (input)
  119742. */
  119743. readonly g: NodeMaterialConnectionPoint;
  119744. /**
  119745. * Gets the b component (input)
  119746. */
  119747. readonly b: NodeMaterialConnectionPoint;
  119748. /**
  119749. * Gets the a component (input)
  119750. */
  119751. readonly a: NodeMaterialConnectionPoint;
  119752. /**
  119753. * Gets the rgba component (output)
  119754. */
  119755. readonly rgba: NodeMaterialConnectionPoint;
  119756. /**
  119757. * Gets the rgb component (output)
  119758. */
  119759. readonly rgb: NodeMaterialConnectionPoint;
  119760. protected _buildBlock(state: NodeMaterialBuildState): this;
  119761. }
  119762. }
  119763. declare module BABYLON {
  119764. /**
  119765. * Block used to create a Vector2/3/4 out of individual inputs (one for each component)
  119766. */
  119767. export class VectorMergerBlock extends NodeMaterialBlock {
  119768. /**
  119769. * Create a new VectorMergerBlock
  119770. * @param name defines the block name
  119771. */
  119772. constructor(name: string);
  119773. /**
  119774. * Gets the current class name
  119775. * @returns the class name
  119776. */
  119777. getClassName(): string;
  119778. /**
  119779. * Gets the x component (input)
  119780. */
  119781. readonly x: NodeMaterialConnectionPoint;
  119782. /**
  119783. * Gets the y component (input)
  119784. */
  119785. readonly y: NodeMaterialConnectionPoint;
  119786. /**
  119787. * Gets the z component (input)
  119788. */
  119789. readonly z: NodeMaterialConnectionPoint;
  119790. /**
  119791. * Gets the w component (input)
  119792. */
  119793. readonly w: NodeMaterialConnectionPoint;
  119794. /**
  119795. * Gets the xyzw component (output)
  119796. */
  119797. readonly xyzw: NodeMaterialConnectionPoint;
  119798. /**
  119799. * Gets the xyz component (output)
  119800. */
  119801. readonly xyz: NodeMaterialConnectionPoint;
  119802. /**
  119803. * Gets the xy component (output)
  119804. */
  119805. readonly xy: NodeMaterialConnectionPoint;
  119806. protected _buildBlock(state: NodeMaterialBuildState): this;
  119807. }
  119808. }
  119809. declare module BABYLON {
  119810. /**
  119811. * Block used to expand a Color3/4 into 4 outputs (one for each component)
  119812. */
  119813. export class ColorSplitterBlock extends NodeMaterialBlock {
  119814. /**
  119815. * Create a new ColorSplitterBlock
  119816. * @param name defines the block name
  119817. */
  119818. constructor(name: string);
  119819. /**
  119820. * Gets the current class name
  119821. * @returns the class name
  119822. */
  119823. getClassName(): string;
  119824. /**
  119825. * Gets the rgba component (input)
  119826. */
  119827. readonly rgba: NodeMaterialConnectionPoint;
  119828. /**
  119829. * Gets the rgb component (input)
  119830. */
  119831. readonly rgbIn: NodeMaterialConnectionPoint;
  119832. /**
  119833. * Gets the rgb component (output)
  119834. */
  119835. readonly rgbOut: NodeMaterialConnectionPoint;
  119836. /**
  119837. * Gets the r component (output)
  119838. */
  119839. readonly r: NodeMaterialConnectionPoint;
  119840. /**
  119841. * Gets the g component (output)
  119842. */
  119843. readonly g: NodeMaterialConnectionPoint;
  119844. /**
  119845. * Gets the b component (output)
  119846. */
  119847. readonly b: NodeMaterialConnectionPoint;
  119848. /**
  119849. * Gets the a component (output)
  119850. */
  119851. readonly a: NodeMaterialConnectionPoint;
  119852. protected _inputRename(name: string): string;
  119853. protected _outputRename(name: string): string;
  119854. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  119855. }
  119856. }
  119857. declare module BABYLON {
  119858. /**
  119859. * Block used to expand a Vector3/4 into 4 outputs (one for each component)
  119860. */
  119861. export class VectorSplitterBlock extends NodeMaterialBlock {
  119862. /**
  119863. * Create a new VectorSplitterBlock
  119864. * @param name defines the block name
  119865. */
  119866. constructor(name: string);
  119867. /**
  119868. * Gets the current class name
  119869. * @returns the class name
  119870. */
  119871. getClassName(): string;
  119872. /**
  119873. * Gets the xyzw component (input)
  119874. */
  119875. readonly xyzw: NodeMaterialConnectionPoint;
  119876. /**
  119877. * Gets the xyz component (input)
  119878. */
  119879. readonly xyzIn: NodeMaterialConnectionPoint;
  119880. /**
  119881. * Gets the xy component (input)
  119882. */
  119883. readonly xyIn: NodeMaterialConnectionPoint;
  119884. /**
  119885. * Gets the xyz component (output)
  119886. */
  119887. readonly xyzOut: NodeMaterialConnectionPoint;
  119888. /**
  119889. * Gets the xy component (output)
  119890. */
  119891. readonly xyOut: NodeMaterialConnectionPoint;
  119892. /**
  119893. * Gets the x component (output)
  119894. */
  119895. readonly x: NodeMaterialConnectionPoint;
  119896. /**
  119897. * Gets the y component (output)
  119898. */
  119899. readonly y: NodeMaterialConnectionPoint;
  119900. /**
  119901. * Gets the z component (output)
  119902. */
  119903. readonly z: NodeMaterialConnectionPoint;
  119904. /**
  119905. * Gets the w component (output)
  119906. */
  119907. readonly w: NodeMaterialConnectionPoint;
  119908. protected _inputRename(name: string): string;
  119909. protected _outputRename(name: string): string;
  119910. protected _buildBlock(state: NodeMaterialBuildState): this;
  119911. }
  119912. }
  119913. declare module BABYLON {
  119914. /**
  119915. * Block used to lerp 2 values
  119916. */
  119917. export class LerpBlock extends NodeMaterialBlock {
  119918. /**
  119919. * Creates a new LerpBlock
  119920. * @param name defines the block name
  119921. */
  119922. constructor(name: string);
  119923. /**
  119924. * Gets the current class name
  119925. * @returns the class name
  119926. */
  119927. getClassName(): string;
  119928. /**
  119929. * Gets the left operand input component
  119930. */
  119931. readonly left: NodeMaterialConnectionPoint;
  119932. /**
  119933. * Gets the right operand input component
  119934. */
  119935. readonly right: NodeMaterialConnectionPoint;
  119936. /**
  119937. * Gets the gradient operand input component
  119938. */
  119939. readonly gradient: NodeMaterialConnectionPoint;
  119940. /**
  119941. * Gets the output component
  119942. */
  119943. readonly output: NodeMaterialConnectionPoint;
  119944. protected _buildBlock(state: NodeMaterialBuildState): this;
  119945. }
  119946. }
  119947. declare module BABYLON {
  119948. /**
  119949. * Block used to divide 2 vectors
  119950. */
  119951. export class DivideBlock extends NodeMaterialBlock {
  119952. /**
  119953. * Creates a new DivideBlock
  119954. * @param name defines the block name
  119955. */
  119956. constructor(name: string);
  119957. /**
  119958. * Gets the current class name
  119959. * @returns the class name
  119960. */
  119961. getClassName(): string;
  119962. /**
  119963. * Gets the left operand input component
  119964. */
  119965. readonly left: NodeMaterialConnectionPoint;
  119966. /**
  119967. * Gets the right operand input component
  119968. */
  119969. readonly right: NodeMaterialConnectionPoint;
  119970. /**
  119971. * Gets the output component
  119972. */
  119973. readonly output: NodeMaterialConnectionPoint;
  119974. protected _buildBlock(state: NodeMaterialBuildState): this;
  119975. }
  119976. }
  119977. declare module BABYLON {
  119978. /**
  119979. * Block used to subtract 2 vectors
  119980. */
  119981. export class SubtractBlock extends NodeMaterialBlock {
  119982. /**
  119983. * Creates a new SubtractBlock
  119984. * @param name defines the block name
  119985. */
  119986. constructor(name: string);
  119987. /**
  119988. * Gets the current class name
  119989. * @returns the class name
  119990. */
  119991. getClassName(): string;
  119992. /**
  119993. * Gets the left operand input component
  119994. */
  119995. readonly left: NodeMaterialConnectionPoint;
  119996. /**
  119997. * Gets the right operand input component
  119998. */
  119999. readonly right: NodeMaterialConnectionPoint;
  120000. /**
  120001. * Gets the output component
  120002. */
  120003. readonly output: NodeMaterialConnectionPoint;
  120004. protected _buildBlock(state: NodeMaterialBuildState): this;
  120005. }
  120006. }
  120007. declare module BABYLON {
  120008. /**
  120009. * Block used to step a value
  120010. */
  120011. export class StepBlock extends NodeMaterialBlock {
  120012. /**
  120013. * Creates a new AddBlock
  120014. * @param name defines the block name
  120015. */
  120016. constructor(name: string);
  120017. /**
  120018. * Gets the current class name
  120019. * @returns the class name
  120020. */
  120021. getClassName(): string;
  120022. /**
  120023. * Gets the value operand input component
  120024. */
  120025. readonly value: NodeMaterialConnectionPoint;
  120026. /**
  120027. * Gets the edge operand input component
  120028. */
  120029. readonly edge: NodeMaterialConnectionPoint;
  120030. /**
  120031. * Gets the output component
  120032. */
  120033. readonly output: NodeMaterialConnectionPoint;
  120034. protected _buildBlock(state: NodeMaterialBuildState): this;
  120035. }
  120036. }
  120037. declare module BABYLON {
  120038. /**
  120039. * Block used to get the opposite (1 - x) of a value
  120040. */
  120041. export class OneMinusBlock extends NodeMaterialBlock {
  120042. /**
  120043. * Creates a new OneMinusBlock
  120044. * @param name defines the block name
  120045. */
  120046. constructor(name: string);
  120047. /**
  120048. * Gets the current class name
  120049. * @returns the class name
  120050. */
  120051. getClassName(): string;
  120052. /**
  120053. * Gets the input component
  120054. */
  120055. readonly input: NodeMaterialConnectionPoint;
  120056. /**
  120057. * Gets the output component
  120058. */
  120059. readonly output: NodeMaterialConnectionPoint;
  120060. protected _buildBlock(state: NodeMaterialBuildState): this;
  120061. }
  120062. }
  120063. declare module BABYLON {
  120064. /**
  120065. * Block used to get the view direction
  120066. */
  120067. export class ViewDirectionBlock extends NodeMaterialBlock {
  120068. /**
  120069. * Creates a new ViewDirectionBlock
  120070. * @param name defines the block name
  120071. */
  120072. constructor(name: string);
  120073. /**
  120074. * Gets the current class name
  120075. * @returns the class name
  120076. */
  120077. getClassName(): string;
  120078. /**
  120079. * Gets the world position component
  120080. */
  120081. readonly worldPosition: NodeMaterialConnectionPoint;
  120082. /**
  120083. * Gets the camera position component
  120084. */
  120085. readonly cameraPosition: NodeMaterialConnectionPoint;
  120086. /**
  120087. * Gets the output component
  120088. */
  120089. readonly output: NodeMaterialConnectionPoint;
  120090. autoConfigure(material: NodeMaterial): void;
  120091. protected _buildBlock(state: NodeMaterialBuildState): this;
  120092. }
  120093. }
  120094. declare module BABYLON {
  120095. /**
  120096. * Block used to compute fresnel value
  120097. */
  120098. export class FresnelBlock extends NodeMaterialBlock {
  120099. /**
  120100. * Create a new FresnelBlock
  120101. * @param name defines the block name
  120102. */
  120103. constructor(name: string);
  120104. /**
  120105. * Gets the current class name
  120106. * @returns the class name
  120107. */
  120108. getClassName(): string;
  120109. /**
  120110. * Gets the world normal input component
  120111. */
  120112. readonly worldNormal: NodeMaterialConnectionPoint;
  120113. /**
  120114. * Gets the view direction input component
  120115. */
  120116. readonly viewDirection: NodeMaterialConnectionPoint;
  120117. /**
  120118. * Gets the bias input component
  120119. */
  120120. readonly bias: NodeMaterialConnectionPoint;
  120121. /**
  120122. * Gets the camera (or eye) position component
  120123. */
  120124. readonly power: NodeMaterialConnectionPoint;
  120125. /**
  120126. * Gets the fresnel output component
  120127. */
  120128. readonly fresnel: NodeMaterialConnectionPoint;
  120129. autoConfigure(material: NodeMaterial): void;
  120130. protected _buildBlock(state: NodeMaterialBuildState): this;
  120131. }
  120132. }
  120133. declare module BABYLON {
  120134. /**
  120135. * Block used to get the max of 2 values
  120136. */
  120137. export class MaxBlock extends NodeMaterialBlock {
  120138. /**
  120139. * Creates a new MaxBlock
  120140. * @param name defines the block name
  120141. */
  120142. constructor(name: string);
  120143. /**
  120144. * Gets the current class name
  120145. * @returns the class name
  120146. */
  120147. getClassName(): string;
  120148. /**
  120149. * Gets the left operand input component
  120150. */
  120151. readonly left: NodeMaterialConnectionPoint;
  120152. /**
  120153. * Gets the right operand input component
  120154. */
  120155. readonly right: NodeMaterialConnectionPoint;
  120156. /**
  120157. * Gets the output component
  120158. */
  120159. readonly output: NodeMaterialConnectionPoint;
  120160. protected _buildBlock(state: NodeMaterialBuildState): this;
  120161. }
  120162. }
  120163. declare module BABYLON {
  120164. /**
  120165. * Block used to get the min of 2 values
  120166. */
  120167. export class MinBlock extends NodeMaterialBlock {
  120168. /**
  120169. * Creates a new MinBlock
  120170. * @param name defines the block name
  120171. */
  120172. constructor(name: string);
  120173. /**
  120174. * Gets the current class name
  120175. * @returns the class name
  120176. */
  120177. getClassName(): string;
  120178. /**
  120179. * Gets the left operand input component
  120180. */
  120181. readonly left: NodeMaterialConnectionPoint;
  120182. /**
  120183. * Gets the right operand input component
  120184. */
  120185. readonly right: NodeMaterialConnectionPoint;
  120186. /**
  120187. * Gets the output component
  120188. */
  120189. readonly output: NodeMaterialConnectionPoint;
  120190. protected _buildBlock(state: NodeMaterialBuildState): this;
  120191. }
  120192. }
  120193. declare module BABYLON {
  120194. /**
  120195. * Block used to get the distance between 2 values
  120196. */
  120197. export class DistanceBlock extends NodeMaterialBlock {
  120198. /**
  120199. * Creates a new DistanceBlock
  120200. * @param name defines the block name
  120201. */
  120202. constructor(name: string);
  120203. /**
  120204. * Gets the current class name
  120205. * @returns the class name
  120206. */
  120207. getClassName(): string;
  120208. /**
  120209. * Gets the left operand input component
  120210. */
  120211. readonly left: NodeMaterialConnectionPoint;
  120212. /**
  120213. * Gets the right operand input component
  120214. */
  120215. readonly right: NodeMaterialConnectionPoint;
  120216. /**
  120217. * Gets the output component
  120218. */
  120219. readonly output: NodeMaterialConnectionPoint;
  120220. protected _buildBlock(state: NodeMaterialBuildState): this;
  120221. }
  120222. }
  120223. declare module BABYLON {
  120224. /**
  120225. * Block used to get the length of a vector
  120226. */
  120227. export class LengthBlock extends NodeMaterialBlock {
  120228. /**
  120229. * Creates a new LengthBlock
  120230. * @param name defines the block name
  120231. */
  120232. constructor(name: string);
  120233. /**
  120234. * Gets the current class name
  120235. * @returns the class name
  120236. */
  120237. getClassName(): string;
  120238. /**
  120239. * Gets the value input component
  120240. */
  120241. readonly value: NodeMaterialConnectionPoint;
  120242. /**
  120243. * Gets the output component
  120244. */
  120245. readonly output: NodeMaterialConnectionPoint;
  120246. protected _buildBlock(state: NodeMaterialBuildState): this;
  120247. }
  120248. }
  120249. declare module BABYLON {
  120250. /**
  120251. * Block used to get negative version of a value (i.e. x * -1)
  120252. */
  120253. export class NegateBlock extends NodeMaterialBlock {
  120254. /**
  120255. * Creates a new NegateBlock
  120256. * @param name defines the block name
  120257. */
  120258. constructor(name: string);
  120259. /**
  120260. * Gets the current class name
  120261. * @returns the class name
  120262. */
  120263. getClassName(): string;
  120264. /**
  120265. * Gets the value input component
  120266. */
  120267. readonly value: NodeMaterialConnectionPoint;
  120268. /**
  120269. * Gets the output component
  120270. */
  120271. readonly output: NodeMaterialConnectionPoint;
  120272. protected _buildBlock(state: NodeMaterialBuildState): this;
  120273. }
  120274. }
  120275. declare module BABYLON {
  120276. /**
  120277. * Effect Render Options
  120278. */
  120279. export interface IEffectRendererOptions {
  120280. /**
  120281. * Defines the vertices positions.
  120282. */
  120283. positions?: number[];
  120284. /**
  120285. * Defines the indices.
  120286. */
  120287. indices?: number[];
  120288. }
  120289. /**
  120290. * Helper class to render one or more effects
  120291. */
  120292. export class EffectRenderer {
  120293. private engine;
  120294. private static _DefaultOptions;
  120295. private _vertexBuffers;
  120296. private _indexBuffer;
  120297. private _ringBufferIndex;
  120298. private _ringScreenBuffer;
  120299. private _fullscreenViewport;
  120300. private _getNextFrameBuffer;
  120301. /**
  120302. * Creates an effect renderer
  120303. * @param engine the engine to use for rendering
  120304. * @param options defines the options of the effect renderer
  120305. */
  120306. constructor(engine: Engine, options?: IEffectRendererOptions);
  120307. /**
  120308. * Sets the current viewport in normalized coordinates 0-1
  120309. * @param viewport Defines the viewport to set (defaults to 0 0 1 1)
  120310. */
  120311. setViewport(viewport?: Viewport): void;
  120312. /**
  120313. * Binds the embedded attributes buffer to the effect.
  120314. * @param effect Defines the effect to bind the attributes for
  120315. */
  120316. bindBuffers(effect: Effect): void;
  120317. /**
  120318. * Sets the current effect wrapper to use during draw.
  120319. * The effect needs to be ready before calling this api.
  120320. * This also sets the default full screen position attribute.
  120321. * @param effectWrapper Defines the effect to draw with
  120322. */
  120323. applyEffectWrapper(effectWrapper: EffectWrapper): void;
  120324. /**
  120325. * Draws a full screen quad.
  120326. */
  120327. draw(): void;
  120328. /**
  120329. * renders one or more effects to a specified texture
  120330. * @param effectWrappers list of effects to renderer
  120331. * @param outputTexture texture to draw to, if null it will render to the screen
  120332. */
  120333. render(effectWrappers: Array<EffectWrapper> | EffectWrapper, outputTexture?: Nullable<Texture>): void;
  120334. /**
  120335. * Disposes of the effect renderer
  120336. */
  120337. dispose(): void;
  120338. }
  120339. /**
  120340. * Options to create an EffectWrapper
  120341. */
  120342. interface EffectWrapperCreationOptions {
  120343. /**
  120344. * Engine to use to create the effect
  120345. */
  120346. engine: Engine;
  120347. /**
  120348. * Fragment shader for the effect
  120349. */
  120350. fragmentShader: string;
  120351. /**
  120352. * Vertex shader for the effect
  120353. */
  120354. vertexShader?: string;
  120355. /**
  120356. * Attributes to use in the shader
  120357. */
  120358. attributeNames?: Array<string>;
  120359. /**
  120360. * Uniforms to use in the shader
  120361. */
  120362. uniformNames?: Array<string>;
  120363. /**
  120364. * Texture sampler names to use in the shader
  120365. */
  120366. samplerNames?: Array<string>;
  120367. /**
  120368. * The friendly name of the effect displayed in Spector.
  120369. */
  120370. name?: string;
  120371. }
  120372. /**
  120373. * Wraps an effect to be used for rendering
  120374. */
  120375. export class EffectWrapper {
  120376. /**
  120377. * Event that is fired right before the effect is drawn (should be used to update uniforms)
  120378. */
  120379. onApplyObservable: Observable<{}>;
  120380. /**
  120381. * The underlying effect
  120382. */
  120383. effect: Effect;
  120384. /**
  120385. * Creates an effect to be renderer
  120386. * @param creationOptions options to create the effect
  120387. */
  120388. constructor(creationOptions: EffectWrapperCreationOptions);
  120389. /**
  120390. * Disposes of the effect wrapper
  120391. */
  120392. dispose(): void;
  120393. }
  120394. }
  120395. declare module BABYLON {
  120396. /**
  120397. * Helper class to push actions to a pool of workers.
  120398. */
  120399. export class WorkerPool implements IDisposable {
  120400. private _workerInfos;
  120401. private _pendingActions;
  120402. /**
  120403. * Constructor
  120404. * @param workers Array of workers to use for actions
  120405. */
  120406. constructor(workers: Array<Worker>);
  120407. /**
  120408. * Terminates all workers and clears any pending actions.
  120409. */
  120410. dispose(): void;
  120411. /**
  120412. * Pushes an action to the worker pool. If all the workers are active, the action will be
  120413. * pended until a worker has completed its action.
  120414. * @param action The action to perform. Call onComplete when the action is complete.
  120415. */
  120416. push(action: (worker: Worker, onComplete: () => void) => void): void;
  120417. private _execute;
  120418. }
  120419. }
  120420. declare module BABYLON {
  120421. /**
  120422. * Configuration for Draco compression
  120423. */
  120424. export interface IDracoCompressionConfiguration {
  120425. /**
  120426. * Configuration for the decoder.
  120427. */
  120428. decoder: {
  120429. /**
  120430. * The url to the WebAssembly module.
  120431. */
  120432. wasmUrl?: string;
  120433. /**
  120434. * The url to the WebAssembly binary.
  120435. */
  120436. wasmBinaryUrl?: string;
  120437. /**
  120438. * The url to the fallback JavaScript module.
  120439. */
  120440. fallbackUrl?: string;
  120441. };
  120442. }
  120443. /**
  120444. * Draco compression (https://google.github.io/draco/)
  120445. *
  120446. * This class wraps the Draco module.
  120447. *
  120448. * **Encoder**
  120449. *
  120450. * The encoder is not currently implemented.
  120451. *
  120452. * **Decoder**
  120453. *
  120454. * By default, the configuration points to a copy of the Draco decoder files for glTF from the babylon.js preview cdn https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js.
  120455. *
  120456. * To update the configuration, use the following code:
  120457. * ```javascript
  120458. * DracoCompression.Configuration = {
  120459. * decoder: {
  120460. * wasmUrl: "<url to the WebAssembly library>",
  120461. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  120462. * fallbackUrl: "<url to the fallback JavaScript library>",
  120463. * }
  120464. * };
  120465. * ```
  120466. *
  120467. * Draco has two versions, one for WebAssembly and one for JavaScript. The decoder configuration can be set to only support Webssembly or only support the JavaScript version.
  120468. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  120469. * Use `DracoCompression.DecoderAvailable` to determine if the decoder configuration is available for the current context.
  120470. *
  120471. * To decode Draco compressed data, get the default DracoCompression object and call decodeMeshAsync:
  120472. * ```javascript
  120473. * var vertexData = await DracoCompression.Default.decodeMeshAsync(data);
  120474. * ```
  120475. *
  120476. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  120477. */
  120478. export class DracoCompression implements IDisposable {
  120479. private _workerPoolPromise?;
  120480. private _decoderModulePromise?;
  120481. /**
  120482. * The configuration. Defaults to the following urls:
  120483. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  120484. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  120485. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  120486. */
  120487. static Configuration: IDracoCompressionConfiguration;
  120488. /**
  120489. * Returns true if the decoder configuration is available.
  120490. */
  120491. static readonly DecoderAvailable: boolean;
  120492. /**
  120493. * Default number of workers to create when creating the draco compression object.
  120494. */
  120495. static DefaultNumWorkers: number;
  120496. private static GetDefaultNumWorkers;
  120497. private static _Default;
  120498. /**
  120499. * Default instance for the draco compression object.
  120500. */
  120501. static readonly Default: DracoCompression;
  120502. /**
  120503. * Constructor
  120504. * @param numWorkers The number of workers for async operations. Specify `0` to disable web workers and run synchronously in the current context.
  120505. */
  120506. constructor(numWorkers?: number);
  120507. /**
  120508. * Stop all async operations and release resources.
  120509. */
  120510. dispose(): void;
  120511. /**
  120512. * Returns a promise that resolves when ready. Call this manually to ensure draco compression is ready before use.
  120513. * @returns a promise that resolves when ready
  120514. */
  120515. whenReadyAsync(): Promise<void>;
  120516. /**
  120517. * Decode Draco compressed mesh data to vertex data.
  120518. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  120519. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  120520. * @returns A promise that resolves with the decoded vertex data
  120521. */
  120522. decodeMeshAsync(data: ArrayBuffer | ArrayBufferView, attributes?: {
  120523. [kind: string]: number;
  120524. }): Promise<VertexData>;
  120525. }
  120526. }
  120527. declare module BABYLON {
  120528. /**
  120529. * Class for building Constructive Solid Geometry
  120530. */
  120531. export class CSG {
  120532. private polygons;
  120533. /**
  120534. * The world matrix
  120535. */
  120536. matrix: Matrix;
  120537. /**
  120538. * Stores the position
  120539. */
  120540. position: Vector3;
  120541. /**
  120542. * Stores the rotation
  120543. */
  120544. rotation: Vector3;
  120545. /**
  120546. * Stores the rotation quaternion
  120547. */
  120548. rotationQuaternion: Nullable<Quaternion>;
  120549. /**
  120550. * Stores the scaling vector
  120551. */
  120552. scaling: Vector3;
  120553. /**
  120554. * Convert the Mesh to CSG
  120555. * @param mesh The Mesh to convert to CSG
  120556. * @returns A new CSG from the Mesh
  120557. */
  120558. static FromMesh(mesh: Mesh): CSG;
  120559. /**
  120560. * Construct a CSG solid from a list of `CSG.Polygon` instances.
  120561. * @param polygons Polygons used to construct a CSG solid
  120562. */
  120563. private static FromPolygons;
  120564. /**
  120565. * Clones, or makes a deep copy, of the CSG
  120566. * @returns A new CSG
  120567. */
  120568. clone(): CSG;
  120569. /**
  120570. * Unions this CSG with another CSG
  120571. * @param csg The CSG to union against this CSG
  120572. * @returns The unioned CSG
  120573. */
  120574. union(csg: CSG): CSG;
  120575. /**
  120576. * Unions this CSG with another CSG in place
  120577. * @param csg The CSG to union against this CSG
  120578. */
  120579. unionInPlace(csg: CSG): void;
  120580. /**
  120581. * Subtracts this CSG with another CSG
  120582. * @param csg The CSG to subtract against this CSG
  120583. * @returns A new CSG
  120584. */
  120585. subtract(csg: CSG): CSG;
  120586. /**
  120587. * Subtracts this CSG with another CSG in place
  120588. * @param csg The CSG to subtact against this CSG
  120589. */
  120590. subtractInPlace(csg: CSG): void;
  120591. /**
  120592. * Intersect this CSG with another CSG
  120593. * @param csg The CSG to intersect against this CSG
  120594. * @returns A new CSG
  120595. */
  120596. intersect(csg: CSG): CSG;
  120597. /**
  120598. * Intersects this CSG with another CSG in place
  120599. * @param csg The CSG to intersect against this CSG
  120600. */
  120601. intersectInPlace(csg: CSG): void;
  120602. /**
  120603. * Return a new CSG solid with solid and empty space switched. This solid is
  120604. * not modified.
  120605. * @returns A new CSG solid with solid and empty space switched
  120606. */
  120607. inverse(): CSG;
  120608. /**
  120609. * Inverses the CSG in place
  120610. */
  120611. inverseInPlace(): void;
  120612. /**
  120613. * This is used to keep meshes transformations so they can be restored
  120614. * when we build back a Babylon Mesh
  120615. * NB : All CSG operations are performed in world coordinates
  120616. * @param csg The CSG to copy the transform attributes from
  120617. * @returns This CSG
  120618. */
  120619. copyTransformAttributes(csg: CSG): CSG;
  120620. /**
  120621. * Build Raw mesh from CSG
  120622. * Coordinates here are in world space
  120623. * @param name The name of the mesh geometry
  120624. * @param scene The Scene
  120625. * @param keepSubMeshes Specifies if the submeshes should be kept
  120626. * @returns A new Mesh
  120627. */
  120628. buildMeshGeometry(name: string, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  120629. /**
  120630. * Build Mesh from CSG taking material and transforms into account
  120631. * @param name The name of the Mesh
  120632. * @param material The material of the Mesh
  120633. * @param scene The Scene
  120634. * @param keepSubMeshes Specifies if submeshes should be kept
  120635. * @returns The new Mesh
  120636. */
  120637. toMesh(name: string, material?: Nullable<Material>, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  120638. }
  120639. }
  120640. declare module BABYLON {
  120641. /**
  120642. * Class used to create a trail following a mesh
  120643. */
  120644. export class TrailMesh extends Mesh {
  120645. private _generator;
  120646. private _autoStart;
  120647. private _running;
  120648. private _diameter;
  120649. private _length;
  120650. private _sectionPolygonPointsCount;
  120651. private _sectionVectors;
  120652. private _sectionNormalVectors;
  120653. private _beforeRenderObserver;
  120654. /**
  120655. * @constructor
  120656. * @param name The value used by scene.getMeshByName() to do a lookup.
  120657. * @param generator The mesh to generate a trail.
  120658. * @param scene The scene to add this mesh to.
  120659. * @param diameter Diameter of trailing mesh. Default is 1.
  120660. * @param length Length of trailing mesh. Default is 60.
  120661. * @param autoStart Automatically start trailing mesh. Default true.
  120662. */
  120663. constructor(name: string, generator: AbstractMesh, scene: Scene, diameter?: number, length?: number, autoStart?: boolean);
  120664. /**
  120665. * "TrailMesh"
  120666. * @returns "TrailMesh"
  120667. */
  120668. getClassName(): string;
  120669. private _createMesh;
  120670. /**
  120671. * Start trailing mesh.
  120672. */
  120673. start(): void;
  120674. /**
  120675. * Stop trailing mesh.
  120676. */
  120677. stop(): void;
  120678. /**
  120679. * Update trailing mesh geometry.
  120680. */
  120681. update(): void;
  120682. /**
  120683. * Returns a new TrailMesh object.
  120684. * @param name is a string, the name given to the new mesh
  120685. * @param newGenerator use new generator object for cloned trail mesh
  120686. * @returns a new mesh
  120687. */
  120688. clone(name: string | undefined, newGenerator: AbstractMesh): TrailMesh;
  120689. /**
  120690. * Serializes this trail mesh
  120691. * @param serializationObject object to write serialization to
  120692. */
  120693. serialize(serializationObject: any): void;
  120694. /**
  120695. * Parses a serialized trail mesh
  120696. * @param parsedMesh the serialized mesh
  120697. * @param scene the scene to create the trail mesh in
  120698. * @returns the created trail mesh
  120699. */
  120700. static Parse(parsedMesh: any, scene: Scene): TrailMesh;
  120701. }
  120702. }
  120703. declare module BABYLON {
  120704. /**
  120705. * Class containing static functions to help procedurally build meshes
  120706. */
  120707. export class TiledBoxBuilder {
  120708. /**
  120709. * Creates a box mesh
  120710. * faceTiles sets the pattern, tile size and number of tiles for a face * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of 6 Color3 elements) and `faceUV` (an array of 6 Vector4 elements)
  120711. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  120712. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120713. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  120714. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  120715. * @param name defines the name of the mesh
  120716. * @param options defines the options used to create the mesh
  120717. * @param scene defines the hosting scene
  120718. * @returns the box mesh
  120719. */
  120720. static CreateTiledBox(name: string, options: {
  120721. pattern?: number;
  120722. width?: number;
  120723. height?: number;
  120724. depth?: number;
  120725. tileSize?: number;
  120726. tileWidth?: number;
  120727. tileHeight?: number;
  120728. alignHorizontal?: number;
  120729. alignVertical?: number;
  120730. faceUV?: Vector4[];
  120731. faceColors?: Color4[];
  120732. sideOrientation?: number;
  120733. updatable?: boolean;
  120734. }, scene?: Nullable<Scene>): Mesh;
  120735. }
  120736. }
  120737. declare module BABYLON {
  120738. /**
  120739. * Class containing static functions to help procedurally build meshes
  120740. */
  120741. export class TorusKnotBuilder {
  120742. /**
  120743. * Creates a torus knot mesh
  120744. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  120745. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  120746. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  120747. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  120748. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120749. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  120750. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  120751. * @param name defines the name of the mesh
  120752. * @param options defines the options used to create the mesh
  120753. * @param scene defines the hosting scene
  120754. * @returns the torus knot mesh
  120755. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  120756. */
  120757. static CreateTorusKnot(name: string, options: {
  120758. radius?: number;
  120759. tube?: number;
  120760. radialSegments?: number;
  120761. tubularSegments?: number;
  120762. p?: number;
  120763. q?: number;
  120764. updatable?: boolean;
  120765. sideOrientation?: number;
  120766. frontUVs?: Vector4;
  120767. backUVs?: Vector4;
  120768. }, scene: any): Mesh;
  120769. }
  120770. }
  120771. declare module BABYLON {
  120772. /**
  120773. * Polygon
  120774. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  120775. */
  120776. export class Polygon {
  120777. /**
  120778. * Creates a rectangle
  120779. * @param xmin bottom X coord
  120780. * @param ymin bottom Y coord
  120781. * @param xmax top X coord
  120782. * @param ymax top Y coord
  120783. * @returns points that make the resulting rectation
  120784. */
  120785. static Rectangle(xmin: number, ymin: number, xmax: number, ymax: number): Vector2[];
  120786. /**
  120787. * Creates a circle
  120788. * @param radius radius of circle
  120789. * @param cx scale in x
  120790. * @param cy scale in y
  120791. * @param numberOfSides number of sides that make up the circle
  120792. * @returns points that make the resulting circle
  120793. */
  120794. static Circle(radius: number, cx?: number, cy?: number, numberOfSides?: number): Vector2[];
  120795. /**
  120796. * Creates a polygon from input string
  120797. * @param input Input polygon data
  120798. * @returns the parsed points
  120799. */
  120800. static Parse(input: string): Vector2[];
  120801. /**
  120802. * Starts building a polygon from x and y coordinates
  120803. * @param x x coordinate
  120804. * @param y y coordinate
  120805. * @returns the started path2
  120806. */
  120807. static StartingAt(x: number, y: number): Path2;
  120808. }
  120809. /**
  120810. * Builds a polygon
  120811. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  120812. */
  120813. export class PolygonMeshBuilder {
  120814. private _points;
  120815. private _outlinepoints;
  120816. private _holes;
  120817. private _name;
  120818. private _scene;
  120819. private _epoints;
  120820. private _eholes;
  120821. private _addToepoint;
  120822. /**
  120823. * Babylon reference to the earcut plugin.
  120824. */
  120825. bjsEarcut: any;
  120826. /**
  120827. * Creates a PolygonMeshBuilder
  120828. * @param name name of the builder
  120829. * @param contours Path of the polygon
  120830. * @param scene scene to add to when creating the mesh
  120831. * @param earcutInjection can be used to inject your own earcut reference
  120832. */
  120833. constructor(name: string, contours: Path2 | Vector2[] | any, scene?: Scene, earcutInjection?: any);
  120834. /**
  120835. * Adds a whole within the polygon
  120836. * @param hole Array of points defining the hole
  120837. * @returns this
  120838. */
  120839. addHole(hole: Vector2[]): PolygonMeshBuilder;
  120840. /**
  120841. * Creates the polygon
  120842. * @param updatable If the mesh should be updatable
  120843. * @param depth The depth of the mesh created
  120844. * @returns the created mesh
  120845. */
  120846. build(updatable?: boolean, depth?: number): Mesh;
  120847. /**
  120848. * Creates the polygon
  120849. * @param depth The depth of the mesh created
  120850. * @returns the created VertexData
  120851. */
  120852. buildVertexData(depth?: number): VertexData;
  120853. /**
  120854. * Adds a side to the polygon
  120855. * @param positions points that make the polygon
  120856. * @param normals normals of the polygon
  120857. * @param uvs uvs of the polygon
  120858. * @param indices indices of the polygon
  120859. * @param bounds bounds of the polygon
  120860. * @param points points of the polygon
  120861. * @param depth depth of the polygon
  120862. * @param flip flip of the polygon
  120863. */
  120864. private addSide;
  120865. }
  120866. }
  120867. declare module BABYLON {
  120868. /**
  120869. * Class containing static functions to help procedurally build meshes
  120870. */
  120871. export class PolygonBuilder {
  120872. /**
  120873. * Creates a polygon mesh
  120874. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  120875. * * The parameter `shape` is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
  120876. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  120877. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  120878. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  120879. * * Remember you can only change the shape positions, not their number when updating a polygon
  120880. * @param name defines the name of the mesh
  120881. * @param options defines the options used to create the mesh
  120882. * @param scene defines the hosting scene
  120883. * @param earcutInjection can be used to inject your own earcut reference
  120884. * @returns the polygon mesh
  120885. */
  120886. static CreatePolygon(name: string, options: {
  120887. shape: Vector3[];
  120888. holes?: Vector3[][];
  120889. depth?: number;
  120890. faceUV?: Vector4[];
  120891. faceColors?: Color4[];
  120892. updatable?: boolean;
  120893. sideOrientation?: number;
  120894. frontUVs?: Vector4;
  120895. backUVs?: Vector4;
  120896. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  120897. /**
  120898. * Creates an extruded polygon mesh, with depth in the Y direction.
  120899. * * You can set different colors and different images to the top, bottom and extruded side by using the parameters `faceColors` (an array of 3 Color3 elements) and `faceUV` (an array of 3 Vector4 elements)
  120900. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  120901. * @param name defines the name of the mesh
  120902. * @param options defines the options used to create the mesh
  120903. * @param scene defines the hosting scene
  120904. * @param earcutInjection can be used to inject your own earcut reference
  120905. * @returns the polygon mesh
  120906. */
  120907. static ExtrudePolygon(name: string, options: {
  120908. shape: Vector3[];
  120909. holes?: Vector3[][];
  120910. depth?: number;
  120911. faceUV?: Vector4[];
  120912. faceColors?: Color4[];
  120913. updatable?: boolean;
  120914. sideOrientation?: number;
  120915. frontUVs?: Vector4;
  120916. backUVs?: Vector4;
  120917. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  120918. }
  120919. }
  120920. declare module BABYLON {
  120921. /**
  120922. * Class containing static functions to help procedurally build meshes
  120923. */
  120924. export class LatheBuilder {
  120925. /**
  120926. * Creates lathe mesh.
  120927. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  120928. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be rotated in its local space : the shape must be designed in the xOy plane and will be rotated around the Y axis. It's usually a 2D shape, so the Vector3 z coordinates are often set to zero
  120929. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  120930. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  120931. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  120932. * * The parameter `arc` (positive float, default 1) is the ratio of the lathe. 0.5 builds for instance half a lathe, so an opened shape
  120933. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  120934. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  120935. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120936. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  120937. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  120938. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  120939. * @param name defines the name of the mesh
  120940. * @param options defines the options used to create the mesh
  120941. * @param scene defines the hosting scene
  120942. * @returns the lathe mesh
  120943. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  120944. */
  120945. static CreateLathe(name: string, options: {
  120946. shape: Vector3[];
  120947. radius?: number;
  120948. tessellation?: number;
  120949. clip?: number;
  120950. arc?: number;
  120951. closed?: boolean;
  120952. updatable?: boolean;
  120953. sideOrientation?: number;
  120954. frontUVs?: Vector4;
  120955. backUVs?: Vector4;
  120956. cap?: number;
  120957. invertUV?: boolean;
  120958. }, scene?: Nullable<Scene>): Mesh;
  120959. }
  120960. }
  120961. declare module BABYLON {
  120962. /**
  120963. * Class containing static functions to help procedurally build meshes
  120964. */
  120965. export class TiledPlaneBuilder {
  120966. /**
  120967. * Creates a tiled plane mesh
  120968. * * The parameter `pattern` will, depending on value, do nothing or
  120969. * * * flip (reflect about central vertical) alternate tiles across and up
  120970. * * * flip every tile on alternate rows
  120971. * * * rotate (180 degs) alternate tiles across and up
  120972. * * * rotate every tile on alternate rows
  120973. * * * flip and rotate alternate tiles across and up
  120974. * * * flip and rotate every tile on alternate rows
  120975. * * The parameter `tileSize` sets the size (float) of each tile side (default 1)
  120976. * * You can set some different tile dimensions by using the parameters `tileWidth` and `tileHeight` (both by default have the same value of `tileSize`)
  120977. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  120978. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  120979. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  120980. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  120981. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  120982. * @param name defines the name of the mesh
  120983. * @param options defines the options used to create the mesh
  120984. * @param scene defines the hosting scene
  120985. * @returns the box mesh
  120986. */
  120987. static CreateTiledPlane(name: string, options: {
  120988. pattern?: number;
  120989. tileSize?: number;
  120990. tileWidth?: number;
  120991. tileHeight?: number;
  120992. size?: number;
  120993. width?: number;
  120994. height?: number;
  120995. alignHorizontal?: number;
  120996. alignVertical?: number;
  120997. sideOrientation?: number;
  120998. frontUVs?: Vector4;
  120999. backUVs?: Vector4;
  121000. updatable?: boolean;
  121001. }, scene?: Nullable<Scene>): Mesh;
  121002. }
  121003. }
  121004. declare module BABYLON {
  121005. /**
  121006. * Class containing static functions to help procedurally build meshes
  121007. */
  121008. export class TubeBuilder {
  121009. /**
  121010. * Creates a tube mesh.
  121011. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  121012. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  121013. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  121014. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  121015. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  121016. * * This function is called on each point of the tube path and is passed the index `i` of the i-th point and the distance of this point from the first point of the path. It must return a radius value (positive float)
  121017. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  121018. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  121019. * * The optional parameter `instance` is an instance of an existing Tube object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#tube
  121020. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  121021. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  121022. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  121023. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121024. * @param name defines the name of the mesh
  121025. * @param options defines the options used to create the mesh
  121026. * @param scene defines the hosting scene
  121027. * @returns the tube mesh
  121028. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  121029. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  121030. */
  121031. static CreateTube(name: string, options: {
  121032. path: Vector3[];
  121033. radius?: number;
  121034. tessellation?: number;
  121035. radiusFunction?: {
  121036. (i: number, distance: number): number;
  121037. };
  121038. cap?: number;
  121039. arc?: number;
  121040. updatable?: boolean;
  121041. sideOrientation?: number;
  121042. frontUVs?: Vector4;
  121043. backUVs?: Vector4;
  121044. instance?: Mesh;
  121045. invertUV?: boolean;
  121046. }, scene?: Nullable<Scene>): Mesh;
  121047. }
  121048. }
  121049. declare module BABYLON {
  121050. /**
  121051. * Class containing static functions to help procedurally build meshes
  121052. */
  121053. export class IcoSphereBuilder {
  121054. /**
  121055. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  121056. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  121057. * * You can set some different icosphere dimensions, for instance to build an ellipsoid, by using the parameters `radiusX`, `radiusY` and `radiusZ` (all by default have the same value of `radius`)
  121058. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  121059. * * The parameter `flat` (boolean, default true) gives each side its own normals. Set it to false to get a smooth continuous light reflection on the surface
  121060. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  121061. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  121062. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121063. * @param name defines the name of the mesh
  121064. * @param options defines the options used to create the mesh
  121065. * @param scene defines the hosting scene
  121066. * @returns the icosahedron mesh
  121067. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  121068. */
  121069. static CreateIcoSphere(name: string, options: {
  121070. radius?: number;
  121071. radiusX?: number;
  121072. radiusY?: number;
  121073. radiusZ?: number;
  121074. flat?: boolean;
  121075. subdivisions?: number;
  121076. sideOrientation?: number;
  121077. frontUVs?: Vector4;
  121078. backUVs?: Vector4;
  121079. updatable?: boolean;
  121080. }, scene?: Nullable<Scene>): Mesh;
  121081. }
  121082. }
  121083. declare module BABYLON {
  121084. /**
  121085. * Class containing static functions to help procedurally build meshes
  121086. */
  121087. export class DecalBuilder {
  121088. /**
  121089. * Creates a decal mesh.
  121090. * A decal is a mesh usually applied as a model onto the surface of another mesh. So don't forget the parameter `sourceMesh` depicting the decal
  121091. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  121092. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  121093. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  121094. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  121095. * @param name defines the name of the mesh
  121096. * @param sourceMesh defines the mesh where the decal must be applied
  121097. * @param options defines the options used to create the mesh
  121098. * @param scene defines the hosting scene
  121099. * @returns the decal mesh
  121100. * @see https://doc.babylonjs.com/how_to/decals
  121101. */
  121102. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  121103. position?: Vector3;
  121104. normal?: Vector3;
  121105. size?: Vector3;
  121106. angle?: number;
  121107. }): Mesh;
  121108. }
  121109. }
  121110. declare module BABYLON {
  121111. /**
  121112. * Class containing static functions to help procedurally build meshes
  121113. */
  121114. export class MeshBuilder {
  121115. /**
  121116. * Creates a box mesh
  121117. * * The parameter `size` sets the size (float) of each box side (default 1)
  121118. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  121119. * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of 6 Color3 elements) and `faceUV` (an array of 6 Vector4 elements)
  121120. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  121121. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  121122. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  121123. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121124. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  121125. * @param name defines the name of the mesh
  121126. * @param options defines the options used to create the mesh
  121127. * @param scene defines the hosting scene
  121128. * @returns the box mesh
  121129. */
  121130. static CreateBox(name: string, options: {
  121131. size?: number;
  121132. width?: number;
  121133. height?: number;
  121134. depth?: number;
  121135. faceUV?: Vector4[];
  121136. faceColors?: Color4[];
  121137. sideOrientation?: number;
  121138. frontUVs?: Vector4;
  121139. backUVs?: Vector4;
  121140. updatable?: boolean;
  121141. }, scene?: Nullable<Scene>): Mesh;
  121142. /**
  121143. * Creates a tiled box mesh
  121144. * * faceTiles sets the pattern, tile size and number of tiles for a face
  121145. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121146. * @param name defines the name of the mesh
  121147. * @param options defines the options used to create the mesh
  121148. * @param scene defines the hosting scene
  121149. * @returns the tiled box mesh
  121150. */
  121151. static CreateTiledBox(name: string, options: {
  121152. pattern?: number;
  121153. size?: number;
  121154. width?: number;
  121155. height?: number;
  121156. depth: number;
  121157. tileSize?: number;
  121158. tileWidth?: number;
  121159. tileHeight?: number;
  121160. faceUV?: Vector4[];
  121161. faceColors?: Color4[];
  121162. alignHorizontal?: number;
  121163. alignVertical?: number;
  121164. sideOrientation?: number;
  121165. updatable?: boolean;
  121166. }, scene?: Nullable<Scene>): Mesh;
  121167. /**
  121168. * Creates a sphere mesh
  121169. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  121170. * * You can set some different sphere dimensions, for instance to build an ellipsoid, by using the parameters `diameterX`, `diameterY` and `diameterZ` (all by default have the same value of `diameter`)
  121171. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  121172. * * You can create an unclosed sphere with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference (latitude) : 2 x PI x ratio
  121173. * * You can create an unclosed sphere on its height with the parameter `slice` (positive float, default1), valued between 0 and 1, what is the height ratio (longitude)
  121174. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  121175. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  121176. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121177. * @param name defines the name of the mesh
  121178. * @param options defines the options used to create the mesh
  121179. * @param scene defines the hosting scene
  121180. * @returns the sphere mesh
  121181. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  121182. */
  121183. static CreateSphere(name: string, options: {
  121184. segments?: number;
  121185. diameter?: number;
  121186. diameterX?: number;
  121187. diameterY?: number;
  121188. diameterZ?: number;
  121189. arc?: number;
  121190. slice?: number;
  121191. sideOrientation?: number;
  121192. frontUVs?: Vector4;
  121193. backUVs?: Vector4;
  121194. updatable?: boolean;
  121195. }, scene?: Nullable<Scene>): Mesh;
  121196. /**
  121197. * Creates a plane polygonal mesh. By default, this is a disc
  121198. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  121199. * * The parameter `tessellation` sets the number of polygon sides (positive integer, default 64). So a tessellation valued to 3 will build a triangle, to 4 a square, etc
  121200. * * You can create an unclosed polygon with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference : 2 x PI x ratio
  121201. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  121202. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  121203. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121204. * @param name defines the name of the mesh
  121205. * @param options defines the options used to create the mesh
  121206. * @param scene defines the hosting scene
  121207. * @returns the plane polygonal mesh
  121208. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  121209. */
  121210. static CreateDisc(name: string, options: {
  121211. radius?: number;
  121212. tessellation?: number;
  121213. arc?: number;
  121214. updatable?: boolean;
  121215. sideOrientation?: number;
  121216. frontUVs?: Vector4;
  121217. backUVs?: Vector4;
  121218. }, scene?: Nullable<Scene>): Mesh;
  121219. /**
  121220. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  121221. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  121222. * * You can set some different icosphere dimensions, for instance to build an ellipsoid, by using the parameters `radiusX`, `radiusY` and `radiusZ` (all by default have the same value of `radius`)
  121223. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  121224. * * The parameter `flat` (boolean, default true) gives each side its own normals. Set it to false to get a smooth continuous light reflection on the surface
  121225. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  121226. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  121227. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121228. * @param name defines the name of the mesh
  121229. * @param options defines the options used to create the mesh
  121230. * @param scene defines the hosting scene
  121231. * @returns the icosahedron mesh
  121232. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  121233. */
  121234. static CreateIcoSphere(name: string, options: {
  121235. radius?: number;
  121236. radiusX?: number;
  121237. radiusY?: number;
  121238. radiusZ?: number;
  121239. flat?: boolean;
  121240. subdivisions?: number;
  121241. sideOrientation?: number;
  121242. frontUVs?: Vector4;
  121243. backUVs?: Vector4;
  121244. updatable?: boolean;
  121245. }, scene?: Nullable<Scene>): Mesh;
  121246. /**
  121247. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  121248. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  121249. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  121250. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  121251. * * The parameter `offset` (positive integer, default : rounded half size of the pathArray length), is taken in account only if the `pathArray` is containing a single path
  121252. * * It's the offset to join the points from the same path. Ex : offset = 10 means the point 1 is joined to the point 11
  121253. * * The optional parameter `instance` is an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#ribbon
  121254. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  121255. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  121256. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  121257. * * The parameter `uvs` is an optional flat array of `Vector2` to update/set each ribbon vertex with its own custom UV values instead of the computed ones
  121258. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  121259. * * Note that if you use the parameters `uvs` or `colors`, the passed arrays must be populated with the right number of elements, it is to say the number of ribbon vertices. Remember that if you set `closePath` to `true`, there's one extra vertex per path in the geometry
  121260. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  121261. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121262. * @param name defines the name of the mesh
  121263. * @param options defines the options used to create the mesh
  121264. * @param scene defines the hosting scene
  121265. * @returns the ribbon mesh
  121266. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  121267. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  121268. */
  121269. static CreateRibbon(name: string, options: {
  121270. pathArray: Vector3[][];
  121271. closeArray?: boolean;
  121272. closePath?: boolean;
  121273. offset?: number;
  121274. updatable?: boolean;
  121275. sideOrientation?: number;
  121276. frontUVs?: Vector4;
  121277. backUVs?: Vector4;
  121278. instance?: Mesh;
  121279. invertUV?: boolean;
  121280. uvs?: Vector2[];
  121281. colors?: Color4[];
  121282. }, scene?: Nullable<Scene>): Mesh;
  121283. /**
  121284. * Creates a cylinder or a cone mesh
  121285. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  121286. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  121287. * * The parameters `diameterTop` and `diameterBottom` overwrite the parameter `diameter` and set respectively the top cap and bottom cap diameter (floats, default 1). The parameter "diameterBottom" can't be zero.
  121288. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  121289. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  121290. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  121291. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  121292. * * The parameter `cap` sets the way the cylinder is capped. Possible values : BABYLON.Mesh.NO_CAP, BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL (default).
  121293. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  121294. * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of n Color3 elements) and `faceUV` (an array of n Vector4 elements).
  121295. * * The value of n is the number of cylinder faces. If the cylinder has only 1 subdivisions, n equals : top face + cylinder surface + bottom face = 3
  121296. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  121297. * * Finally, if the cylinder has 5 independent subdivisions and is enclose, n equals : top face + 5 x (stripe surface + 2 closing faces) + bottom face = 2 + 5 * 3 = 17
  121298. * * Each array (color or UVs) is always ordered the same way : the first element is the bottom cap, the last element is the top cap. The other elements are each a ring surface.
  121299. * * If `enclose` is false, a ring surface is one element.
  121300. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  121301. * * Example how to set colors and textures on a sliced cylinder : https://www.html5gamedevs.com/topic/17945-creating-a-closed-slice-of-a-cylinder/#comment-106379
  121302. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  121303. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  121304. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  121305. * @param name defines the name of the mesh
  121306. * @param options defines the options used to create the mesh
  121307. * @param scene defines the hosting scene
  121308. * @returns the cylinder mesh
  121309. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  121310. */
  121311. static CreateCylinder(name: string, options: {
  121312. height?: number;
  121313. diameterTop?: number;
  121314. diameterBottom?: number;
  121315. diameter?: number;
  121316. tessellation?: number;
  121317. subdivisions?: number;
  121318. arc?: number;
  121319. faceColors?: Color4[];
  121320. faceUV?: Vector4[];
  121321. updatable?: boolean;
  121322. hasRings?: boolean;
  121323. enclose?: boolean;
  121324. cap?: number;
  121325. sideOrientation?: number;
  121326. frontUVs?: Vector4;
  121327. backUVs?: Vector4;
  121328. }, scene?: Nullable<Scene>): Mesh;
  121329. /**
  121330. * Creates a torus mesh
  121331. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  121332. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  121333. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  121334. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  121335. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  121336. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  121337. * @param name defines the name of the mesh
  121338. * @param options defines the options used to create the mesh
  121339. * @param scene defines the hosting scene
  121340. * @returns the torus mesh
  121341. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  121342. */
  121343. static CreateTorus(name: string, options: {
  121344. diameter?: number;
  121345. thickness?: number;
  121346. tessellation?: number;
  121347. updatable?: boolean;
  121348. sideOrientation?: number;
  121349. frontUVs?: Vector4;
  121350. backUVs?: Vector4;
  121351. }, scene?: Nullable<Scene>): Mesh;
  121352. /**
  121353. * Creates a torus knot mesh
  121354. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  121355. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  121356. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  121357. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  121358. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  121359. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  121360. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  121361. * @param name defines the name of the mesh
  121362. * @param options defines the options used to create the mesh
  121363. * @param scene defines the hosting scene
  121364. * @returns the torus knot mesh
  121365. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  121366. */
  121367. static CreateTorusKnot(name: string, options: {
  121368. radius?: number;
  121369. tube?: number;
  121370. radialSegments?: number;
  121371. tubularSegments?: number;
  121372. p?: number;
  121373. q?: number;
  121374. updatable?: boolean;
  121375. sideOrientation?: number;
  121376. frontUVs?: Vector4;
  121377. backUVs?: Vector4;
  121378. }, scene?: Nullable<Scene>): Mesh;
  121379. /**
  121380. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  121381. * * A line system mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of lines as an input parameter
  121382. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  121383. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  121384. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  121385. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  121386. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  121387. * * Updating a simple Line mesh, you just need to update every line in the `lines` array : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  121388. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  121389. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121390. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  121391. * @param name defines the name of the new line system
  121392. * @param options defines the options used to create the line system
  121393. * @param scene defines the hosting scene
  121394. * @returns a new line system mesh
  121395. */
  121396. static CreateLineSystem(name: string, options: {
  121397. lines: Vector3[][];
  121398. updatable?: boolean;
  121399. instance?: Nullable<LinesMesh>;
  121400. colors?: Nullable<Color4[][]>;
  121401. useVertexAlpha?: boolean;
  121402. }, scene: Nullable<Scene>): LinesMesh;
  121403. /**
  121404. * Creates a line mesh
  121405. * A line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter
  121406. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  121407. * * The parameter `points` is an array successive Vector3
  121408. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  121409. * * The optional parameter `colors` is an array of successive Color4, one per line point
  121410. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  121411. * * When updating an instance, remember that only point positions can change, not the number of points
  121412. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121413. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  121414. * @param name defines the name of the new line system
  121415. * @param options defines the options used to create the line system
  121416. * @param scene defines the hosting scene
  121417. * @returns a new line mesh
  121418. */
  121419. static CreateLines(name: string, options: {
  121420. points: Vector3[];
  121421. updatable?: boolean;
  121422. instance?: Nullable<LinesMesh>;
  121423. colors?: Color4[];
  121424. useVertexAlpha?: boolean;
  121425. }, scene?: Nullable<Scene>): LinesMesh;
  121426. /**
  121427. * Creates a dashed line mesh
  121428. * * A dashed line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter
  121429. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  121430. * * The parameter `points` is an array successive Vector3
  121431. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  121432. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  121433. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  121434. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  121435. * * When updating an instance, remember that only point positions can change, not the number of points
  121436. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121437. * @param name defines the name of the mesh
  121438. * @param options defines the options used to create the mesh
  121439. * @param scene defines the hosting scene
  121440. * @returns the dashed line mesh
  121441. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  121442. */
  121443. static CreateDashedLines(name: string, options: {
  121444. points: Vector3[];
  121445. dashSize?: number;
  121446. gapSize?: number;
  121447. dashNb?: number;
  121448. updatable?: boolean;
  121449. instance?: LinesMesh;
  121450. }, scene?: Nullable<Scene>): LinesMesh;
  121451. /**
  121452. * Creates an extruded shape mesh. The extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  121453. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.
  121454. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  121455. * * The parameter `rotation` (float, default 0 radians) is the angle value to rotate the shape each step (each path point), from the former step (so rotation added each step) along the curve.
  121456. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  121457. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  121458. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  121459. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  121460. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  121461. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  121462. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  121463. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  121464. * @param name defines the name of the mesh
  121465. * @param options defines the options used to create the mesh
  121466. * @param scene defines the hosting scene
  121467. * @returns the extruded shape mesh
  121468. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  121469. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  121470. */
  121471. static ExtrudeShape(name: string, options: {
  121472. shape: Vector3[];
  121473. path: Vector3[];
  121474. scale?: number;
  121475. rotation?: number;
  121476. cap?: number;
  121477. updatable?: boolean;
  121478. sideOrientation?: number;
  121479. frontUVs?: Vector4;
  121480. backUVs?: Vector4;
  121481. instance?: Mesh;
  121482. invertUV?: boolean;
  121483. }, scene?: Nullable<Scene>): Mesh;
  121484. /**
  121485. * Creates an custom extruded shape mesh.
  121486. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  121487. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.
  121488. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  121489. * * The parameter `rotationFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the begining of the path
  121490. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  121491. * * The parameter `scaleFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the begining of the path
  121492. * * It must returns a float value that will be the scale value applied to the shape on each path point
  121493. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  121494. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  121495. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  121496. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  121497. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  121498. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  121499. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  121500. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  121501. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121502. * @param name defines the name of the mesh
  121503. * @param options defines the options used to create the mesh
  121504. * @param scene defines the hosting scene
  121505. * @returns the custom extruded shape mesh
  121506. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  121507. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  121508. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  121509. */
  121510. static ExtrudeShapeCustom(name: string, options: {
  121511. shape: Vector3[];
  121512. path: Vector3[];
  121513. scaleFunction?: any;
  121514. rotationFunction?: any;
  121515. ribbonCloseArray?: boolean;
  121516. ribbonClosePath?: boolean;
  121517. cap?: number;
  121518. updatable?: boolean;
  121519. sideOrientation?: number;
  121520. frontUVs?: Vector4;
  121521. backUVs?: Vector4;
  121522. instance?: Mesh;
  121523. invertUV?: boolean;
  121524. }, scene?: Nullable<Scene>): Mesh;
  121525. /**
  121526. * Creates lathe mesh.
  121527. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  121528. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be rotated in its local space : the shape must be designed in the xOy plane and will be rotated around the Y axis. It's usually a 2D shape, so the Vector3 z coordinates are often set to zero
  121529. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  121530. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  121531. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  121532. * * The parameter `arc` (positive float, default 1) is the ratio of the lathe. 0.5 builds for instance half a lathe, so an opened shape
  121533. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  121534. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  121535. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  121536. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  121537. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  121538. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121539. * @param name defines the name of the mesh
  121540. * @param options defines the options used to create the mesh
  121541. * @param scene defines the hosting scene
  121542. * @returns the lathe mesh
  121543. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  121544. */
  121545. static CreateLathe(name: string, options: {
  121546. shape: Vector3[];
  121547. radius?: number;
  121548. tessellation?: number;
  121549. clip?: number;
  121550. arc?: number;
  121551. closed?: boolean;
  121552. updatable?: boolean;
  121553. sideOrientation?: number;
  121554. frontUVs?: Vector4;
  121555. backUVs?: Vector4;
  121556. cap?: number;
  121557. invertUV?: boolean;
  121558. }, scene?: Nullable<Scene>): Mesh;
  121559. /**
  121560. * Creates a tiled plane mesh
  121561. * * You can set a limited pattern arrangement with the tiles
  121562. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  121563. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  121564. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121565. * @param name defines the name of the mesh
  121566. * @param options defines the options used to create the mesh
  121567. * @param scene defines the hosting scene
  121568. * @returns the plane mesh
  121569. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  121570. */
  121571. static CreateTiledPlane(name: string, options: {
  121572. pattern?: number;
  121573. tileSize?: number;
  121574. tileWidth?: number;
  121575. tileHeight?: number;
  121576. size?: number;
  121577. width?: number;
  121578. height?: number;
  121579. alignHorizontal?: number;
  121580. alignVertical?: number;
  121581. sideOrientation?: number;
  121582. frontUVs?: Vector4;
  121583. backUVs?: Vector4;
  121584. updatable?: boolean;
  121585. }, scene?: Nullable<Scene>): Mesh;
  121586. /**
  121587. * Creates a plane mesh
  121588. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  121589. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  121590. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  121591. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  121592. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  121593. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121594. * @param name defines the name of the mesh
  121595. * @param options defines the options used to create the mesh
  121596. * @param scene defines the hosting scene
  121597. * @returns the plane mesh
  121598. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  121599. */
  121600. static CreatePlane(name: string, options: {
  121601. size?: number;
  121602. width?: number;
  121603. height?: number;
  121604. sideOrientation?: number;
  121605. frontUVs?: Vector4;
  121606. backUVs?: Vector4;
  121607. updatable?: boolean;
  121608. sourcePlane?: Plane;
  121609. }, scene?: Nullable<Scene>): Mesh;
  121610. /**
  121611. * Creates a ground mesh
  121612. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  121613. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  121614. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121615. * @param name defines the name of the mesh
  121616. * @param options defines the options used to create the mesh
  121617. * @param scene defines the hosting scene
  121618. * @returns the ground mesh
  121619. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  121620. */
  121621. static CreateGround(name: string, options: {
  121622. width?: number;
  121623. height?: number;
  121624. subdivisions?: number;
  121625. subdivisionsX?: number;
  121626. subdivisionsY?: number;
  121627. updatable?: boolean;
  121628. }, scene?: Nullable<Scene>): Mesh;
  121629. /**
  121630. * Creates a tiled ground mesh
  121631. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  121632. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  121633. * * The parameter `subdivisions` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 6, h: 6}`). `w` and `h` are the numbers of subdivisions on the ground width and height. Each subdivision is called a tile
  121634. * * The parameter `precision` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 2, h: 2}`). `w` and `h` are the numbers of subdivisions on the ground width and height of each tile
  121635. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  121636. * @param name defines the name of the mesh
  121637. * @param options defines the options used to create the mesh
  121638. * @param scene defines the hosting scene
  121639. * @returns the tiled ground mesh
  121640. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  121641. */
  121642. static CreateTiledGround(name: string, options: {
  121643. xmin: number;
  121644. zmin: number;
  121645. xmax: number;
  121646. zmax: number;
  121647. subdivisions?: {
  121648. w: number;
  121649. h: number;
  121650. };
  121651. precision?: {
  121652. w: number;
  121653. h: number;
  121654. };
  121655. updatable?: boolean;
  121656. }, scene?: Nullable<Scene>): Mesh;
  121657. /**
  121658. * Creates a ground mesh from a height map
  121659. * * The parameter `url` sets the URL of the height map image resource.
  121660. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  121661. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  121662. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  121663. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  121664. * * The parameter `colorFilter` (optional Color3, default (0.3, 0.59, 0.11) ) is the filter to apply to the image pixel colors to compute the height.
  121665. * * The parameter `onReady` is a javascript callback function that will be called once the mesh is just built (the height map download can last some time).
  121666. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  121667. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  121668. * @param name defines the name of the mesh
  121669. * @param url defines the url to the height map
  121670. * @param options defines the options used to create the mesh
  121671. * @param scene defines the hosting scene
  121672. * @returns the ground mesh
  121673. * @see https://doc.babylonjs.com/babylon101/height_map
  121674. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  121675. */
  121676. static CreateGroundFromHeightMap(name: string, url: string, options: {
  121677. width?: number;
  121678. height?: number;
  121679. subdivisions?: number;
  121680. minHeight?: number;
  121681. maxHeight?: number;
  121682. colorFilter?: Color3;
  121683. alphaFilter?: number;
  121684. updatable?: boolean;
  121685. onReady?: (mesh: GroundMesh) => void;
  121686. }, scene?: Nullable<Scene>): GroundMesh;
  121687. /**
  121688. * Creates a polygon mesh
  121689. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  121690. * * The parameter `shape` is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
  121691. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  121692. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121693. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  121694. * * Remember you can only change the shape positions, not their number when updating a polygon
  121695. * @param name defines the name of the mesh
  121696. * @param options defines the options used to create the mesh
  121697. * @param scene defines the hosting scene
  121698. * @param earcutInjection can be used to inject your own earcut reference
  121699. * @returns the polygon mesh
  121700. */
  121701. static CreatePolygon(name: string, options: {
  121702. shape: Vector3[];
  121703. holes?: Vector3[][];
  121704. depth?: number;
  121705. faceUV?: Vector4[];
  121706. faceColors?: Color4[];
  121707. updatable?: boolean;
  121708. sideOrientation?: number;
  121709. frontUVs?: Vector4;
  121710. backUVs?: Vector4;
  121711. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  121712. /**
  121713. * Creates an extruded polygon mesh, with depth in the Y direction.
  121714. * * You can set different colors and different images to the top, bottom and extruded side by using the parameters `faceColors` (an array of 3 Color3 elements) and `faceUV` (an array of 3 Vector4 elements)
  121715. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  121716. * @param name defines the name of the mesh
  121717. * @param options defines the options used to create the mesh
  121718. * @param scene defines the hosting scene
  121719. * @param earcutInjection can be used to inject your own earcut reference
  121720. * @returns the polygon mesh
  121721. */
  121722. static ExtrudePolygon(name: string, options: {
  121723. shape: Vector3[];
  121724. holes?: Vector3[][];
  121725. depth?: number;
  121726. faceUV?: Vector4[];
  121727. faceColors?: Color4[];
  121728. updatable?: boolean;
  121729. sideOrientation?: number;
  121730. frontUVs?: Vector4;
  121731. backUVs?: Vector4;
  121732. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  121733. /**
  121734. * Creates a tube mesh.
  121735. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  121736. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  121737. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  121738. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  121739. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  121740. * * This function is called on each point of the tube path and is passed the index `i` of the i-th point and the distance of this point from the first point of the path. It must return a radius value (positive float)
  121741. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  121742. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  121743. * * The optional parameter `instance` is an instance of an existing Tube object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#tube
  121744. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  121745. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  121746. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  121747. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121748. * @param name defines the name of the mesh
  121749. * @param options defines the options used to create the mesh
  121750. * @param scene defines the hosting scene
  121751. * @returns the tube mesh
  121752. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  121753. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  121754. */
  121755. static CreateTube(name: string, options: {
  121756. path: Vector3[];
  121757. radius?: number;
  121758. tessellation?: number;
  121759. radiusFunction?: {
  121760. (i: number, distance: number): number;
  121761. };
  121762. cap?: number;
  121763. arc?: number;
  121764. updatable?: boolean;
  121765. sideOrientation?: number;
  121766. frontUVs?: Vector4;
  121767. backUVs?: Vector4;
  121768. instance?: Mesh;
  121769. invertUV?: boolean;
  121770. }, scene?: Nullable<Scene>): Mesh;
  121771. /**
  121772. * Creates a polyhedron mesh
  121773. * * The parameter `type` (positive integer, max 14, default 0) sets the polyhedron type to build among the 15 embbeded types. Please refer to the type sheet in the tutorial to choose the wanted type
  121774. * * The parameter `size` (positive float, default 1) sets the polygon size
  121775. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  121776. * * You can build other polyhedron types than the 15 embbeded ones by setting the parameter `custom` (`polyhedronObject`, default null). If you set the parameter `custom`, this overwrittes the parameter `type`
  121777. * * A `polyhedronObject` is a formatted javascript object. You'll find a full file with pre-set polyhedra here : https://github.com/BabylonJS/Extensions/tree/master/Polyhedron
  121778. * * You can set the color and the UV of each side of the polyhedron with the parameters `faceColors` (Color4, default `(1, 1, 1, 1)`) and faceUV (Vector4, default `(0, 0, 1, 1)`)
  121779. * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  121780. * * The parameter `flat` (boolean, default true). If set to false, it gives the polyhedron a single global face, so less vertices and shared normals. In this case, `faceColors` and `faceUV` are ignored
  121781. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  121782. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  121783. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121784. * @param name defines the name of the mesh
  121785. * @param options defines the options used to create the mesh
  121786. * @param scene defines the hosting scene
  121787. * @returns the polyhedron mesh
  121788. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  121789. */
  121790. static CreatePolyhedron(name: string, options: {
  121791. type?: number;
  121792. size?: number;
  121793. sizeX?: number;
  121794. sizeY?: number;
  121795. sizeZ?: number;
  121796. custom?: any;
  121797. faceUV?: Vector4[];
  121798. faceColors?: Color4[];
  121799. flat?: boolean;
  121800. updatable?: boolean;
  121801. sideOrientation?: number;
  121802. frontUVs?: Vector4;
  121803. backUVs?: Vector4;
  121804. }, scene?: Nullable<Scene>): Mesh;
  121805. /**
  121806. * Creates a decal mesh.
  121807. * A decal is a mesh usually applied as a model onto the surface of another mesh. So don't forget the parameter `sourceMesh` depicting the decal
  121808. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  121809. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  121810. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  121811. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  121812. * @param name defines the name of the mesh
  121813. * @param sourceMesh defines the mesh where the decal must be applied
  121814. * @param options defines the options used to create the mesh
  121815. * @param scene defines the hosting scene
  121816. * @returns the decal mesh
  121817. * @see https://doc.babylonjs.com/how_to/decals
  121818. */
  121819. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  121820. position?: Vector3;
  121821. normal?: Vector3;
  121822. size?: Vector3;
  121823. angle?: number;
  121824. }): Mesh;
  121825. }
  121826. }
  121827. declare module BABYLON {
  121828. /**
  121829. * A simplifier interface for future simplification implementations
  121830. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  121831. */
  121832. export interface ISimplifier {
  121833. /**
  121834. * Simplification of a given mesh according to the given settings.
  121835. * Since this requires computation, it is assumed that the function runs async.
  121836. * @param settings The settings of the simplification, including quality and distance
  121837. * @param successCallback A callback that will be called after the mesh was simplified.
  121838. * @param errorCallback in case of an error, this callback will be called. optional.
  121839. */
  121840. simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void, errorCallback?: () => void): void;
  121841. }
  121842. /**
  121843. * Expected simplification settings.
  121844. * Quality should be between 0 and 1 (1 being 100%, 0 being 0%)
  121845. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  121846. */
  121847. export interface ISimplificationSettings {
  121848. /**
  121849. * Gets or sets the expected quality
  121850. */
  121851. quality: number;
  121852. /**
  121853. * Gets or sets the distance when this optimized version should be used
  121854. */
  121855. distance: number;
  121856. /**
  121857. * Gets an already optimized mesh
  121858. */
  121859. optimizeMesh?: boolean;
  121860. }
  121861. /**
  121862. * Class used to specify simplification options
  121863. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  121864. */
  121865. export class SimplificationSettings implements ISimplificationSettings {
  121866. /** expected quality */
  121867. quality: number;
  121868. /** distance when this optimized version should be used */
  121869. distance: number;
  121870. /** already optimized mesh */
  121871. optimizeMesh?: boolean | undefined;
  121872. /**
  121873. * Creates a SimplificationSettings
  121874. * @param quality expected quality
  121875. * @param distance distance when this optimized version should be used
  121876. * @param optimizeMesh already optimized mesh
  121877. */
  121878. constructor(
  121879. /** expected quality */
  121880. quality: number,
  121881. /** distance when this optimized version should be used */
  121882. distance: number,
  121883. /** already optimized mesh */
  121884. optimizeMesh?: boolean | undefined);
  121885. }
  121886. /**
  121887. * Interface used to define a simplification task
  121888. */
  121889. export interface ISimplificationTask {
  121890. /**
  121891. * Array of settings
  121892. */
  121893. settings: Array<ISimplificationSettings>;
  121894. /**
  121895. * Simplification type
  121896. */
  121897. simplificationType: SimplificationType;
  121898. /**
  121899. * Mesh to simplify
  121900. */
  121901. mesh: Mesh;
  121902. /**
  121903. * Callback called on success
  121904. */
  121905. successCallback?: () => void;
  121906. /**
  121907. * Defines if parallel processing can be used
  121908. */
  121909. parallelProcessing: boolean;
  121910. }
  121911. /**
  121912. * Queue used to order the simplification tasks
  121913. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  121914. */
  121915. export class SimplificationQueue {
  121916. private _simplificationArray;
  121917. /**
  121918. * Gets a boolean indicating that the process is still running
  121919. */
  121920. running: boolean;
  121921. /**
  121922. * Creates a new queue
  121923. */
  121924. constructor();
  121925. /**
  121926. * Adds a new simplification task
  121927. * @param task defines a task to add
  121928. */
  121929. addTask(task: ISimplificationTask): void;
  121930. /**
  121931. * Execute next task
  121932. */
  121933. executeNext(): void;
  121934. /**
  121935. * Execute a simplification task
  121936. * @param task defines the task to run
  121937. */
  121938. runSimplification(task: ISimplificationTask): void;
  121939. private getSimplifier;
  121940. }
  121941. /**
  121942. * The implemented types of simplification
  121943. * At the moment only Quadratic Error Decimation is implemented
  121944. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  121945. */
  121946. export enum SimplificationType {
  121947. /** Quadratic error decimation */
  121948. QUADRATIC = 0
  121949. }
  121950. }
  121951. declare module BABYLON {
  121952. interface Scene {
  121953. /** @hidden (Backing field) */
  121954. _simplificationQueue: SimplificationQueue;
  121955. /**
  121956. * Gets or sets the simplification queue attached to the scene
  121957. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  121958. */
  121959. simplificationQueue: SimplificationQueue;
  121960. }
  121961. interface Mesh {
  121962. /**
  121963. * Simplify the mesh according to the given array of settings.
  121964. * Function will return immediately and will simplify async
  121965. * @param settings a collection of simplification settings
  121966. * @param parallelProcessing should all levels calculate parallel or one after the other
  121967. * @param simplificationType the type of simplification to run
  121968. * @param successCallback optional success callback to be called after the simplification finished processing all settings
  121969. * @returns the current mesh
  121970. */
  121971. simplify(settings: Array<ISimplificationSettings>, parallelProcessing?: boolean, simplificationType?: SimplificationType, successCallback?: (mesh?: Mesh, submeshIndex?: number) => void): Mesh;
  121972. }
  121973. /**
  121974. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  121975. * created in a scene
  121976. */
  121977. export class SimplicationQueueSceneComponent implements ISceneComponent {
  121978. /**
  121979. * The component name helpfull to identify the component in the list of scene components.
  121980. */
  121981. readonly name: string;
  121982. /**
  121983. * The scene the component belongs to.
  121984. */
  121985. scene: Scene;
  121986. /**
  121987. * Creates a new instance of the component for the given scene
  121988. * @param scene Defines the scene to register the component in
  121989. */
  121990. constructor(scene: Scene);
  121991. /**
  121992. * Registers the component in a given scene
  121993. */
  121994. register(): void;
  121995. /**
  121996. * Rebuilds the elements related to this component in case of
  121997. * context lost for instance.
  121998. */
  121999. rebuild(): void;
  122000. /**
  122001. * Disposes the component and the associated ressources
  122002. */
  122003. dispose(): void;
  122004. private _beforeCameraUpdate;
  122005. }
  122006. }
  122007. declare module BABYLON {
  122008. /**
  122009. * Navigation plugin interface to add navigation constrained by a navigation mesh
  122010. */
  122011. export interface INavigationEnginePlugin {
  122012. /**
  122013. * plugin name
  122014. */
  122015. name: string;
  122016. /**
  122017. * Creates a navigation mesh
  122018. * @param meshes array of all the geometry used to compute the navigatio mesh
  122019. * @param parameters bunch of parameters used to filter geometry
  122020. */
  122021. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  122022. /**
  122023. * Create a navigation mesh debug mesh
  122024. * @param scene is where the mesh will be added
  122025. * @returns debug display mesh
  122026. */
  122027. createDebugNavMesh(scene: Scene): Mesh;
  122028. /**
  122029. * Get a navigation mesh constrained position, closest to the parameter position
  122030. * @param position world position
  122031. * @returns the closest point to position constrained by the navigation mesh
  122032. */
  122033. getClosestPoint(position: Vector3): Vector3;
  122034. /**
  122035. * Get a navigation mesh constrained position, within a particular radius
  122036. * @param position world position
  122037. * @param maxRadius the maximum distance to the constrained world position
  122038. * @returns the closest point to position constrained by the navigation mesh
  122039. */
  122040. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  122041. /**
  122042. * Compute the final position from a segment made of destination-position
  122043. * @param position world position
  122044. * @param destination world position
  122045. * @returns the resulting point along the navmesh
  122046. */
  122047. moveAlong(position: Vector3, destination: Vector3): Vector3;
  122048. /**
  122049. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  122050. * @param start world position
  122051. * @param end world position
  122052. * @returns array containing world position composing the path
  122053. */
  122054. computePath(start: Vector3, end: Vector3): Vector3[];
  122055. /**
  122056. * If this plugin is supported
  122057. * @returns true if plugin is supported
  122058. */
  122059. isSupported(): boolean;
  122060. /**
  122061. * Create a new Crowd so you can add agents
  122062. * @param maxAgents the maximum agent count in the crowd
  122063. * @param maxAgentRadius the maximum radius an agent can have
  122064. * @param scene to attach the crowd to
  122065. * @returns the crowd you can add agents to
  122066. */
  122067. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  122068. /**
  122069. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  122070. * The queries will try to find a solution within those bounds
  122071. * default is (1,1,1)
  122072. * @param extent x,y,z value that define the extent around the queries point of reference
  122073. */
  122074. setDefaultQueryExtent(extent: Vector3): void;
  122075. /**
  122076. * Get the Bounding box extent specified by setDefaultQueryExtent
  122077. * @returns the box extent values
  122078. */
  122079. getDefaultQueryExtent(): Vector3;
  122080. /**
  122081. * Release all resources
  122082. */
  122083. dispose(): void;
  122084. }
  122085. /**
  122086. * Crowd Interface. A Crowd is a collection of moving agents constrained by a navigation mesh
  122087. */
  122088. export interface ICrowd {
  122089. /**
  122090. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  122091. * You can attach anything to that node. The node position is updated in the scene update tick.
  122092. * @param pos world position that will be constrained by the navigation mesh
  122093. * @param parameters agent parameters
  122094. * @param transform hooked to the agent that will be update by the scene
  122095. * @returns agent index
  122096. */
  122097. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  122098. /**
  122099. * Returns the agent position in world space
  122100. * @param index agent index returned by addAgent
  122101. * @returns world space position
  122102. */
  122103. getAgentPosition(index: number): Vector3;
  122104. /**
  122105. * Gets the agent velocity in world space
  122106. * @param index agent index returned by addAgent
  122107. * @returns world space velocity
  122108. */
  122109. getAgentVelocity(index: number): Vector3;
  122110. /**
  122111. * remove a particular agent previously created
  122112. * @param index agent index returned by addAgent
  122113. */
  122114. removeAgent(index: number): void;
  122115. /**
  122116. * get the list of all agents attached to this crowd
  122117. * @returns list of agent indices
  122118. */
  122119. getAgents(): number[];
  122120. /**
  122121. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  122122. * @param deltaTime in seconds
  122123. */
  122124. update(deltaTime: number): void;
  122125. /**
  122126. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  122127. * @param index agent index returned by addAgent
  122128. * @param destination targeted world position
  122129. */
  122130. agentGoto(index: number, destination: Vector3): void;
  122131. /**
  122132. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  122133. * The queries will try to find a solution within those bounds
  122134. * default is (1,1,1)
  122135. * @param extent x,y,z value that define the extent around the queries point of reference
  122136. */
  122137. setDefaultQueryExtent(extent: Vector3): void;
  122138. /**
  122139. * Get the Bounding box extent specified by setDefaultQueryExtent
  122140. * @returns the box extent values
  122141. */
  122142. getDefaultQueryExtent(): Vector3;
  122143. /**
  122144. * Release all resources
  122145. */
  122146. dispose(): void;
  122147. }
  122148. /**
  122149. * Configures an agent
  122150. */
  122151. export interface IAgentParameters {
  122152. /**
  122153. * Agent radius. [Limit: >= 0]
  122154. */
  122155. radius: number;
  122156. /**
  122157. * Agent height. [Limit: > 0]
  122158. */
  122159. height: number;
  122160. /**
  122161. * Maximum allowed acceleration. [Limit: >= 0]
  122162. */
  122163. maxAcceleration: number;
  122164. /**
  122165. * Maximum allowed speed. [Limit: >= 0]
  122166. */
  122167. maxSpeed: number;
  122168. /**
  122169. * Defines how close a collision element must be before it is considered for steering behaviors. [Limits: > 0]
  122170. */
  122171. collisionQueryRange: number;
  122172. /**
  122173. * The path visibility optimization range. [Limit: > 0]
  122174. */
  122175. pathOptimizationRange: number;
  122176. /**
  122177. * How aggresive the agent manager should be at avoiding collisions with this agent. [Limit: >= 0]
  122178. */
  122179. separationWeight: number;
  122180. }
  122181. /**
  122182. * Configures the navigation mesh creation
  122183. */
  122184. export interface INavMeshParameters {
  122185. /**
  122186. * The xz-plane cell size to use for fields. [Limit: > 0] [Units: wu]
  122187. */
  122188. cs: number;
  122189. /**
  122190. * The y-axis cell size to use for fields. [Limit: > 0] [Units: wu]
  122191. */
  122192. ch: number;
  122193. /**
  122194. * The maximum slope that is considered walkable. [Limits: 0 <= value < 90] [Units: Degrees]
  122195. */
  122196. walkableSlopeAngle: number;
  122197. /**
  122198. * Minimum floor to 'ceiling' height that will still allow the floor area to
  122199. * be considered walkable. [Limit: >= 3] [Units: vx]
  122200. */
  122201. walkableHeight: number;
  122202. /**
  122203. * Maximum ledge height that is considered to still be traversable. [Limit: >=0] [Units: vx]
  122204. */
  122205. walkableClimb: number;
  122206. /**
  122207. * The distance to erode/shrink the walkable area of the heightfield away from
  122208. * obstructions. [Limit: >=0] [Units: vx]
  122209. */
  122210. walkableRadius: number;
  122211. /**
  122212. * The maximum allowed length for contour edges along the border of the mesh. [Limit: >=0] [Units: vx]
  122213. */
  122214. maxEdgeLen: number;
  122215. /**
  122216. * The maximum distance a simplfied contour's border edges should deviate
  122217. * the original raw contour. [Limit: >=0] [Units: vx]
  122218. */
  122219. maxSimplificationError: number;
  122220. /**
  122221. * The minimum number of cells allowed to form isolated island areas. [Limit: >=0] [Units: vx]
  122222. */
  122223. minRegionArea: number;
  122224. /**
  122225. * Any regions with a span count smaller than this value will, if possible,
  122226. * be merged with larger regions. [Limit: >=0] [Units: vx]
  122227. */
  122228. mergeRegionArea: number;
  122229. /**
  122230. * The maximum number of vertices allowed for polygons generated during the
  122231. * contour to polygon conversion process. [Limit: >= 3]
  122232. */
  122233. maxVertsPerPoly: number;
  122234. /**
  122235. * Sets the sampling distance to use when generating the detail mesh.
  122236. * (For height detail only.) [Limits: 0 or >= 0.9] [Units: wu]
  122237. */
  122238. detailSampleDist: number;
  122239. /**
  122240. * The maximum distance the detail mesh surface should deviate from heightfield
  122241. * data. (For height detail only.) [Limit: >=0] [Units: wu]
  122242. */
  122243. detailSampleMaxError: number;
  122244. }
  122245. }
  122246. declare module BABYLON {
  122247. /**
  122248. * RecastJS navigation plugin
  122249. */
  122250. export class RecastJSPlugin implements INavigationEnginePlugin {
  122251. /**
  122252. * Reference to the Recast library
  122253. */
  122254. bjsRECAST: any;
  122255. /**
  122256. * plugin name
  122257. */
  122258. name: string;
  122259. /**
  122260. * the first navmesh created. We might extend this to support multiple navmeshes
  122261. */
  122262. navMesh: any;
  122263. /**
  122264. * Initializes the recastJS plugin
  122265. * @param recastInjection can be used to inject your own recast reference
  122266. */
  122267. constructor(recastInjection?: any);
  122268. /**
  122269. * Creates a navigation mesh
  122270. * @param meshes array of all the geometry used to compute the navigatio mesh
  122271. * @param parameters bunch of parameters used to filter geometry
  122272. */
  122273. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  122274. /**
  122275. * Create a navigation mesh debug mesh
  122276. * @param scene is where the mesh will be added
  122277. * @returns debug display mesh
  122278. */
  122279. createDebugNavMesh(scene: Scene): Mesh;
  122280. /**
  122281. * Get a navigation mesh constrained position, closest to the parameter position
  122282. * @param position world position
  122283. * @returns the closest point to position constrained by the navigation mesh
  122284. */
  122285. getClosestPoint(position: Vector3): Vector3;
  122286. /**
  122287. * Get a navigation mesh constrained position, within a particular radius
  122288. * @param position world position
  122289. * @param maxRadius the maximum distance to the constrained world position
  122290. * @returns the closest point to position constrained by the navigation mesh
  122291. */
  122292. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  122293. /**
  122294. * Compute the final position from a segment made of destination-position
  122295. * @param position world position
  122296. * @param destination world position
  122297. * @returns the resulting point along the navmesh
  122298. */
  122299. moveAlong(position: Vector3, destination: Vector3): Vector3;
  122300. /**
  122301. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  122302. * @param start world position
  122303. * @param end world position
  122304. * @returns array containing world position composing the path
  122305. */
  122306. computePath(start: Vector3, end: Vector3): Vector3[];
  122307. /**
  122308. * Create a new Crowd so you can add agents
  122309. * @param maxAgents the maximum agent count in the crowd
  122310. * @param maxAgentRadius the maximum radius an agent can have
  122311. * @param scene to attach the crowd to
  122312. * @returns the crowd you can add agents to
  122313. */
  122314. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  122315. /**
  122316. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  122317. * The queries will try to find a solution within those bounds
  122318. * default is (1,1,1)
  122319. * @param extent x,y,z value that define the extent around the queries point of reference
  122320. */
  122321. setDefaultQueryExtent(extent: Vector3): void;
  122322. /**
  122323. * Get the Bounding box extent specified by setDefaultQueryExtent
  122324. * @returns the box extent values
  122325. */
  122326. getDefaultQueryExtent(): Vector3;
  122327. /**
  122328. * Disposes
  122329. */
  122330. dispose(): void;
  122331. /**
  122332. * If this plugin is supported
  122333. * @returns true if plugin is supported
  122334. */
  122335. isSupported(): boolean;
  122336. }
  122337. /**
  122338. * Recast detour crowd implementation
  122339. */
  122340. export class RecastJSCrowd implements ICrowd {
  122341. /**
  122342. * Recast/detour plugin
  122343. */
  122344. bjsRECASTPlugin: RecastJSPlugin;
  122345. /**
  122346. * Link to the detour crowd
  122347. */
  122348. recastCrowd: any;
  122349. /**
  122350. * One transform per agent
  122351. */
  122352. transforms: TransformNode[];
  122353. /**
  122354. * All agents created
  122355. */
  122356. agents: number[];
  122357. /**
  122358. * Link to the scene is kept to unregister the crowd from the scene
  122359. */
  122360. private _scene;
  122361. /**
  122362. * Observer for crowd updates
  122363. */
  122364. private _onBeforeAnimationsObserver;
  122365. /**
  122366. * Constructor
  122367. * @param plugin recastJS plugin
  122368. * @param maxAgents the maximum agent count in the crowd
  122369. * @param maxAgentRadius the maximum radius an agent can have
  122370. * @param scene to attach the crowd to
  122371. * @returns the crowd you can add agents to
  122372. */
  122373. constructor(plugin: RecastJSPlugin, maxAgents: number, maxAgentRadius: number, scene: Scene);
  122374. /**
  122375. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  122376. * You can attach anything to that node. The node position is updated in the scene update tick.
  122377. * @param pos world position that will be constrained by the navigation mesh
  122378. * @param parameters agent parameters
  122379. * @param transform hooked to the agent that will be update by the scene
  122380. * @returns agent index
  122381. */
  122382. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  122383. /**
  122384. * Returns the agent position in world space
  122385. * @param index agent index returned by addAgent
  122386. * @returns world space position
  122387. */
  122388. getAgentPosition(index: number): Vector3;
  122389. /**
  122390. * Returns the agent velocity in world space
  122391. * @param index agent index returned by addAgent
  122392. * @returns world space velocity
  122393. */
  122394. getAgentVelocity(index: number): Vector3;
  122395. /**
  122396. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  122397. * @param index agent index returned by addAgent
  122398. * @param destination targeted world position
  122399. */
  122400. agentGoto(index: number, destination: Vector3): void;
  122401. /**
  122402. * remove a particular agent previously created
  122403. * @param index agent index returned by addAgent
  122404. */
  122405. removeAgent(index: number): void;
  122406. /**
  122407. * get the list of all agents attached to this crowd
  122408. * @returns list of agent indices
  122409. */
  122410. getAgents(): number[];
  122411. /**
  122412. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  122413. * @param deltaTime in seconds
  122414. */
  122415. update(deltaTime: number): void;
  122416. /**
  122417. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  122418. * The queries will try to find a solution within those bounds
  122419. * default is (1,1,1)
  122420. * @param extent x,y,z value that define the extent around the queries point of reference
  122421. */
  122422. setDefaultQueryExtent(extent: Vector3): void;
  122423. /**
  122424. * Get the Bounding box extent specified by setDefaultQueryExtent
  122425. * @returns the box extent values
  122426. */
  122427. getDefaultQueryExtent(): Vector3;
  122428. /**
  122429. * Release all resources
  122430. */
  122431. dispose(): void;
  122432. }
  122433. }
  122434. declare module BABYLON {
  122435. /**
  122436. * Class used to enable access to IndexedDB
  122437. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  122438. */
  122439. export class Database implements IOfflineProvider {
  122440. private _callbackManifestChecked;
  122441. private _currentSceneUrl;
  122442. private _db;
  122443. private _enableSceneOffline;
  122444. private _enableTexturesOffline;
  122445. private _manifestVersionFound;
  122446. private _mustUpdateRessources;
  122447. private _hasReachedQuota;
  122448. private _isSupported;
  122449. private _idbFactory;
  122450. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  122451. private static IsUASupportingBlobStorage;
  122452. /**
  122453. * Gets a boolean indicating if Database storate is enabled (off by default)
  122454. */
  122455. static IDBStorageEnabled: boolean;
  122456. /**
  122457. * Gets a boolean indicating if scene must be saved in the database
  122458. */
  122459. readonly enableSceneOffline: boolean;
  122460. /**
  122461. * Gets a boolean indicating if textures must be saved in the database
  122462. */
  122463. readonly enableTexturesOffline: boolean;
  122464. /**
  122465. * Creates a new Database
  122466. * @param urlToScene defines the url to load the scene
  122467. * @param callbackManifestChecked defines the callback to use when manifest is checked
  122468. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  122469. */
  122470. constructor(urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck?: boolean);
  122471. private static _ParseURL;
  122472. private static _ReturnFullUrlLocation;
  122473. private _checkManifestFile;
  122474. /**
  122475. * Open the database and make it available
  122476. * @param successCallback defines the callback to call on success
  122477. * @param errorCallback defines the callback to call on error
  122478. */
  122479. open(successCallback: () => void, errorCallback: () => void): void;
  122480. /**
  122481. * Loads an image from the database
  122482. * @param url defines the url to load from
  122483. * @param image defines the target DOM image
  122484. */
  122485. loadImage(url: string, image: HTMLImageElement): void;
  122486. private _loadImageFromDBAsync;
  122487. private _saveImageIntoDBAsync;
  122488. private _checkVersionFromDB;
  122489. private _loadVersionFromDBAsync;
  122490. private _saveVersionIntoDBAsync;
  122491. /**
  122492. * Loads a file from database
  122493. * @param url defines the URL to load from
  122494. * @param sceneLoaded defines a callback to call on success
  122495. * @param progressCallBack defines a callback to call when progress changed
  122496. * @param errorCallback defines a callback to call on error
  122497. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  122498. */
  122499. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  122500. private _loadFileAsync;
  122501. private _saveFileAsync;
  122502. /**
  122503. * Validates if xhr data is correct
  122504. * @param xhr defines the request to validate
  122505. * @param dataType defines the expected data type
  122506. * @returns true if data is correct
  122507. */
  122508. private static _ValidateXHRData;
  122509. }
  122510. }
  122511. declare module BABYLON {
  122512. /** @hidden */
  122513. export var gpuUpdateParticlesPixelShader: {
  122514. name: string;
  122515. shader: string;
  122516. };
  122517. }
  122518. declare module BABYLON {
  122519. /** @hidden */
  122520. export var gpuUpdateParticlesVertexShader: {
  122521. name: string;
  122522. shader: string;
  122523. };
  122524. }
  122525. declare module BABYLON {
  122526. /** @hidden */
  122527. export var clipPlaneFragmentDeclaration2: {
  122528. name: string;
  122529. shader: string;
  122530. };
  122531. }
  122532. declare module BABYLON {
  122533. /** @hidden */
  122534. export var gpuRenderParticlesPixelShader: {
  122535. name: string;
  122536. shader: string;
  122537. };
  122538. }
  122539. declare module BABYLON {
  122540. /** @hidden */
  122541. export var clipPlaneVertexDeclaration2: {
  122542. name: string;
  122543. shader: string;
  122544. };
  122545. }
  122546. declare module BABYLON {
  122547. /** @hidden */
  122548. export var gpuRenderParticlesVertexShader: {
  122549. name: string;
  122550. shader: string;
  122551. };
  122552. }
  122553. declare module BABYLON {
  122554. /**
  122555. * This represents a GPU particle system in Babylon
  122556. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  122557. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  122558. */
  122559. export class GPUParticleSystem extends BaseParticleSystem implements IDisposable, IParticleSystem, IAnimatable {
  122560. /**
  122561. * The layer mask we are rendering the particles through.
  122562. */
  122563. layerMask: number;
  122564. private _capacity;
  122565. private _activeCount;
  122566. private _currentActiveCount;
  122567. private _accumulatedCount;
  122568. private _renderEffect;
  122569. private _updateEffect;
  122570. private _buffer0;
  122571. private _buffer1;
  122572. private _spriteBuffer;
  122573. private _updateVAO;
  122574. private _renderVAO;
  122575. private _targetIndex;
  122576. private _sourceBuffer;
  122577. private _targetBuffer;
  122578. private _engine;
  122579. private _currentRenderId;
  122580. private _started;
  122581. private _stopped;
  122582. private _timeDelta;
  122583. private _randomTexture;
  122584. private _randomTexture2;
  122585. private _attributesStrideSize;
  122586. private _updateEffectOptions;
  122587. private _randomTextureSize;
  122588. private _actualFrame;
  122589. private readonly _rawTextureWidth;
  122590. /**
  122591. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  122592. */
  122593. static readonly IsSupported: boolean;
  122594. /**
  122595. * An event triggered when the system is disposed.
  122596. */
  122597. onDisposeObservable: Observable<GPUParticleSystem>;
  122598. /**
  122599. * Gets the maximum number of particles active at the same time.
  122600. * @returns The max number of active particles.
  122601. */
  122602. getCapacity(): number;
  122603. /**
  122604. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  122605. * to override the particles.
  122606. */
  122607. forceDepthWrite: boolean;
  122608. /**
  122609. * Gets or set the number of active particles
  122610. */
  122611. activeParticleCount: number;
  122612. private _preWarmDone;
  122613. /**
  122614. * Is this system ready to be used/rendered
  122615. * @return true if the system is ready
  122616. */
  122617. isReady(): boolean;
  122618. /**
  122619. * Gets if the system has been started. (Note: this will still be true after stop is called)
  122620. * @returns True if it has been started, otherwise false.
  122621. */
  122622. isStarted(): boolean;
  122623. /**
  122624. * Starts the particle system and begins to emit
  122625. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  122626. */
  122627. start(delay?: number): void;
  122628. /**
  122629. * Stops the particle system.
  122630. */
  122631. stop(): void;
  122632. /**
  122633. * Remove all active particles
  122634. */
  122635. reset(): void;
  122636. /**
  122637. * Returns the string "GPUParticleSystem"
  122638. * @returns a string containing the class name
  122639. */
  122640. getClassName(): string;
  122641. private _colorGradientsTexture;
  122642. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: RawTexture): BaseParticleSystem;
  122643. /**
  122644. * Adds a new color gradient
  122645. * @param gradient defines the gradient to use (between 0 and 1)
  122646. * @param color1 defines the color to affect to the specified gradient
  122647. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  122648. * @returns the current particle system
  122649. */
  122650. addColorGradient(gradient: number, color1: Color4, color2?: Color4): GPUParticleSystem;
  122651. /**
  122652. * Remove a specific color gradient
  122653. * @param gradient defines the gradient to remove
  122654. * @returns the current particle system
  122655. */
  122656. removeColorGradient(gradient: number): GPUParticleSystem;
  122657. private _angularSpeedGradientsTexture;
  122658. private _sizeGradientsTexture;
  122659. private _velocityGradientsTexture;
  122660. private _limitVelocityGradientsTexture;
  122661. private _dragGradientsTexture;
  122662. private _addFactorGradient;
  122663. /**
  122664. * Adds a new size gradient
  122665. * @param gradient defines the gradient to use (between 0 and 1)
  122666. * @param factor defines the size factor to affect to the specified gradient
  122667. * @returns the current particle system
  122668. */
  122669. addSizeGradient(gradient: number, factor: number): GPUParticleSystem;
  122670. /**
  122671. * Remove a specific size gradient
  122672. * @param gradient defines the gradient to remove
  122673. * @returns the current particle system
  122674. */
  122675. removeSizeGradient(gradient: number): GPUParticleSystem;
  122676. /**
  122677. * Adds a new angular speed gradient
  122678. * @param gradient defines the gradient to use (between 0 and 1)
  122679. * @param factor defines the angular speed to affect to the specified gradient
  122680. * @returns the current particle system
  122681. */
  122682. addAngularSpeedGradient(gradient: number, factor: number): GPUParticleSystem;
  122683. /**
  122684. * Remove a specific angular speed gradient
  122685. * @param gradient defines the gradient to remove
  122686. * @returns the current particle system
  122687. */
  122688. removeAngularSpeedGradient(gradient: number): GPUParticleSystem;
  122689. /**
  122690. * Adds a new velocity gradient
  122691. * @param gradient defines the gradient to use (between 0 and 1)
  122692. * @param factor defines the velocity to affect to the specified gradient
  122693. * @returns the current particle system
  122694. */
  122695. addVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  122696. /**
  122697. * Remove a specific velocity gradient
  122698. * @param gradient defines the gradient to remove
  122699. * @returns the current particle system
  122700. */
  122701. removeVelocityGradient(gradient: number): GPUParticleSystem;
  122702. /**
  122703. * Adds a new limit velocity gradient
  122704. * @param gradient defines the gradient to use (between 0 and 1)
  122705. * @param factor defines the limit velocity value to affect to the specified gradient
  122706. * @returns the current particle system
  122707. */
  122708. addLimitVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  122709. /**
  122710. * Remove a specific limit velocity gradient
  122711. * @param gradient defines the gradient to remove
  122712. * @returns the current particle system
  122713. */
  122714. removeLimitVelocityGradient(gradient: number): GPUParticleSystem;
  122715. /**
  122716. * Adds a new drag gradient
  122717. * @param gradient defines the gradient to use (between 0 and 1)
  122718. * @param factor defines the drag value to affect to the specified gradient
  122719. * @returns the current particle system
  122720. */
  122721. addDragGradient(gradient: number, factor: number): GPUParticleSystem;
  122722. /**
  122723. * Remove a specific drag gradient
  122724. * @param gradient defines the gradient to remove
  122725. * @returns the current particle system
  122726. */
  122727. removeDragGradient(gradient: number): GPUParticleSystem;
  122728. /**
  122729. * Not supported by GPUParticleSystem
  122730. * @param gradient defines the gradient to use (between 0 and 1)
  122731. * @param factor defines the emit rate value to affect to the specified gradient
  122732. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  122733. * @returns the current particle system
  122734. */
  122735. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  122736. /**
  122737. * Not supported by GPUParticleSystem
  122738. * @param gradient defines the gradient to remove
  122739. * @returns the current particle system
  122740. */
  122741. removeEmitRateGradient(gradient: number): IParticleSystem;
  122742. /**
  122743. * Not supported by GPUParticleSystem
  122744. * @param gradient defines the gradient to use (between 0 and 1)
  122745. * @param factor defines the start size value to affect to the specified gradient
  122746. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  122747. * @returns the current particle system
  122748. */
  122749. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  122750. /**
  122751. * Not supported by GPUParticleSystem
  122752. * @param gradient defines the gradient to remove
  122753. * @returns the current particle system
  122754. */
  122755. removeStartSizeGradient(gradient: number): IParticleSystem;
  122756. /**
  122757. * Not supported by GPUParticleSystem
  122758. * @param gradient defines the gradient to use (between 0 and 1)
  122759. * @param min defines the color remap minimal range
  122760. * @param max defines the color remap maximal range
  122761. * @returns the current particle system
  122762. */
  122763. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  122764. /**
  122765. * Not supported by GPUParticleSystem
  122766. * @param gradient defines the gradient to remove
  122767. * @returns the current particle system
  122768. */
  122769. removeColorRemapGradient(): IParticleSystem;
  122770. /**
  122771. * Not supported by GPUParticleSystem
  122772. * @param gradient defines the gradient to use (between 0 and 1)
  122773. * @param min defines the alpha remap minimal range
  122774. * @param max defines the alpha remap maximal range
  122775. * @returns the current particle system
  122776. */
  122777. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  122778. /**
  122779. * Not supported by GPUParticleSystem
  122780. * @param gradient defines the gradient to remove
  122781. * @returns the current particle system
  122782. */
  122783. removeAlphaRemapGradient(): IParticleSystem;
  122784. /**
  122785. * Not supported by GPUParticleSystem
  122786. * @param gradient defines the gradient to use (between 0 and 1)
  122787. * @param color defines the color to affect to the specified gradient
  122788. * @returns the current particle system
  122789. */
  122790. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  122791. /**
  122792. * Not supported by GPUParticleSystem
  122793. * @param gradient defines the gradient to remove
  122794. * @returns the current particle system
  122795. */
  122796. removeRampGradient(): IParticleSystem;
  122797. /**
  122798. * Not supported by GPUParticleSystem
  122799. * @returns the list of ramp gradients
  122800. */
  122801. getRampGradients(): Nullable<Array<Color3Gradient>>;
  122802. /**
  122803. * Not supported by GPUParticleSystem
  122804. * Gets or sets a boolean indicating that ramp gradients must be used
  122805. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  122806. */
  122807. useRampGradients: boolean;
  122808. /**
  122809. * Not supported by GPUParticleSystem
  122810. * @param gradient defines the gradient to use (between 0 and 1)
  122811. * @param factor defines the life time factor to affect to the specified gradient
  122812. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  122813. * @returns the current particle system
  122814. */
  122815. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  122816. /**
  122817. * Not supported by GPUParticleSystem
  122818. * @param gradient defines the gradient to remove
  122819. * @returns the current particle system
  122820. */
  122821. removeLifeTimeGradient(gradient: number): IParticleSystem;
  122822. /**
  122823. * Instantiates a GPU particle system.
  122824. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  122825. * @param name The name of the particle system
  122826. * @param options The options used to create the system
  122827. * @param scene The scene the particle system belongs to
  122828. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  122829. */
  122830. constructor(name: string, options: Partial<{
  122831. capacity: number;
  122832. randomTextureSize: number;
  122833. }>, scene: Scene, isAnimationSheetEnabled?: boolean);
  122834. protected _reset(): void;
  122835. private _createUpdateVAO;
  122836. private _createRenderVAO;
  122837. private _initialize;
  122838. /** @hidden */
  122839. _recreateUpdateEffect(): void;
  122840. /** @hidden */
  122841. _recreateRenderEffect(): void;
  122842. /**
  122843. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  122844. * @param preWarm defines if we are in the pre-warmimg phase
  122845. */
  122846. animate(preWarm?: boolean): void;
  122847. private _createFactorGradientTexture;
  122848. private _createSizeGradientTexture;
  122849. private _createAngularSpeedGradientTexture;
  122850. private _createVelocityGradientTexture;
  122851. private _createLimitVelocityGradientTexture;
  122852. private _createDragGradientTexture;
  122853. private _createColorGradientTexture;
  122854. /**
  122855. * Renders the particle system in its current state
  122856. * @param preWarm defines if the system should only update the particles but not render them
  122857. * @returns the current number of particles
  122858. */
  122859. render(preWarm?: boolean): number;
  122860. /**
  122861. * Rebuilds the particle system
  122862. */
  122863. rebuild(): void;
  122864. private _releaseBuffers;
  122865. private _releaseVAOs;
  122866. /**
  122867. * Disposes the particle system and free the associated resources
  122868. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  122869. */
  122870. dispose(disposeTexture?: boolean): void;
  122871. /**
  122872. * Clones the particle system.
  122873. * @param name The name of the cloned object
  122874. * @param newEmitter The new emitter to use
  122875. * @returns the cloned particle system
  122876. */
  122877. clone(name: string, newEmitter: any): GPUParticleSystem;
  122878. /**
  122879. * Serializes the particle system to a JSON object.
  122880. * @returns the JSON object
  122881. */
  122882. serialize(): any;
  122883. /**
  122884. * Parses a JSON object to create a GPU particle system.
  122885. * @param parsedParticleSystem The JSON object to parse
  122886. * @param scene The scene to create the particle system in
  122887. * @param rootUrl The root url to use to load external dependencies like texture
  122888. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  122889. * @returns the parsed GPU particle system
  122890. */
  122891. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): GPUParticleSystem;
  122892. }
  122893. }
  122894. declare module BABYLON {
  122895. /**
  122896. * Represents a set of particle systems working together to create a specific effect
  122897. */
  122898. export class ParticleSystemSet implements IDisposable {
  122899. private _emitterCreationOptions;
  122900. private _emitterNode;
  122901. /**
  122902. * Gets the particle system list
  122903. */
  122904. systems: IParticleSystem[];
  122905. /**
  122906. * Gets the emitter node used with this set
  122907. */
  122908. readonly emitterNode: Nullable<TransformNode>;
  122909. /**
  122910. * Creates a new emitter mesh as a sphere
  122911. * @param options defines the options used to create the sphere
  122912. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  122913. * @param scene defines the hosting scene
  122914. */
  122915. setEmitterAsSphere(options: {
  122916. diameter: number;
  122917. segments: number;
  122918. color: Color3;
  122919. }, renderingGroupId: number, scene: Scene): void;
  122920. /**
  122921. * Starts all particle systems of the set
  122922. * @param emitter defines an optional mesh to use as emitter for the particle systems
  122923. */
  122924. start(emitter?: AbstractMesh): void;
  122925. /**
  122926. * Release all associated resources
  122927. */
  122928. dispose(): void;
  122929. /**
  122930. * Serialize the set into a JSON compatible object
  122931. * @returns a JSON compatible representation of the set
  122932. */
  122933. serialize(): any;
  122934. /**
  122935. * Parse a new ParticleSystemSet from a serialized source
  122936. * @param data defines a JSON compatible representation of the set
  122937. * @param scene defines the hosting scene
  122938. * @param gpu defines if we want GPU particles or CPU particles
  122939. * @returns a new ParticleSystemSet
  122940. */
  122941. static Parse(data: any, scene: Scene, gpu?: boolean): ParticleSystemSet;
  122942. }
  122943. }
  122944. declare module BABYLON {
  122945. /**
  122946. * This class is made for on one-liner static method to help creating particle system set.
  122947. */
  122948. export class ParticleHelper {
  122949. /**
  122950. * Gets or sets base Assets URL
  122951. */
  122952. static BaseAssetsUrl: string;
  122953. /**
  122954. * Create a default particle system that you can tweak
  122955. * @param emitter defines the emitter to use
  122956. * @param capacity defines the system capacity (default is 500 particles)
  122957. * @param scene defines the hosting scene
  122958. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  122959. * @returns the new Particle system
  122960. */
  122961. static CreateDefault(emitter: Nullable<AbstractMesh | Vector3>, capacity?: number, scene?: Scene, useGPU?: boolean): IParticleSystem;
  122962. /**
  122963. * This is the main static method (one-liner) of this helper to create different particle systems
  122964. * @param type This string represents the type to the particle system to create
  122965. * @param scene The scene where the particle system should live
  122966. * @param gpu If the system will use gpu
  122967. * @returns the ParticleSystemSet created
  122968. */
  122969. static CreateAsync(type: string, scene: Nullable<Scene>, gpu?: boolean): Promise<ParticleSystemSet>;
  122970. /**
  122971. * Static function used to export a particle system to a ParticleSystemSet variable.
  122972. * Please note that the emitter shape is not exported
  122973. * @param systems defines the particle systems to export
  122974. * @returns the created particle system set
  122975. */
  122976. static ExportSet(systems: IParticleSystem[]): ParticleSystemSet;
  122977. }
  122978. }
  122979. declare module BABYLON {
  122980. interface Engine {
  122981. /**
  122982. * Create an effect to use with particle systems.
  122983. * Please note that some parameters like animation sheets or not being billboard are not supported in this configuration
  122984. * @param fragmentName defines the base name of the effect (The name of file without .fragment.fx)
  122985. * @param uniformsNames defines a list of attribute names
  122986. * @param samplers defines an array of string used to represent textures
  122987. * @param defines defines the string containing the defines to use to compile the shaders
  122988. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  122989. * @param onCompiled defines a function to call when the effect creation is successful
  122990. * @param onError defines a function to call when the effect creation has failed
  122991. * @returns the new Effect
  122992. */
  122993. createEffectForParticles(fragmentName: string, uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  122994. }
  122995. interface Mesh {
  122996. /**
  122997. * Returns an array populated with IParticleSystem objects whose the mesh is the emitter
  122998. * @returns an array of IParticleSystem
  122999. */
  123000. getEmittedParticleSystems(): IParticleSystem[];
  123001. /**
  123002. * Returns an array populated with IParticleSystem objects whose the mesh or its children are the emitter
  123003. * @returns an array of IParticleSystem
  123004. */
  123005. getHierarchyEmittedParticleSystems(): IParticleSystem[];
  123006. }
  123007. /**
  123008. * @hidden
  123009. */
  123010. export var _IDoNeedToBeInTheBuild: number;
  123011. }
  123012. declare module BABYLON {
  123013. interface Scene {
  123014. /** @hidden (Backing field) */
  123015. _physicsEngine: Nullable<IPhysicsEngine>;
  123016. /**
  123017. * Gets the current physics engine
  123018. * @returns a IPhysicsEngine or null if none attached
  123019. */
  123020. getPhysicsEngine(): Nullable<IPhysicsEngine>;
  123021. /**
  123022. * Enables physics to the current scene
  123023. * @param gravity defines the scene's gravity for the physics engine
  123024. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  123025. * @return a boolean indicating if the physics engine was initialized
  123026. */
  123027. enablePhysics(gravity: Nullable<Vector3>, plugin?: IPhysicsEnginePlugin): boolean;
  123028. /**
  123029. * Disables and disposes the physics engine associated with the scene
  123030. */
  123031. disablePhysicsEngine(): void;
  123032. /**
  123033. * Gets a boolean indicating if there is an active physics engine
  123034. * @returns a boolean indicating if there is an active physics engine
  123035. */
  123036. isPhysicsEnabled(): boolean;
  123037. /**
  123038. * Deletes a physics compound impostor
  123039. * @param compound defines the compound to delete
  123040. */
  123041. deleteCompoundImpostor(compound: any): void;
  123042. /**
  123043. * An event triggered when physic simulation is about to be run
  123044. */
  123045. onBeforePhysicsObservable: Observable<Scene>;
  123046. /**
  123047. * An event triggered when physic simulation has been done
  123048. */
  123049. onAfterPhysicsObservable: Observable<Scene>;
  123050. }
  123051. interface AbstractMesh {
  123052. /** @hidden */
  123053. _physicsImpostor: Nullable<PhysicsImpostor>;
  123054. /**
  123055. * Gets or sets impostor used for physic simulation
  123056. * @see http://doc.babylonjs.com/features/physics_engine
  123057. */
  123058. physicsImpostor: Nullable<PhysicsImpostor>;
  123059. /**
  123060. * Gets the current physics impostor
  123061. * @see http://doc.babylonjs.com/features/physics_engine
  123062. * @returns a physics impostor or null
  123063. */
  123064. getPhysicsImpostor(): Nullable<PhysicsImpostor>;
  123065. /** Apply a physic impulse to the mesh
  123066. * @param force defines the force to apply
  123067. * @param contactPoint defines where to apply the force
  123068. * @returns the current mesh
  123069. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  123070. */
  123071. applyImpulse(force: Vector3, contactPoint: Vector3): AbstractMesh;
  123072. /**
  123073. * Creates a physic joint between two meshes
  123074. * @param otherMesh defines the other mesh to use
  123075. * @param pivot1 defines the pivot to use on this mesh
  123076. * @param pivot2 defines the pivot to use on the other mesh
  123077. * @param options defines additional options (can be plugin dependent)
  123078. * @returns the current mesh
  123079. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  123080. */
  123081. setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): AbstractMesh;
  123082. /** @hidden */
  123083. _disposePhysicsObserver: Nullable<Observer<Node>>;
  123084. }
  123085. /**
  123086. * Defines the physics engine scene component responsible to manage a physics engine
  123087. */
  123088. export class PhysicsEngineSceneComponent implements ISceneComponent {
  123089. /**
  123090. * The component name helpful to identify the component in the list of scene components.
  123091. */
  123092. readonly name: string;
  123093. /**
  123094. * The scene the component belongs to.
  123095. */
  123096. scene: Scene;
  123097. /**
  123098. * Creates a new instance of the component for the given scene
  123099. * @param scene Defines the scene to register the component in
  123100. */
  123101. constructor(scene: Scene);
  123102. /**
  123103. * Registers the component in a given scene
  123104. */
  123105. register(): void;
  123106. /**
  123107. * Rebuilds the elements related to this component in case of
  123108. * context lost for instance.
  123109. */
  123110. rebuild(): void;
  123111. /**
  123112. * Disposes the component and the associated ressources
  123113. */
  123114. dispose(): void;
  123115. }
  123116. }
  123117. declare module BABYLON {
  123118. /**
  123119. * A helper for physics simulations
  123120. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  123121. */
  123122. export class PhysicsHelper {
  123123. private _scene;
  123124. private _physicsEngine;
  123125. /**
  123126. * Initializes the Physics helper
  123127. * @param scene Babylon.js scene
  123128. */
  123129. constructor(scene: Scene);
  123130. /**
  123131. * Applies a radial explosion impulse
  123132. * @param origin the origin of the explosion
  123133. * @param radiusOrEventOptions the radius or the options of radial explosion
  123134. * @param strength the explosion strength
  123135. * @param falloff possible options: Constant & Linear. Defaults to Constant
  123136. * @returns A physics radial explosion event, or null
  123137. */
  123138. applyRadialExplosionImpulse(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  123139. /**
  123140. * Applies a radial explosion force
  123141. * @param origin the origin of the explosion
  123142. * @param radiusOrEventOptions the radius or the options of radial explosion
  123143. * @param strength the explosion strength
  123144. * @param falloff possible options: Constant & Linear. Defaults to Constant
  123145. * @returns A physics radial explosion event, or null
  123146. */
  123147. applyRadialExplosionForce(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  123148. /**
  123149. * Creates a gravitational field
  123150. * @param origin the origin of the explosion
  123151. * @param radiusOrEventOptions the radius or the options of radial explosion
  123152. * @param strength the explosion strength
  123153. * @param falloff possible options: Constant & Linear. Defaults to Constant
  123154. * @returns A physics gravitational field event, or null
  123155. */
  123156. gravitationalField(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsGravitationalFieldEvent>;
  123157. /**
  123158. * Creates a physics updraft event
  123159. * @param origin the origin of the updraft
  123160. * @param radiusOrEventOptions the radius or the options of the updraft
  123161. * @param strength the strength of the updraft
  123162. * @param height the height of the updraft
  123163. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  123164. * @returns A physics updraft event, or null
  123165. */
  123166. updraft(origin: Vector3, radiusOrEventOptions: number | PhysicsUpdraftEventOptions, strength?: number, height?: number, updraftMode?: PhysicsUpdraftMode): Nullable<PhysicsUpdraftEvent>;
  123167. /**
  123168. * Creates a physics vortex event
  123169. * @param origin the of the vortex
  123170. * @param radiusOrEventOptions the radius or the options of the vortex
  123171. * @param strength the strength of the vortex
  123172. * @param height the height of the vortex
  123173. * @returns a Physics vortex event, or null
  123174. * A physics vortex event or null
  123175. */
  123176. vortex(origin: Vector3, radiusOrEventOptions: number | PhysicsVortexEventOptions, strength?: number, height?: number): Nullable<PhysicsVortexEvent>;
  123177. }
  123178. /**
  123179. * Represents a physics radial explosion event
  123180. */
  123181. class PhysicsRadialExplosionEvent {
  123182. private _scene;
  123183. private _options;
  123184. private _sphere;
  123185. private _dataFetched;
  123186. /**
  123187. * Initializes a radial explosioin event
  123188. * @param _scene BabylonJS scene
  123189. * @param _options The options for the vortex event
  123190. */
  123191. constructor(_scene: Scene, _options: PhysicsRadialExplosionEventOptions);
  123192. /**
  123193. * Returns the data related to the radial explosion event (sphere).
  123194. * @returns The radial explosion event data
  123195. */
  123196. getData(): PhysicsRadialExplosionEventData;
  123197. /**
  123198. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  123199. * @param impostor A physics imposter
  123200. * @param origin the origin of the explosion
  123201. * @returns {Nullable<PhysicsHitData>} A physics force and contact point, or null
  123202. */
  123203. getImpostorHitData(impostor: PhysicsImpostor, origin: Vector3): Nullable<PhysicsHitData>;
  123204. /**
  123205. * Triggers affecterd impostors callbacks
  123206. * @param affectedImpostorsWithData defines the list of affected impostors (including associated data)
  123207. */
  123208. triggerAffectedImpostorsCallback(affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>): void;
  123209. /**
  123210. * Disposes the sphere.
  123211. * @param force Specifies if the sphere should be disposed by force
  123212. */
  123213. dispose(force?: boolean): void;
  123214. /*** Helpers ***/
  123215. private _prepareSphere;
  123216. private _intersectsWithSphere;
  123217. }
  123218. /**
  123219. * Represents a gravitational field event
  123220. */
  123221. class PhysicsGravitationalFieldEvent {
  123222. private _physicsHelper;
  123223. private _scene;
  123224. private _origin;
  123225. private _options;
  123226. private _tickCallback;
  123227. private _sphere;
  123228. private _dataFetched;
  123229. /**
  123230. * Initializes the physics gravitational field event
  123231. * @param _physicsHelper A physics helper
  123232. * @param _scene BabylonJS scene
  123233. * @param _origin The origin position of the gravitational field event
  123234. * @param _options The options for the vortex event
  123235. */
  123236. constructor(_physicsHelper: PhysicsHelper, _scene: Scene, _origin: Vector3, _options: PhysicsRadialExplosionEventOptions);
  123237. /**
  123238. * Returns the data related to the gravitational field event (sphere).
  123239. * @returns A gravitational field event
  123240. */
  123241. getData(): PhysicsGravitationalFieldEventData;
  123242. /**
  123243. * Enables the gravitational field.
  123244. */
  123245. enable(): void;
  123246. /**
  123247. * Disables the gravitational field.
  123248. */
  123249. disable(): void;
  123250. /**
  123251. * Disposes the sphere.
  123252. * @param force The force to dispose from the gravitational field event
  123253. */
  123254. dispose(force?: boolean): void;
  123255. private _tick;
  123256. }
  123257. /**
  123258. * Represents a physics updraft event
  123259. */
  123260. class PhysicsUpdraftEvent {
  123261. private _scene;
  123262. private _origin;
  123263. private _options;
  123264. private _physicsEngine;
  123265. private _originTop;
  123266. private _originDirection;
  123267. private _tickCallback;
  123268. private _cylinder;
  123269. private _cylinderPosition;
  123270. private _dataFetched;
  123271. /**
  123272. * Initializes the physics updraft event
  123273. * @param _scene BabylonJS scene
  123274. * @param _origin The origin position of the updraft
  123275. * @param _options The options for the updraft event
  123276. */
  123277. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsUpdraftEventOptions);
  123278. /**
  123279. * Returns the data related to the updraft event (cylinder).
  123280. * @returns A physics updraft event
  123281. */
  123282. getData(): PhysicsUpdraftEventData;
  123283. /**
  123284. * Enables the updraft.
  123285. */
  123286. enable(): void;
  123287. /**
  123288. * Disables the updraft.
  123289. */
  123290. disable(): void;
  123291. /**
  123292. * Disposes the cylinder.
  123293. * @param force Specifies if the updraft should be disposed by force
  123294. */
  123295. dispose(force?: boolean): void;
  123296. private getImpostorHitData;
  123297. private _tick;
  123298. /*** Helpers ***/
  123299. private _prepareCylinder;
  123300. private _intersectsWithCylinder;
  123301. }
  123302. /**
  123303. * Represents a physics vortex event
  123304. */
  123305. class PhysicsVortexEvent {
  123306. private _scene;
  123307. private _origin;
  123308. private _options;
  123309. private _physicsEngine;
  123310. private _originTop;
  123311. private _tickCallback;
  123312. private _cylinder;
  123313. private _cylinderPosition;
  123314. private _dataFetched;
  123315. /**
  123316. * Initializes the physics vortex event
  123317. * @param _scene The BabylonJS scene
  123318. * @param _origin The origin position of the vortex
  123319. * @param _options The options for the vortex event
  123320. */
  123321. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsVortexEventOptions);
  123322. /**
  123323. * Returns the data related to the vortex event (cylinder).
  123324. * @returns The physics vortex event data
  123325. */
  123326. getData(): PhysicsVortexEventData;
  123327. /**
  123328. * Enables the vortex.
  123329. */
  123330. enable(): void;
  123331. /**
  123332. * Disables the cortex.
  123333. */
  123334. disable(): void;
  123335. /**
  123336. * Disposes the sphere.
  123337. * @param force
  123338. */
  123339. dispose(force?: boolean): void;
  123340. private getImpostorHitData;
  123341. private _tick;
  123342. /*** Helpers ***/
  123343. private _prepareCylinder;
  123344. private _intersectsWithCylinder;
  123345. }
  123346. /**
  123347. * Options fot the radial explosion event
  123348. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  123349. */
  123350. export class PhysicsRadialExplosionEventOptions {
  123351. /**
  123352. * The radius of the sphere for the radial explosion.
  123353. */
  123354. radius: number;
  123355. /**
  123356. * The strenth of the explosion.
  123357. */
  123358. strength: number;
  123359. /**
  123360. * The strenght of the force in correspondence to the distance of the affected object
  123361. */
  123362. falloff: PhysicsRadialImpulseFalloff;
  123363. /**
  123364. * Sphere options for the radial explosion.
  123365. */
  123366. sphere: {
  123367. segments: number;
  123368. diameter: number;
  123369. };
  123370. /**
  123371. * Sphere options for the radial explosion.
  123372. */
  123373. affectedImpostorsCallback: (affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>) => void;
  123374. }
  123375. /**
  123376. * Options fot the updraft event
  123377. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  123378. */
  123379. export class PhysicsUpdraftEventOptions {
  123380. /**
  123381. * The radius of the cylinder for the vortex
  123382. */
  123383. radius: number;
  123384. /**
  123385. * The strenth of the updraft.
  123386. */
  123387. strength: number;
  123388. /**
  123389. * The height of the cylinder for the updraft.
  123390. */
  123391. height: number;
  123392. /**
  123393. * The mode for the the updraft.
  123394. */
  123395. updraftMode: PhysicsUpdraftMode;
  123396. }
  123397. /**
  123398. * Options fot the vortex event
  123399. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  123400. */
  123401. export class PhysicsVortexEventOptions {
  123402. /**
  123403. * The radius of the cylinder for the vortex
  123404. */
  123405. radius: number;
  123406. /**
  123407. * The strenth of the vortex.
  123408. */
  123409. strength: number;
  123410. /**
  123411. * The height of the cylinder for the vortex.
  123412. */
  123413. height: number;
  123414. /**
  123415. * At which distance, relative to the radius the centripetal forces should kick in? Range: 0-1
  123416. */
  123417. centripetalForceThreshold: number;
  123418. /**
  123419. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when below the treshold.
  123420. */
  123421. centripetalForceMultiplier: number;
  123422. /**
  123423. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when above the treshold.
  123424. */
  123425. centrifugalForceMultiplier: number;
  123426. /**
  123427. * This multiplier determines with how much force the objects will be pushed upwards, when in the vortex.
  123428. */
  123429. updraftForceMultiplier: number;
  123430. }
  123431. /**
  123432. * The strenght of the force in correspondence to the distance of the affected object
  123433. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  123434. */
  123435. export enum PhysicsRadialImpulseFalloff {
  123436. /** Defines that impulse is constant in strength across it's whole radius */
  123437. Constant = 0,
  123438. /** Defines that impulse gets weaker if it's further from the origin */
  123439. Linear = 1
  123440. }
  123441. /**
  123442. * The strength of the force in correspondence to the distance of the affected object
  123443. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  123444. */
  123445. export enum PhysicsUpdraftMode {
  123446. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  123447. Center = 0,
  123448. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  123449. Perpendicular = 1
  123450. }
  123451. /**
  123452. * Interface for a physics hit data
  123453. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  123454. */
  123455. export interface PhysicsHitData {
  123456. /**
  123457. * The force applied at the contact point
  123458. */
  123459. force: Vector3;
  123460. /**
  123461. * The contact point
  123462. */
  123463. contactPoint: Vector3;
  123464. /**
  123465. * The distance from the origin to the contact point
  123466. */
  123467. distanceFromOrigin: number;
  123468. }
  123469. /**
  123470. * Interface for radial explosion event data
  123471. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  123472. */
  123473. export interface PhysicsRadialExplosionEventData {
  123474. /**
  123475. * A sphere used for the radial explosion event
  123476. */
  123477. sphere: Mesh;
  123478. }
  123479. /**
  123480. * Interface for gravitational field event data
  123481. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  123482. */
  123483. export interface PhysicsGravitationalFieldEventData {
  123484. /**
  123485. * A sphere mesh used for the gravitational field event
  123486. */
  123487. sphere: Mesh;
  123488. }
  123489. /**
  123490. * Interface for updraft event data
  123491. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  123492. */
  123493. export interface PhysicsUpdraftEventData {
  123494. /**
  123495. * A cylinder used for the updraft event
  123496. */
  123497. cylinder: Mesh;
  123498. }
  123499. /**
  123500. * Interface for vortex event data
  123501. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  123502. */
  123503. export interface PhysicsVortexEventData {
  123504. /**
  123505. * A cylinder used for the vortex event
  123506. */
  123507. cylinder: Mesh;
  123508. }
  123509. /**
  123510. * Interface for an affected physics impostor
  123511. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  123512. */
  123513. export interface PhysicsAffectedImpostorWithData {
  123514. /**
  123515. * The impostor affected by the effect
  123516. */
  123517. impostor: PhysicsImpostor;
  123518. /**
  123519. * The data about the hit/horce from the explosion
  123520. */
  123521. hitData: PhysicsHitData;
  123522. }
  123523. }
  123524. declare module BABYLON {
  123525. /** @hidden */
  123526. export var blackAndWhitePixelShader: {
  123527. name: string;
  123528. shader: string;
  123529. };
  123530. }
  123531. declare module BABYLON {
  123532. /**
  123533. * Post process used to render in black and white
  123534. */
  123535. export class BlackAndWhitePostProcess extends PostProcess {
  123536. /**
  123537. * Linear about to convert he result to black and white (default: 1)
  123538. */
  123539. degree: number;
  123540. /**
  123541. * Creates a black and white post process
  123542. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  123543. * @param name The name of the effect.
  123544. * @param options The required width/height ratio to downsize to before computing the render pass.
  123545. * @param camera The camera to apply the render pass to.
  123546. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  123547. * @param engine The engine which the post process will be applied. (default: current engine)
  123548. * @param reusable If the post process can be reused on the same frame. (default: false)
  123549. */
  123550. constructor(name: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  123551. }
  123552. }
  123553. declare module BABYLON {
  123554. /**
  123555. * This represents a set of one or more post processes in Babylon.
  123556. * A post process can be used to apply a shader to a texture after it is rendered.
  123557. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  123558. */
  123559. export class PostProcessRenderEffect {
  123560. private _postProcesses;
  123561. private _getPostProcesses;
  123562. private _singleInstance;
  123563. private _cameras;
  123564. private _indicesForCamera;
  123565. /**
  123566. * Name of the effect
  123567. * @hidden
  123568. */
  123569. _name: string;
  123570. /**
  123571. * Instantiates a post process render effect.
  123572. * A post process can be used to apply a shader to a texture after it is rendered.
  123573. * @param engine The engine the effect is tied to
  123574. * @param name The name of the effect
  123575. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  123576. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  123577. */
  123578. constructor(engine: Engine, name: string, getPostProcesses: () => Nullable<PostProcess | Array<PostProcess>>, singleInstance?: boolean);
  123579. /**
  123580. * Checks if all the post processes in the effect are supported.
  123581. */
  123582. readonly isSupported: boolean;
  123583. /**
  123584. * Updates the current state of the effect
  123585. * @hidden
  123586. */
  123587. _update(): void;
  123588. /**
  123589. * Attaches the effect on cameras
  123590. * @param cameras The camera to attach to.
  123591. * @hidden
  123592. */
  123593. _attachCameras(cameras: Camera): void;
  123594. /**
  123595. * Attaches the effect on cameras
  123596. * @param cameras The camera to attach to.
  123597. * @hidden
  123598. */
  123599. _attachCameras(cameras: Camera[]): void;
  123600. /**
  123601. * Detaches the effect on cameras
  123602. * @param cameras The camera to detatch from.
  123603. * @hidden
  123604. */
  123605. _detachCameras(cameras: Camera): void;
  123606. /**
  123607. * Detatches the effect on cameras
  123608. * @param cameras The camera to detatch from.
  123609. * @hidden
  123610. */
  123611. _detachCameras(cameras: Camera[]): void;
  123612. /**
  123613. * Enables the effect on given cameras
  123614. * @param cameras The camera to enable.
  123615. * @hidden
  123616. */
  123617. _enable(cameras: Camera): void;
  123618. /**
  123619. * Enables the effect on given cameras
  123620. * @param cameras The camera to enable.
  123621. * @hidden
  123622. */
  123623. _enable(cameras: Nullable<Camera[]>): void;
  123624. /**
  123625. * Disables the effect on the given cameras
  123626. * @param cameras The camera to disable.
  123627. * @hidden
  123628. */
  123629. _disable(cameras: Camera): void;
  123630. /**
  123631. * Disables the effect on the given cameras
  123632. * @param cameras The camera to disable.
  123633. * @hidden
  123634. */
  123635. _disable(cameras: Nullable<Camera[]>): void;
  123636. /**
  123637. * Gets a list of the post processes contained in the effect.
  123638. * @param camera The camera to get the post processes on.
  123639. * @returns The list of the post processes in the effect.
  123640. */
  123641. getPostProcesses(camera?: Camera): Nullable<Array<PostProcess>>;
  123642. }
  123643. }
  123644. declare module BABYLON {
  123645. /** @hidden */
  123646. export var extractHighlightsPixelShader: {
  123647. name: string;
  123648. shader: string;
  123649. };
  123650. }
  123651. declare module BABYLON {
  123652. /**
  123653. * The extract highlights post process sets all pixels to black except pixels above the specified luminance threshold. Used as the first step for a bloom effect.
  123654. */
  123655. export class ExtractHighlightsPostProcess extends PostProcess {
  123656. /**
  123657. * The luminance threshold, pixels below this value will be set to black.
  123658. */
  123659. threshold: number;
  123660. /** @hidden */
  123661. _exposure: number;
  123662. /**
  123663. * Post process which has the input texture to be used when performing highlight extraction
  123664. * @hidden
  123665. */
  123666. _inputPostProcess: Nullable<PostProcess>;
  123667. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  123668. }
  123669. }
  123670. declare module BABYLON {
  123671. /** @hidden */
  123672. export var bloomMergePixelShader: {
  123673. name: string;
  123674. shader: string;
  123675. };
  123676. }
  123677. declare module BABYLON {
  123678. /**
  123679. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  123680. */
  123681. export class BloomMergePostProcess extends PostProcess {
  123682. /** Weight of the bloom to be added to the original input. */
  123683. weight: number;
  123684. /**
  123685. * Creates a new instance of @see BloomMergePostProcess
  123686. * @param name The name of the effect.
  123687. * @param originalFromInput Post process which's input will be used for the merge.
  123688. * @param blurred Blurred highlights post process which's output will be used.
  123689. * @param weight Weight of the bloom to be added to the original input.
  123690. * @param options The required width/height ratio to downsize to before computing the render pass.
  123691. * @param camera The camera to apply the render pass to.
  123692. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  123693. * @param engine The engine which the post process will be applied. (default: current engine)
  123694. * @param reusable If the post process can be reused on the same frame. (default: false)
  123695. * @param textureType Type of textures used when performing the post process. (default: 0)
  123696. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  123697. */
  123698. constructor(name: string, originalFromInput: PostProcess, blurred: PostProcess,
  123699. /** Weight of the bloom to be added to the original input. */
  123700. weight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  123701. }
  123702. }
  123703. declare module BABYLON {
  123704. /**
  123705. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  123706. */
  123707. export class BloomEffect extends PostProcessRenderEffect {
  123708. private bloomScale;
  123709. /**
  123710. * @hidden Internal
  123711. */
  123712. _effects: Array<PostProcess>;
  123713. /**
  123714. * @hidden Internal
  123715. */
  123716. _downscale: ExtractHighlightsPostProcess;
  123717. private _blurX;
  123718. private _blurY;
  123719. private _merge;
  123720. /**
  123721. * The luminance threshold to find bright areas of the image to bloom.
  123722. */
  123723. threshold: number;
  123724. /**
  123725. * The strength of the bloom.
  123726. */
  123727. weight: number;
  123728. /**
  123729. * Specifies the size of the bloom blur kernel, relative to the final output size
  123730. */
  123731. kernel: number;
  123732. /**
  123733. * Creates a new instance of @see BloomEffect
  123734. * @param scene The scene the effect belongs to.
  123735. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  123736. * @param bloomKernel The size of the kernel to be used when applying the blur.
  123737. * @param bloomWeight The the strength of bloom.
  123738. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  123739. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  123740. */
  123741. constructor(scene: Scene, bloomScale: number, bloomWeight: number, bloomKernel: number, pipelineTextureType?: number, blockCompilation?: boolean);
  123742. /**
  123743. * Disposes each of the internal effects for a given camera.
  123744. * @param camera The camera to dispose the effect on.
  123745. */
  123746. disposeEffects(camera: Camera): void;
  123747. /**
  123748. * @hidden Internal
  123749. */
  123750. _updateEffects(): void;
  123751. /**
  123752. * Internal
  123753. * @returns if all the contained post processes are ready.
  123754. * @hidden
  123755. */
  123756. _isReady(): boolean;
  123757. }
  123758. }
  123759. declare module BABYLON {
  123760. /** @hidden */
  123761. export var chromaticAberrationPixelShader: {
  123762. name: string;
  123763. shader: string;
  123764. };
  123765. }
  123766. declare module BABYLON {
  123767. /**
  123768. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  123769. */
  123770. export class ChromaticAberrationPostProcess extends PostProcess {
  123771. /**
  123772. * The amount of seperation of rgb channels (default: 30)
  123773. */
  123774. aberrationAmount: number;
  123775. /**
  123776. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  123777. */
  123778. radialIntensity: number;
  123779. /**
  123780. * The normilized direction in which the rgb channels should be seperated. If set to 0,0 radial direction will be used. (default: Vector2(0.707,0.707))
  123781. */
  123782. direction: Vector2;
  123783. /**
  123784. * The center position where the radialIntensity should be around. [0.5,0.5 is center of screen, 1,1 is top right corder] (default: Vector2(0.5 ,0.5))
  123785. */
  123786. centerPosition: Vector2;
  123787. /**
  123788. * Creates a new instance ChromaticAberrationPostProcess
  123789. * @param name The name of the effect.
  123790. * @param screenWidth The width of the screen to apply the effect on.
  123791. * @param screenHeight The height of the screen to apply the effect on.
  123792. * @param options The required width/height ratio to downsize to before computing the render pass.
  123793. * @param camera The camera to apply the render pass to.
  123794. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  123795. * @param engine The engine which the post process will be applied. (default: current engine)
  123796. * @param reusable If the post process can be reused on the same frame. (default: false)
  123797. * @param textureType Type of textures used when performing the post process. (default: 0)
  123798. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  123799. */
  123800. constructor(name: string, screenWidth: number, screenHeight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  123801. }
  123802. }
  123803. declare module BABYLON {
  123804. /** @hidden */
  123805. export var circleOfConfusionPixelShader: {
  123806. name: string;
  123807. shader: string;
  123808. };
  123809. }
  123810. declare module BABYLON {
  123811. /**
  123812. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  123813. */
  123814. export class CircleOfConfusionPostProcess extends PostProcess {
  123815. /**
  123816. * Max lens size in scene units/1000 (eg. millimeter). Standard cameras are 50mm. (default: 50) The diamater of the resulting aperture can be computed by lensSize/fStop.
  123817. */
  123818. lensSize: number;
  123819. /**
  123820. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  123821. */
  123822. fStop: number;
  123823. /**
  123824. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  123825. */
  123826. focusDistance: number;
  123827. /**
  123828. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  123829. */
  123830. focalLength: number;
  123831. private _depthTexture;
  123832. /**
  123833. * Creates a new instance CircleOfConfusionPostProcess
  123834. * @param name The name of the effect.
  123835. * @param depthTexture The depth texture of the scene to compute the circle of confusion. This must be set in order for this to function but may be set after initialization if needed.
  123836. * @param options The required width/height ratio to downsize to before computing the render pass.
  123837. * @param camera The camera to apply the render pass to.
  123838. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  123839. * @param engine The engine which the post process will be applied. (default: current engine)
  123840. * @param reusable If the post process can be reused on the same frame. (default: false)
  123841. * @param textureType Type of textures used when performing the post process. (default: 0)
  123842. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  123843. */
  123844. constructor(name: string, depthTexture: Nullable<RenderTargetTexture>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  123845. /**
  123846. * Depth texture to be used to compute the circle of confusion. This must be set here or in the constructor in order for the post process to function.
  123847. */
  123848. depthTexture: RenderTargetTexture;
  123849. }
  123850. }
  123851. declare module BABYLON {
  123852. /** @hidden */
  123853. export var colorCorrectionPixelShader: {
  123854. name: string;
  123855. shader: string;
  123856. };
  123857. }
  123858. declare module BABYLON {
  123859. /**
  123860. *
  123861. * This post-process allows the modification of rendered colors by using
  123862. * a 'look-up table' (LUT). This effect is also called Color Grading.
  123863. *
  123864. * The object needs to be provided an url to a texture containing the color
  123865. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  123866. * Use an image editing software to tweak the LUT to match your needs.
  123867. *
  123868. * For an example of a color LUT, see here:
  123869. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  123870. * For explanations on color grading, see here:
  123871. * @see http://udn.epicgames.com/Three/ColorGrading.html
  123872. *
  123873. */
  123874. export class ColorCorrectionPostProcess extends PostProcess {
  123875. private _colorTableTexture;
  123876. constructor(name: string, colorTableUrl: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  123877. }
  123878. }
  123879. declare module BABYLON {
  123880. /** @hidden */
  123881. export var convolutionPixelShader: {
  123882. name: string;
  123883. shader: string;
  123884. };
  123885. }
  123886. declare module BABYLON {
  123887. /**
  123888. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  123889. * input texture to perform effects such as edge detection or sharpening
  123890. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  123891. */
  123892. export class ConvolutionPostProcess extends PostProcess {
  123893. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  123894. kernel: number[];
  123895. /**
  123896. * Creates a new instance ConvolutionPostProcess
  123897. * @param name The name of the effect.
  123898. * @param kernel Array of 9 values corresponding to the 3x3 kernel to be applied
  123899. * @param options The required width/height ratio to downsize to before computing the render pass.
  123900. * @param camera The camera to apply the render pass to.
  123901. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  123902. * @param engine The engine which the post process will be applied. (default: current engine)
  123903. * @param reusable If the post process can be reused on the same frame. (default: false)
  123904. * @param textureType Type of textures used when performing the post process. (default: 0)
  123905. */
  123906. constructor(name: string,
  123907. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  123908. kernel: number[], options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  123909. /**
  123910. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  123911. */
  123912. static EdgeDetect0Kernel: number[];
  123913. /**
  123914. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  123915. */
  123916. static EdgeDetect1Kernel: number[];
  123917. /**
  123918. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  123919. */
  123920. static EdgeDetect2Kernel: number[];
  123921. /**
  123922. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  123923. */
  123924. static SharpenKernel: number[];
  123925. /**
  123926. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  123927. */
  123928. static EmbossKernel: number[];
  123929. /**
  123930. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  123931. */
  123932. static GaussianKernel: number[];
  123933. }
  123934. }
  123935. declare module BABYLON {
  123936. /**
  123937. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  123938. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  123939. * based on samples that have a large difference in distance than the center pixel.
  123940. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  123941. */
  123942. export class DepthOfFieldBlurPostProcess extends BlurPostProcess {
  123943. direction: Vector2;
  123944. /**
  123945. * Creates a new instance CircleOfConfusionPostProcess
  123946. * @param name The name of the effect.
  123947. * @param scene The scene the effect belongs to.
  123948. * @param direction The direction the blur should be applied.
  123949. * @param kernel The size of the kernel used to blur.
  123950. * @param options The required width/height ratio to downsize to before computing the render pass.
  123951. * @param camera The camera to apply the render pass to.
  123952. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  123953. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  123954. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  123955. * @param engine The engine which the post process will be applied. (default: current engine)
  123956. * @param reusable If the post process can be reused on the same frame. (default: false)
  123957. * @param textureType Type of textures used when performing the post process. (default: 0)
  123958. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  123959. */
  123960. constructor(name: string, scene: Scene, direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, circleOfConfusion: PostProcess, imageToBlur?: Nullable<PostProcess>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  123961. }
  123962. }
  123963. declare module BABYLON {
  123964. /** @hidden */
  123965. export var depthOfFieldMergePixelShader: {
  123966. name: string;
  123967. shader: string;
  123968. };
  123969. }
  123970. declare module BABYLON {
  123971. /**
  123972. * Options to be set when merging outputs from the default pipeline.
  123973. */
  123974. export class DepthOfFieldMergePostProcessOptions {
  123975. /**
  123976. * The original image to merge on top of
  123977. */
  123978. originalFromInput: PostProcess;
  123979. /**
  123980. * Parameters to perform the merge of the depth of field effect
  123981. */
  123982. depthOfField?: {
  123983. circleOfConfusion: PostProcess;
  123984. blurSteps: Array<PostProcess>;
  123985. };
  123986. /**
  123987. * Parameters to perform the merge of bloom effect
  123988. */
  123989. bloom?: {
  123990. blurred: PostProcess;
  123991. weight: number;
  123992. };
  123993. }
  123994. /**
  123995. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  123996. */
  123997. export class DepthOfFieldMergePostProcess extends PostProcess {
  123998. private blurSteps;
  123999. /**
  124000. * Creates a new instance of DepthOfFieldMergePostProcess
  124001. * @param name The name of the effect.
  124002. * @param originalFromInput Post process which's input will be used for the merge.
  124003. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  124004. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  124005. * @param options The required width/height ratio to downsize to before computing the render pass.
  124006. * @param camera The camera to apply the render pass to.
  124007. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  124008. * @param engine The engine which the post process will be applied. (default: current engine)
  124009. * @param reusable If the post process can be reused on the same frame. (default: false)
  124010. * @param textureType Type of textures used when performing the post process. (default: 0)
  124011. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  124012. */
  124013. constructor(name: string, originalFromInput: PostProcess, circleOfConfusion: PostProcess, blurSteps: Array<PostProcess>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  124014. /**
  124015. * Updates the effect with the current post process compile time values and recompiles the shader.
  124016. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  124017. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  124018. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  124019. * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  124020. * @param onCompiled Called when the shader has been compiled.
  124021. * @param onError Called if there is an error when compiling a shader.
  124022. */
  124023. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  124024. }
  124025. }
  124026. declare module BABYLON {
  124027. /**
  124028. * Specifies the level of max blur that should be applied when using the depth of field effect
  124029. */
  124030. export enum DepthOfFieldEffectBlurLevel {
  124031. /**
  124032. * Subtle blur
  124033. */
  124034. Low = 0,
  124035. /**
  124036. * Medium blur
  124037. */
  124038. Medium = 1,
  124039. /**
  124040. * Large blur
  124041. */
  124042. High = 2
  124043. }
  124044. /**
  124045. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  124046. */
  124047. export class DepthOfFieldEffect extends PostProcessRenderEffect {
  124048. private _circleOfConfusion;
  124049. /**
  124050. * @hidden Internal, blurs from high to low
  124051. */
  124052. _depthOfFieldBlurX: Array<DepthOfFieldBlurPostProcess>;
  124053. private _depthOfFieldBlurY;
  124054. private _dofMerge;
  124055. /**
  124056. * @hidden Internal post processes in depth of field effect
  124057. */
  124058. _effects: Array<PostProcess>;
  124059. /**
  124060. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  124061. */
  124062. focalLength: number;
  124063. /**
  124064. * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  124065. */
  124066. fStop: number;
  124067. /**
  124068. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  124069. */
  124070. focusDistance: number;
  124071. /**
  124072. * Max lens size in scene units/1000 (eg. millimeter). Standard cameras are 50mm. (default: 50) The diamater of the resulting aperture can be computed by lensSize/fStop.
  124073. */
  124074. lensSize: number;
  124075. /**
  124076. * Creates a new instance DepthOfFieldEffect
  124077. * @param scene The scene the effect belongs to.
  124078. * @param depthTexture The depth texture of the scene to compute the circle of confusion.This must be set in order for this to function but may be set after initialization if needed.
  124079. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  124080. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  124081. */
  124082. constructor(scene: Scene, depthTexture: Nullable<RenderTargetTexture>, blurLevel?: DepthOfFieldEffectBlurLevel, pipelineTextureType?: number, blockCompilation?: boolean);
  124083. /**
  124084. * Get the current class name of the current effet
  124085. * @returns "DepthOfFieldEffect"
  124086. */
  124087. getClassName(): string;
  124088. /**
  124089. * Depth texture to be used to compute the circle of confusion. This must be set here or in the constructor in order for the post process to function.
  124090. */
  124091. depthTexture: RenderTargetTexture;
  124092. /**
  124093. * Disposes each of the internal effects for a given camera.
  124094. * @param camera The camera to dispose the effect on.
  124095. */
  124096. disposeEffects(camera: Camera): void;
  124097. /**
  124098. * @hidden Internal
  124099. */
  124100. _updateEffects(): void;
  124101. /**
  124102. * Internal
  124103. * @returns if all the contained post processes are ready.
  124104. * @hidden
  124105. */
  124106. _isReady(): boolean;
  124107. }
  124108. }
  124109. declare module BABYLON {
  124110. /** @hidden */
  124111. export var displayPassPixelShader: {
  124112. name: string;
  124113. shader: string;
  124114. };
  124115. }
  124116. declare module BABYLON {
  124117. /**
  124118. * DisplayPassPostProcess which produces an output the same as it's input
  124119. */
  124120. export class DisplayPassPostProcess extends PostProcess {
  124121. /**
  124122. * Creates the DisplayPassPostProcess
  124123. * @param name The name of the effect.
  124124. * @param options The required width/height ratio to downsize to before computing the render pass.
  124125. * @param camera The camera to apply the render pass to.
  124126. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  124127. * @param engine The engine which the post process will be applied. (default: current engine)
  124128. * @param reusable If the post process can be reused on the same frame. (default: false)
  124129. */
  124130. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  124131. }
  124132. }
  124133. declare module BABYLON {
  124134. /** @hidden */
  124135. export var filterPixelShader: {
  124136. name: string;
  124137. shader: string;
  124138. };
  124139. }
  124140. declare module BABYLON {
  124141. /**
  124142. * Applies a kernel filter to the image
  124143. */
  124144. export class FilterPostProcess extends PostProcess {
  124145. /** The matrix to be applied to the image */
  124146. kernelMatrix: Matrix;
  124147. /**
  124148. *
  124149. * @param name The name of the effect.
  124150. * @param kernelMatrix The matrix to be applied to the image
  124151. * @param options The required width/height ratio to downsize to before computing the render pass.
  124152. * @param camera The camera to apply the render pass to.
  124153. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  124154. * @param engine The engine which the post process will be applied. (default: current engine)
  124155. * @param reusable If the post process can be reused on the same frame. (default: false)
  124156. */
  124157. constructor(name: string,
  124158. /** The matrix to be applied to the image */
  124159. kernelMatrix: Matrix, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  124160. }
  124161. }
  124162. declare module BABYLON {
  124163. /** @hidden */
  124164. export var fxaaPixelShader: {
  124165. name: string;
  124166. shader: string;
  124167. };
  124168. }
  124169. declare module BABYLON {
  124170. /** @hidden */
  124171. export var fxaaVertexShader: {
  124172. name: string;
  124173. shader: string;
  124174. };
  124175. }
  124176. declare module BABYLON {
  124177. /**
  124178. * Fxaa post process
  124179. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  124180. */
  124181. export class FxaaPostProcess extends PostProcess {
  124182. /** @hidden */
  124183. texelWidth: number;
  124184. /** @hidden */
  124185. texelHeight: number;
  124186. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  124187. private _getDefines;
  124188. }
  124189. }
  124190. declare module BABYLON {
  124191. /** @hidden */
  124192. export var grainPixelShader: {
  124193. name: string;
  124194. shader: string;
  124195. };
  124196. }
  124197. declare module BABYLON {
  124198. /**
  124199. * The GrainPostProcess adds noise to the image at mid luminance levels
  124200. */
  124201. export class GrainPostProcess extends PostProcess {
  124202. /**
  124203. * The intensity of the grain added (default: 30)
  124204. */
  124205. intensity: number;
  124206. /**
  124207. * If the grain should be randomized on every frame
  124208. */
  124209. animated: boolean;
  124210. /**
  124211. * Creates a new instance of @see GrainPostProcess
  124212. * @param name The name of the effect.
  124213. * @param options The required width/height ratio to downsize to before computing the render pass.
  124214. * @param camera The camera to apply the render pass to.
  124215. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  124216. * @param engine The engine which the post process will be applied. (default: current engine)
  124217. * @param reusable If the post process can be reused on the same frame. (default: false)
  124218. * @param textureType Type of textures used when performing the post process. (default: 0)
  124219. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  124220. */
  124221. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  124222. }
  124223. }
  124224. declare module BABYLON {
  124225. /** @hidden */
  124226. export var highlightsPixelShader: {
  124227. name: string;
  124228. shader: string;
  124229. };
  124230. }
  124231. declare module BABYLON {
  124232. /**
  124233. * Extracts highlights from the image
  124234. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  124235. */
  124236. export class HighlightsPostProcess extends PostProcess {
  124237. /**
  124238. * Extracts highlights from the image
  124239. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  124240. * @param name The name of the effect.
  124241. * @param options The required width/height ratio to downsize to before computing the render pass.
  124242. * @param camera The camera to apply the render pass to.
  124243. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  124244. * @param engine The engine which the post process will be applied. (default: current engine)
  124245. * @param reusable If the post process can be reused on the same frame. (default: false)
  124246. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  124247. */
  124248. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  124249. }
  124250. }
  124251. declare module BABYLON {
  124252. /** @hidden */
  124253. export var mrtFragmentDeclaration: {
  124254. name: string;
  124255. shader: string;
  124256. };
  124257. }
  124258. declare module BABYLON {
  124259. /** @hidden */
  124260. export var geometryPixelShader: {
  124261. name: string;
  124262. shader: string;
  124263. };
  124264. }
  124265. declare module BABYLON {
  124266. /** @hidden */
  124267. export var geometryVertexShader: {
  124268. name: string;
  124269. shader: string;
  124270. };
  124271. }
  124272. declare module BABYLON {
  124273. /** @hidden */
  124274. interface ISavedTransformationMatrix {
  124275. world: Matrix;
  124276. viewProjection: Matrix;
  124277. }
  124278. /**
  124279. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  124280. */
  124281. export class GeometryBufferRenderer {
  124282. /**
  124283. * Constant used to retrieve the position texture index in the G-Buffer textures array
  124284. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  124285. */
  124286. static readonly POSITION_TEXTURE_TYPE: number;
  124287. /**
  124288. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  124289. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  124290. */
  124291. static readonly VELOCITY_TEXTURE_TYPE: number;
  124292. /**
  124293. * Dictionary used to store the previous transformation matrices of each rendered mesh
  124294. * in order to compute objects velocities when enableVelocity is set to "true"
  124295. * @hidden
  124296. */
  124297. _previousTransformationMatrices: {
  124298. [index: number]: ISavedTransformationMatrix;
  124299. };
  124300. /**
  124301. * Dictionary used to store the previous bones transformation matrices of each rendered mesh
  124302. * in order to compute objects velocities when enableVelocity is set to "true"
  124303. * @hidden
  124304. */
  124305. _previousBonesTransformationMatrices: {
  124306. [index: number]: Float32Array;
  124307. };
  124308. /**
  124309. * Array used to store the ignored skinned meshes while computing velocity map (typically used by the motion blur post-process).
  124310. * Avoids computing bones velocities and computes only mesh's velocity itself (position, rotation, scaling).
  124311. */
  124312. excludedSkinnedMeshesFromVelocity: AbstractMesh[];
  124313. private _scene;
  124314. private _multiRenderTarget;
  124315. private _ratio;
  124316. private _enablePosition;
  124317. private _enableVelocity;
  124318. private _positionIndex;
  124319. private _velocityIndex;
  124320. protected _effect: Effect;
  124321. protected _cachedDefines: string;
  124322. /**
  124323. * Set the render list (meshes to be rendered) used in the G buffer.
  124324. */
  124325. renderList: Mesh[];
  124326. /**
  124327. * Gets wether or not G buffer are supported by the running hardware.
  124328. * This requires draw buffer supports
  124329. */
  124330. readonly isSupported: boolean;
  124331. /**
  124332. * Returns the index of the given texture type in the G-Buffer textures array
  124333. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  124334. * @returns the index of the given texture type in the G-Buffer textures array
  124335. */
  124336. getTextureIndex(textureType: number): number;
  124337. /**
  124338. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  124339. */
  124340. /**
  124341. * Sets whether or not objects positions are enabled for the G buffer.
  124342. */
  124343. enablePosition: boolean;
  124344. /**
  124345. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  124346. */
  124347. /**
  124348. * Sets wether or not objects velocities are enabled for the G buffer.
  124349. */
  124350. enableVelocity: boolean;
  124351. /**
  124352. * Gets the scene associated with the buffer.
  124353. */
  124354. readonly scene: Scene;
  124355. /**
  124356. * Gets the ratio used by the buffer during its creation.
  124357. * How big is the buffer related to the main canvas.
  124358. */
  124359. readonly ratio: number;
  124360. /** @hidden */
  124361. static _SceneComponentInitialization: (scene: Scene) => void;
  124362. /**
  124363. * Creates a new G Buffer for the scene
  124364. * @param scene The scene the buffer belongs to
  124365. * @param ratio How big is the buffer related to the main canvas.
  124366. */
  124367. constructor(scene: Scene, ratio?: number);
  124368. /**
  124369. * Checks wether everything is ready to render a submesh to the G buffer.
  124370. * @param subMesh the submesh to check readiness for
  124371. * @param useInstances is the mesh drawn using instance or not
  124372. * @returns true if ready otherwise false
  124373. */
  124374. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  124375. /**
  124376. * Gets the current underlying G Buffer.
  124377. * @returns the buffer
  124378. */
  124379. getGBuffer(): MultiRenderTarget;
  124380. /**
  124381. * Gets the number of samples used to render the buffer (anti aliasing).
  124382. */
  124383. /**
  124384. * Sets the number of samples used to render the buffer (anti aliasing).
  124385. */
  124386. samples: number;
  124387. /**
  124388. * Disposes the renderer and frees up associated resources.
  124389. */
  124390. dispose(): void;
  124391. protected _createRenderTargets(): void;
  124392. private _copyBonesTransformationMatrices;
  124393. }
  124394. }
  124395. declare module BABYLON {
  124396. interface Scene {
  124397. /** @hidden (Backing field) */
  124398. _geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  124399. /**
  124400. * Gets or Sets the current geometry buffer associated to the scene.
  124401. */
  124402. geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  124403. /**
  124404. * Enables a GeometryBufferRender and associates it with the scene
  124405. * @param ratio defines the scaling ratio to apply to the renderer (1 by default which means same resolution)
  124406. * @returns the GeometryBufferRenderer
  124407. */
  124408. enableGeometryBufferRenderer(ratio?: number): Nullable<GeometryBufferRenderer>;
  124409. /**
  124410. * Disables the GeometryBufferRender associated with the scene
  124411. */
  124412. disableGeometryBufferRenderer(): void;
  124413. }
  124414. /**
  124415. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  124416. * in several rendering techniques.
  124417. */
  124418. export class GeometryBufferRendererSceneComponent implements ISceneComponent {
  124419. /**
  124420. * The component name helpful to identify the component in the list of scene components.
  124421. */
  124422. readonly name: string;
  124423. /**
  124424. * The scene the component belongs to.
  124425. */
  124426. scene: Scene;
  124427. /**
  124428. * Creates a new instance of the component for the given scene
  124429. * @param scene Defines the scene to register the component in
  124430. */
  124431. constructor(scene: Scene);
  124432. /**
  124433. * Registers the component in a given scene
  124434. */
  124435. register(): void;
  124436. /**
  124437. * Rebuilds the elements related to this component in case of
  124438. * context lost for instance.
  124439. */
  124440. rebuild(): void;
  124441. /**
  124442. * Disposes the component and the associated ressources
  124443. */
  124444. dispose(): void;
  124445. private _gatherRenderTargets;
  124446. }
  124447. }
  124448. declare module BABYLON {
  124449. /** @hidden */
  124450. export var motionBlurPixelShader: {
  124451. name: string;
  124452. shader: string;
  124453. };
  124454. }
  124455. declare module BABYLON {
  124456. /**
  124457. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  124458. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  124459. * As an example, all you have to do is to create the post-process:
  124460. * var mb = new BABYLON.MotionBlurPostProcess(
  124461. * 'mb', // The name of the effect.
  124462. * scene, // The scene containing the objects to blur according to their velocity.
  124463. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  124464. * camera // The camera to apply the render pass to.
  124465. * );
  124466. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  124467. */
  124468. export class MotionBlurPostProcess extends PostProcess {
  124469. /**
  124470. * Defines how much the image is blurred by the movement. Default value is equal to 1
  124471. */
  124472. motionStrength: number;
  124473. /**
  124474. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  124475. */
  124476. /**
  124477. * Sets the number of iterations to be used for motion blur quality
  124478. */
  124479. motionBlurSamples: number;
  124480. private _motionBlurSamples;
  124481. private _geometryBufferRenderer;
  124482. /**
  124483. * Creates a new instance MotionBlurPostProcess
  124484. * @param name The name of the effect.
  124485. * @param scene The scene containing the objects to blur according to their velocity.
  124486. * @param options The required width/height ratio to downsize to before computing the render pass.
  124487. * @param camera The camera to apply the render pass to.
  124488. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  124489. * @param engine The engine which the post process will be applied. (default: current engine)
  124490. * @param reusable If the post process can be reused on the same frame. (default: false)
  124491. * @param textureType Type of textures used when performing the post process. (default: 0)
  124492. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  124493. */
  124494. constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  124495. /**
  124496. * Excludes the given skinned mesh from computing bones velocities.
  124497. * Computing bones velocities can have a cost and that cost. The cost can be saved by calling this function and by passing the skinned mesh reference to ignore.
  124498. * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.
  124499. */
  124500. excludeSkinnedMesh(skinnedMesh: AbstractMesh): void;
  124501. /**
  124502. * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.
  124503. * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.
  124504. * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.
  124505. */
  124506. removeExcludedSkinnedMesh(skinnedMesh: AbstractMesh): void;
  124507. /**
  124508. * Disposes the post process.
  124509. * @param camera The camera to dispose the post process on.
  124510. */
  124511. dispose(camera?: Camera): void;
  124512. }
  124513. }
  124514. declare module BABYLON {
  124515. /** @hidden */
  124516. export var refractionPixelShader: {
  124517. name: string;
  124518. shader: string;
  124519. };
  124520. }
  124521. declare module BABYLON {
  124522. /**
  124523. * Post process which applies a refractin texture
  124524. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  124525. */
  124526. export class RefractionPostProcess extends PostProcess {
  124527. /** the base color of the refraction (used to taint the rendering) */
  124528. color: Color3;
  124529. /** simulated refraction depth */
  124530. depth: number;
  124531. /** the coefficient of the base color (0 to remove base color tainting) */
  124532. colorLevel: number;
  124533. private _refTexture;
  124534. private _ownRefractionTexture;
  124535. /**
  124536. * Gets or sets the refraction texture
  124537. * Please note that you are responsible for disposing the texture if you set it manually
  124538. */
  124539. refractionTexture: Texture;
  124540. /**
  124541. * Initializes the RefractionPostProcess
  124542. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  124543. * @param name The name of the effect.
  124544. * @param refractionTextureUrl Url of the refraction texture to use
  124545. * @param color the base color of the refraction (used to taint the rendering)
  124546. * @param depth simulated refraction depth
  124547. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  124548. * @param camera The camera to apply the render pass to.
  124549. * @param options The required width/height ratio to downsize to before computing the render pass.
  124550. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  124551. * @param engine The engine which the post process will be applied. (default: current engine)
  124552. * @param reusable If the post process can be reused on the same frame. (default: false)
  124553. */
  124554. constructor(name: string, refractionTextureUrl: string,
  124555. /** the base color of the refraction (used to taint the rendering) */
  124556. color: Color3,
  124557. /** simulated refraction depth */
  124558. depth: number,
  124559. /** the coefficient of the base color (0 to remove base color tainting) */
  124560. colorLevel: number, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  124561. /**
  124562. * Disposes of the post process
  124563. * @param camera Camera to dispose post process on
  124564. */
  124565. dispose(camera: Camera): void;
  124566. }
  124567. }
  124568. declare module BABYLON {
  124569. /** @hidden */
  124570. export var sharpenPixelShader: {
  124571. name: string;
  124572. shader: string;
  124573. };
  124574. }
  124575. declare module BABYLON {
  124576. /**
  124577. * The SharpenPostProcess applies a sharpen kernel to every pixel
  124578. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  124579. */
  124580. export class SharpenPostProcess extends PostProcess {
  124581. /**
  124582. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  124583. */
  124584. colorAmount: number;
  124585. /**
  124586. * How much sharpness should be applied (default: 0.3)
  124587. */
  124588. edgeAmount: number;
  124589. /**
  124590. * Creates a new instance ConvolutionPostProcess
  124591. * @param name The name of the effect.
  124592. * @param options The required width/height ratio to downsize to before computing the render pass.
  124593. * @param camera The camera to apply the render pass to.
  124594. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  124595. * @param engine The engine which the post process will be applied. (default: current engine)
  124596. * @param reusable If the post process can be reused on the same frame. (default: false)
  124597. * @param textureType Type of textures used when performing the post process. (default: 0)
  124598. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  124599. */
  124600. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  124601. }
  124602. }
  124603. declare module BABYLON {
  124604. /**
  124605. * PostProcessRenderPipeline
  124606. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  124607. */
  124608. export class PostProcessRenderPipeline {
  124609. private engine;
  124610. private _renderEffects;
  124611. private _renderEffectsForIsolatedPass;
  124612. /**
  124613. * List of inspectable custom properties (used by the Inspector)
  124614. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  124615. */
  124616. inspectableCustomProperties: IInspectable[];
  124617. /**
  124618. * @hidden
  124619. */
  124620. protected _cameras: Camera[];
  124621. /** @hidden */
  124622. _name: string;
  124623. /**
  124624. * Gets pipeline name
  124625. */
  124626. readonly name: string;
  124627. /**
  124628. * Initializes a PostProcessRenderPipeline
  124629. * @param engine engine to add the pipeline to
  124630. * @param name name of the pipeline
  124631. */
  124632. constructor(engine: Engine, name: string);
  124633. /**
  124634. * Gets the class name
  124635. * @returns "PostProcessRenderPipeline"
  124636. */
  124637. getClassName(): string;
  124638. /**
  124639. * If all the render effects in the pipeline are supported
  124640. */
  124641. readonly isSupported: boolean;
  124642. /**
  124643. * Adds an effect to the pipeline
  124644. * @param renderEffect the effect to add
  124645. */
  124646. addEffect(renderEffect: PostProcessRenderEffect): void;
  124647. /** @hidden */
  124648. _rebuild(): void;
  124649. /** @hidden */
  124650. _enableEffect(renderEffectName: string, cameras: Camera): void;
  124651. /** @hidden */
  124652. _enableEffect(renderEffectName: string, cameras: Camera[]): void;
  124653. /** @hidden */
  124654. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  124655. /** @hidden */
  124656. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  124657. /** @hidden */
  124658. _attachCameras(cameras: Camera, unique: boolean): void;
  124659. /** @hidden */
  124660. _attachCameras(cameras: Camera[], unique: boolean): void;
  124661. /** @hidden */
  124662. _detachCameras(cameras: Camera): void;
  124663. /** @hidden */
  124664. _detachCameras(cameras: Nullable<Camera[]>): void;
  124665. /** @hidden */
  124666. _update(): void;
  124667. /** @hidden */
  124668. _reset(): void;
  124669. protected _enableMSAAOnFirstPostProcess(sampleCount: number): boolean;
  124670. /**
  124671. * Disposes of the pipeline
  124672. */
  124673. dispose(): void;
  124674. }
  124675. }
  124676. declare module BABYLON {
  124677. /**
  124678. * PostProcessRenderPipelineManager class
  124679. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  124680. */
  124681. export class PostProcessRenderPipelineManager {
  124682. private _renderPipelines;
  124683. /**
  124684. * Initializes a PostProcessRenderPipelineManager
  124685. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  124686. */
  124687. constructor();
  124688. /**
  124689. * Gets the list of supported render pipelines
  124690. */
  124691. readonly supportedPipelines: PostProcessRenderPipeline[];
  124692. /**
  124693. * Adds a pipeline to the manager
  124694. * @param renderPipeline The pipeline to add
  124695. */
  124696. addPipeline(renderPipeline: PostProcessRenderPipeline): void;
  124697. /**
  124698. * Attaches a camera to the pipeline
  124699. * @param renderPipelineName The name of the pipeline to attach to
  124700. * @param cameras the camera to attach
  124701. * @param unique if the camera can be attached multiple times to the pipeline
  124702. */
  124703. attachCamerasToRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera, unique?: boolean): void;
  124704. /**
  124705. * Detaches a camera from the pipeline
  124706. * @param renderPipelineName The name of the pipeline to detach from
  124707. * @param cameras the camera to detach
  124708. */
  124709. detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera): void;
  124710. /**
  124711. * Enables an effect by name on a pipeline
  124712. * @param renderPipelineName the name of the pipeline to enable the effect in
  124713. * @param renderEffectName the name of the effect to enable
  124714. * @param cameras the cameras that the effect should be enabled on
  124715. */
  124716. enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  124717. /**
  124718. * Disables an effect by name on a pipeline
  124719. * @param renderPipelineName the name of the pipeline to disable the effect in
  124720. * @param renderEffectName the name of the effect to disable
  124721. * @param cameras the cameras that the effect should be disabled on
  124722. */
  124723. disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  124724. /**
  124725. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  124726. */
  124727. update(): void;
  124728. /** @hidden */
  124729. _rebuild(): void;
  124730. /**
  124731. * Disposes of the manager and pipelines
  124732. */
  124733. dispose(): void;
  124734. }
  124735. }
  124736. declare module BABYLON {
  124737. interface Scene {
  124738. /** @hidden (Backing field) */
  124739. _postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  124740. /**
  124741. * Gets the postprocess render pipeline manager
  124742. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  124743. * @see http://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  124744. */
  124745. readonly postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  124746. }
  124747. /**
  124748. * Defines the Render Pipeline scene component responsible to rendering pipelines
  124749. */
  124750. export class PostProcessRenderPipelineManagerSceneComponent implements ISceneComponent {
  124751. /**
  124752. * The component name helpfull to identify the component in the list of scene components.
  124753. */
  124754. readonly name: string;
  124755. /**
  124756. * The scene the component belongs to.
  124757. */
  124758. scene: Scene;
  124759. /**
  124760. * Creates a new instance of the component for the given scene
  124761. * @param scene Defines the scene to register the component in
  124762. */
  124763. constructor(scene: Scene);
  124764. /**
  124765. * Registers the component in a given scene
  124766. */
  124767. register(): void;
  124768. /**
  124769. * Rebuilds the elements related to this component in case of
  124770. * context lost for instance.
  124771. */
  124772. rebuild(): void;
  124773. /**
  124774. * Disposes the component and the associated ressources
  124775. */
  124776. dispose(): void;
  124777. private _gatherRenderTargets;
  124778. }
  124779. }
  124780. declare module BABYLON {
  124781. /**
  124782. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  124783. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  124784. */
  124785. export class DefaultRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  124786. private _scene;
  124787. private _camerasToBeAttached;
  124788. /**
  124789. * ID of the sharpen post process,
  124790. */
  124791. private readonly SharpenPostProcessId;
  124792. /**
  124793. * @ignore
  124794. * ID of the image processing post process;
  124795. */
  124796. readonly ImageProcessingPostProcessId: string;
  124797. /**
  124798. * @ignore
  124799. * ID of the Fast Approximate Anti-Aliasing post process;
  124800. */
  124801. readonly FxaaPostProcessId: string;
  124802. /**
  124803. * ID of the chromatic aberration post process,
  124804. */
  124805. private readonly ChromaticAberrationPostProcessId;
  124806. /**
  124807. * ID of the grain post process
  124808. */
  124809. private readonly GrainPostProcessId;
  124810. /**
  124811. * Sharpen post process which will apply a sharpen convolution to enhance edges
  124812. */
  124813. sharpen: SharpenPostProcess;
  124814. private _sharpenEffect;
  124815. private bloom;
  124816. /**
  124817. * Depth of field effect, applies a blur based on how far away objects are from the focus distance.
  124818. */
  124819. depthOfField: DepthOfFieldEffect;
  124820. /**
  124821. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  124822. */
  124823. fxaa: FxaaPostProcess;
  124824. /**
  124825. * Image post processing pass used to perform operations such as tone mapping or color grading.
  124826. */
  124827. imageProcessing: ImageProcessingPostProcess;
  124828. /**
  124829. * Chromatic aberration post process which will shift rgb colors in the image
  124830. */
  124831. chromaticAberration: ChromaticAberrationPostProcess;
  124832. private _chromaticAberrationEffect;
  124833. /**
  124834. * Grain post process which add noise to the image
  124835. */
  124836. grain: GrainPostProcess;
  124837. private _grainEffect;
  124838. /**
  124839. * Glow post process which adds a glow to emissive areas of the image
  124840. */
  124841. private _glowLayer;
  124842. /**
  124843. * Animations which can be used to tweak settings over a period of time
  124844. */
  124845. animations: Animation[];
  124846. private _imageProcessingConfigurationObserver;
  124847. private _sharpenEnabled;
  124848. private _bloomEnabled;
  124849. private _depthOfFieldEnabled;
  124850. private _depthOfFieldBlurLevel;
  124851. private _fxaaEnabled;
  124852. private _imageProcessingEnabled;
  124853. private _defaultPipelineTextureType;
  124854. private _bloomScale;
  124855. private _chromaticAberrationEnabled;
  124856. private _grainEnabled;
  124857. private _buildAllowed;
  124858. /**
  124859. * Gets active scene
  124860. */
  124861. readonly scene: Scene;
  124862. /**
  124863. * Enable or disable the sharpen process from the pipeline
  124864. */
  124865. sharpenEnabled: boolean;
  124866. private _resizeObserver;
  124867. private _hardwareScaleLevel;
  124868. private _bloomKernel;
  124869. /**
  124870. * Specifies the size of the bloom blur kernel, relative to the final output size
  124871. */
  124872. bloomKernel: number;
  124873. /**
  124874. * Specifies the weight of the bloom in the final rendering
  124875. */
  124876. private _bloomWeight;
  124877. /**
  124878. * Specifies the luma threshold for the area that will be blurred by the bloom
  124879. */
  124880. private _bloomThreshold;
  124881. private _hdr;
  124882. /**
  124883. * The strength of the bloom.
  124884. */
  124885. bloomWeight: number;
  124886. /**
  124887. * The strength of the bloom.
  124888. */
  124889. bloomThreshold: number;
  124890. /**
  124891. * The scale of the bloom, lower value will provide better performance.
  124892. */
  124893. bloomScale: number;
  124894. /**
  124895. * Enable or disable the bloom from the pipeline
  124896. */
  124897. bloomEnabled: boolean;
  124898. private _rebuildBloom;
  124899. /**
  124900. * If the depth of field is enabled.
  124901. */
  124902. depthOfFieldEnabled: boolean;
  124903. /**
  124904. * Blur level of the depth of field effect. (Higher blur will effect performance)
  124905. */
  124906. depthOfFieldBlurLevel: DepthOfFieldEffectBlurLevel;
  124907. /**
  124908. * If the anti aliasing is enabled.
  124909. */
  124910. fxaaEnabled: boolean;
  124911. private _samples;
  124912. /**
  124913. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  124914. */
  124915. samples: number;
  124916. /**
  124917. * If image processing is enabled.
  124918. */
  124919. imageProcessingEnabled: boolean;
  124920. /**
  124921. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  124922. */
  124923. glowLayerEnabled: boolean;
  124924. /**
  124925. * Gets the glow layer (or null if not defined)
  124926. */
  124927. readonly glowLayer: Nullable<GlowLayer>;
  124928. /**
  124929. * Enable or disable the chromaticAberration process from the pipeline
  124930. */
  124931. chromaticAberrationEnabled: boolean;
  124932. /**
  124933. * Enable or disable the grain process from the pipeline
  124934. */
  124935. grainEnabled: boolean;
  124936. /**
  124937. * @constructor
  124938. * @param name - The rendering pipeline name (default: "")
  124939. * @param hdr - If high dynamic range textures should be used (default: true)
  124940. * @param scene - The scene linked to this pipeline (default: the last created scene)
  124941. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  124942. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  124943. */
  124944. constructor(name?: string, hdr?: boolean, scene?: Scene, cameras?: Camera[], automaticBuild?: boolean);
  124945. /**
  124946. * Get the class name
  124947. * @returns "DefaultRenderingPipeline"
  124948. */
  124949. getClassName(): string;
  124950. /**
  124951. * Force the compilation of the entire pipeline.
  124952. */
  124953. prepare(): void;
  124954. private _hasCleared;
  124955. private _prevPostProcess;
  124956. private _prevPrevPostProcess;
  124957. private _setAutoClearAndTextureSharing;
  124958. private _depthOfFieldSceneObserver;
  124959. private _buildPipeline;
  124960. private _disposePostProcesses;
  124961. /**
  124962. * Adds a camera to the pipeline
  124963. * @param camera the camera to be added
  124964. */
  124965. addCamera(camera: Camera): void;
  124966. /**
  124967. * Removes a camera from the pipeline
  124968. * @param camera the camera to remove
  124969. */
  124970. removeCamera(camera: Camera): void;
  124971. /**
  124972. * Dispose of the pipeline and stop all post processes
  124973. */
  124974. dispose(): void;
  124975. /**
  124976. * Serialize the rendering pipeline (Used when exporting)
  124977. * @returns the serialized object
  124978. */
  124979. serialize(): any;
  124980. /**
  124981. * Parse the serialized pipeline
  124982. * @param source Source pipeline.
  124983. * @param scene The scene to load the pipeline to.
  124984. * @param rootUrl The URL of the serialized pipeline.
  124985. * @returns An instantiated pipeline from the serialized object.
  124986. */
  124987. static Parse(source: any, scene: Scene, rootUrl: string): DefaultRenderingPipeline;
  124988. }
  124989. }
  124990. declare module BABYLON {
  124991. /** @hidden */
  124992. export var lensHighlightsPixelShader: {
  124993. name: string;
  124994. shader: string;
  124995. };
  124996. }
  124997. declare module BABYLON {
  124998. /** @hidden */
  124999. export var depthOfFieldPixelShader: {
  125000. name: string;
  125001. shader: string;
  125002. };
  125003. }
  125004. declare module BABYLON {
  125005. /**
  125006. * BABYLON.JS Chromatic Aberration GLSL Shader
  125007. * Author: Olivier Guyot
  125008. * Separates very slightly R, G and B colors on the edges of the screen
  125009. * Inspired by Francois Tarlier & Martins Upitis
  125010. */
  125011. export class LensRenderingPipeline extends PostProcessRenderPipeline {
  125012. /**
  125013. * @ignore
  125014. * The chromatic aberration PostProcess id in the pipeline
  125015. */
  125016. LensChromaticAberrationEffect: string;
  125017. /**
  125018. * @ignore
  125019. * The highlights enhancing PostProcess id in the pipeline
  125020. */
  125021. HighlightsEnhancingEffect: string;
  125022. /**
  125023. * @ignore
  125024. * The depth-of-field PostProcess id in the pipeline
  125025. */
  125026. LensDepthOfFieldEffect: string;
  125027. private _scene;
  125028. private _depthTexture;
  125029. private _grainTexture;
  125030. private _chromaticAberrationPostProcess;
  125031. private _highlightsPostProcess;
  125032. private _depthOfFieldPostProcess;
  125033. private _edgeBlur;
  125034. private _grainAmount;
  125035. private _chromaticAberration;
  125036. private _distortion;
  125037. private _highlightsGain;
  125038. private _highlightsThreshold;
  125039. private _dofDistance;
  125040. private _dofAperture;
  125041. private _dofDarken;
  125042. private _dofPentagon;
  125043. private _blurNoise;
  125044. /**
  125045. * @constructor
  125046. *
  125047. * Effect parameters are as follow:
  125048. * {
  125049. * chromatic_aberration: number; // from 0 to x (1 for realism)
  125050. * edge_blur: number; // from 0 to x (1 for realism)
  125051. * distortion: number; // from 0 to x (1 for realism)
  125052. * grain_amount: number; // from 0 to 1
  125053. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  125054. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  125055. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  125056. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  125057. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  125058. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  125059. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  125060. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  125061. * }
  125062. * Note: if an effect parameter is unset, effect is disabled
  125063. *
  125064. * @param name The rendering pipeline name
  125065. * @param parameters - An object containing all parameters (see above)
  125066. * @param scene The scene linked to this pipeline
  125067. * @param ratio The size of the postprocesses (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)
  125068. * @param cameras The array of cameras that the rendering pipeline will be attached to
  125069. */
  125070. constructor(name: string, parameters: any, scene: Scene, ratio?: number, cameras?: Camera[]);
  125071. /**
  125072. * Get the class name
  125073. * @returns "LensRenderingPipeline"
  125074. */
  125075. getClassName(): string;
  125076. /**
  125077. * Gets associated scene
  125078. */
  125079. readonly scene: Scene;
  125080. /**
  125081. * Gets or sets the edge blur
  125082. */
  125083. edgeBlur: number;
  125084. /**
  125085. * Gets or sets the grain amount
  125086. */
  125087. grainAmount: number;
  125088. /**
  125089. * Gets or sets the chromatic aberration amount
  125090. */
  125091. chromaticAberration: number;
  125092. /**
  125093. * Gets or sets the depth of field aperture
  125094. */
  125095. dofAperture: number;
  125096. /**
  125097. * Gets or sets the edge distortion
  125098. */
  125099. edgeDistortion: number;
  125100. /**
  125101. * Gets or sets the depth of field distortion
  125102. */
  125103. dofDistortion: number;
  125104. /**
  125105. * Gets or sets the darken out of focus amount
  125106. */
  125107. darkenOutOfFocus: number;
  125108. /**
  125109. * Gets or sets a boolean indicating if blur noise is enabled
  125110. */
  125111. blurNoise: boolean;
  125112. /**
  125113. * Gets or sets a boolean indicating if pentagon bokeh is enabled
  125114. */
  125115. pentagonBokeh: boolean;
  125116. /**
  125117. * Gets or sets the highlight grain amount
  125118. */
  125119. highlightsGain: number;
  125120. /**
  125121. * Gets or sets the highlight threshold
  125122. */
  125123. highlightsThreshold: number;
  125124. /**
  125125. * Sets the amount of blur at the edges
  125126. * @param amount blur amount
  125127. */
  125128. setEdgeBlur(amount: number): void;
  125129. /**
  125130. * Sets edge blur to 0
  125131. */
  125132. disableEdgeBlur(): void;
  125133. /**
  125134. * Sets the amout of grain
  125135. * @param amount Amount of grain
  125136. */
  125137. setGrainAmount(amount: number): void;
  125138. /**
  125139. * Set grain amount to 0
  125140. */
  125141. disableGrain(): void;
  125142. /**
  125143. * Sets the chromatic aberration amount
  125144. * @param amount amount of chromatic aberration
  125145. */
  125146. setChromaticAberration(amount: number): void;
  125147. /**
  125148. * Sets chromatic aberration amount to 0
  125149. */
  125150. disableChromaticAberration(): void;
  125151. /**
  125152. * Sets the EdgeDistortion amount
  125153. * @param amount amount of EdgeDistortion
  125154. */
  125155. setEdgeDistortion(amount: number): void;
  125156. /**
  125157. * Sets edge distortion to 0
  125158. */
  125159. disableEdgeDistortion(): void;
  125160. /**
  125161. * Sets the FocusDistance amount
  125162. * @param amount amount of FocusDistance
  125163. */
  125164. setFocusDistance(amount: number): void;
  125165. /**
  125166. * Disables depth of field
  125167. */
  125168. disableDepthOfField(): void;
  125169. /**
  125170. * Sets the Aperture amount
  125171. * @param amount amount of Aperture
  125172. */
  125173. setAperture(amount: number): void;
  125174. /**
  125175. * Sets the DarkenOutOfFocus amount
  125176. * @param amount amount of DarkenOutOfFocus
  125177. */
  125178. setDarkenOutOfFocus(amount: number): void;
  125179. private _pentagonBokehIsEnabled;
  125180. /**
  125181. * Creates a pentagon bokeh effect
  125182. */
  125183. enablePentagonBokeh(): void;
  125184. /**
  125185. * Disables the pentagon bokeh effect
  125186. */
  125187. disablePentagonBokeh(): void;
  125188. /**
  125189. * Enables noise blur
  125190. */
  125191. enableNoiseBlur(): void;
  125192. /**
  125193. * Disables noise blur
  125194. */
  125195. disableNoiseBlur(): void;
  125196. /**
  125197. * Sets the HighlightsGain amount
  125198. * @param amount amount of HighlightsGain
  125199. */
  125200. setHighlightsGain(amount: number): void;
  125201. /**
  125202. * Sets the HighlightsThreshold amount
  125203. * @param amount amount of HighlightsThreshold
  125204. */
  125205. setHighlightsThreshold(amount: number): void;
  125206. /**
  125207. * Disables highlights
  125208. */
  125209. disableHighlights(): void;
  125210. /**
  125211. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  125212. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  125213. */
  125214. dispose(disableDepthRender?: boolean): void;
  125215. private _createChromaticAberrationPostProcess;
  125216. private _createHighlightsPostProcess;
  125217. private _createDepthOfFieldPostProcess;
  125218. private _createGrainTexture;
  125219. }
  125220. }
  125221. declare module BABYLON {
  125222. /** @hidden */
  125223. export var ssao2PixelShader: {
  125224. name: string;
  125225. shader: string;
  125226. };
  125227. }
  125228. declare module BABYLON {
  125229. /** @hidden */
  125230. export var ssaoCombinePixelShader: {
  125231. name: string;
  125232. shader: string;
  125233. };
  125234. }
  125235. declare module BABYLON {
  125236. /**
  125237. * Render pipeline to produce ssao effect
  125238. */
  125239. export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
  125240. /**
  125241. * @ignore
  125242. * The PassPostProcess id in the pipeline that contains the original scene color
  125243. */
  125244. SSAOOriginalSceneColorEffect: string;
  125245. /**
  125246. * @ignore
  125247. * The SSAO PostProcess id in the pipeline
  125248. */
  125249. SSAORenderEffect: string;
  125250. /**
  125251. * @ignore
  125252. * The horizontal blur PostProcess id in the pipeline
  125253. */
  125254. SSAOBlurHRenderEffect: string;
  125255. /**
  125256. * @ignore
  125257. * The vertical blur PostProcess id in the pipeline
  125258. */
  125259. SSAOBlurVRenderEffect: string;
  125260. /**
  125261. * @ignore
  125262. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  125263. */
  125264. SSAOCombineRenderEffect: string;
  125265. /**
  125266. * The output strength of the SSAO post-process. Default value is 1.0.
  125267. */
  125268. totalStrength: number;
  125269. /**
  125270. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  125271. */
  125272. maxZ: number;
  125273. /**
  125274. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  125275. */
  125276. minZAspect: number;
  125277. private _samples;
  125278. /**
  125279. * Number of samples used for the SSAO calculations. Default value is 8
  125280. */
  125281. samples: number;
  125282. private _textureSamples;
  125283. /**
  125284. * Number of samples to use for antialiasing
  125285. */
  125286. textureSamples: number;
  125287. /**
  125288. * Ratio object used for SSAO ratio and blur ratio
  125289. */
  125290. private _ratio;
  125291. /**
  125292. * Dynamically generated sphere sampler.
  125293. */
  125294. private _sampleSphere;
  125295. /**
  125296. * Blur filter offsets
  125297. */
  125298. private _samplerOffsets;
  125299. private _expensiveBlur;
  125300. /**
  125301. * If bilateral blur should be used
  125302. */
  125303. expensiveBlur: boolean;
  125304. /**
  125305. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  125306. */
  125307. radius: number;
  125308. /**
  125309. * The base color of the SSAO post-process
  125310. * The final result is "base + ssao" between [0, 1]
  125311. */
  125312. base: number;
  125313. /**
  125314. * Support test.
  125315. */
  125316. static readonly IsSupported: boolean;
  125317. private _scene;
  125318. private _depthTexture;
  125319. private _normalTexture;
  125320. private _randomTexture;
  125321. private _originalColorPostProcess;
  125322. private _ssaoPostProcess;
  125323. private _blurHPostProcess;
  125324. private _blurVPostProcess;
  125325. private _ssaoCombinePostProcess;
  125326. private _firstUpdate;
  125327. /**
  125328. * Gets active scene
  125329. */
  125330. readonly scene: Scene;
  125331. /**
  125332. * @constructor
  125333. * @param name The rendering pipeline name
  125334. * @param scene The scene linked to this pipeline
  125335. * @param ratio The size of the postprocesses. Can be a number shared between passes or an object for more precision: { ssaoRatio: 0.5, blurRatio: 1.0 }
  125336. * @param cameras The array of cameras that the rendering pipeline will be attached to
  125337. */
  125338. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  125339. /**
  125340. * Get the class name
  125341. * @returns "SSAO2RenderingPipeline"
  125342. */
  125343. getClassName(): string;
  125344. /**
  125345. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  125346. */
  125347. dispose(disableGeometryBufferRenderer?: boolean): void;
  125348. private _createBlurPostProcess;
  125349. /** @hidden */
  125350. _rebuild(): void;
  125351. private _bits;
  125352. private _radicalInverse_VdC;
  125353. private _hammersley;
  125354. private _hemisphereSample_uniform;
  125355. private _generateHemisphere;
  125356. private _createSSAOPostProcess;
  125357. private _createSSAOCombinePostProcess;
  125358. private _createRandomTexture;
  125359. /**
  125360. * Serialize the rendering pipeline (Used when exporting)
  125361. * @returns the serialized object
  125362. */
  125363. serialize(): any;
  125364. /**
  125365. * Parse the serialized pipeline
  125366. * @param source Source pipeline.
  125367. * @param scene The scene to load the pipeline to.
  125368. * @param rootUrl The URL of the serialized pipeline.
  125369. * @returns An instantiated pipeline from the serialized object.
  125370. */
  125371. static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline;
  125372. }
  125373. }
  125374. declare module BABYLON {
  125375. /** @hidden */
  125376. export var ssaoPixelShader: {
  125377. name: string;
  125378. shader: string;
  125379. };
  125380. }
  125381. declare module BABYLON {
  125382. /**
  125383. * Render pipeline to produce ssao effect
  125384. */
  125385. export class SSAORenderingPipeline extends PostProcessRenderPipeline {
  125386. /**
  125387. * @ignore
  125388. * The PassPostProcess id in the pipeline that contains the original scene color
  125389. */
  125390. SSAOOriginalSceneColorEffect: string;
  125391. /**
  125392. * @ignore
  125393. * The SSAO PostProcess id in the pipeline
  125394. */
  125395. SSAORenderEffect: string;
  125396. /**
  125397. * @ignore
  125398. * The horizontal blur PostProcess id in the pipeline
  125399. */
  125400. SSAOBlurHRenderEffect: string;
  125401. /**
  125402. * @ignore
  125403. * The vertical blur PostProcess id in the pipeline
  125404. */
  125405. SSAOBlurVRenderEffect: string;
  125406. /**
  125407. * @ignore
  125408. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  125409. */
  125410. SSAOCombineRenderEffect: string;
  125411. /**
  125412. * The output strength of the SSAO post-process. Default value is 1.0.
  125413. */
  125414. totalStrength: number;
  125415. /**
  125416. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  125417. */
  125418. radius: number;
  125419. /**
  125420. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  125421. * Must not be equal to fallOff and superior to fallOff.
  125422. * Default value is 0.0075
  125423. */
  125424. area: number;
  125425. /**
  125426. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  125427. * Must not be equal to area and inferior to area.
  125428. * Default value is 0.000001
  125429. */
  125430. fallOff: number;
  125431. /**
  125432. * The base color of the SSAO post-process
  125433. * The final result is "base + ssao" between [0, 1]
  125434. */
  125435. base: number;
  125436. private _scene;
  125437. private _depthTexture;
  125438. private _randomTexture;
  125439. private _originalColorPostProcess;
  125440. private _ssaoPostProcess;
  125441. private _blurHPostProcess;
  125442. private _blurVPostProcess;
  125443. private _ssaoCombinePostProcess;
  125444. private _firstUpdate;
  125445. /**
  125446. * Gets active scene
  125447. */
  125448. readonly scene: Scene;
  125449. /**
  125450. * @constructor
  125451. * @param name - The rendering pipeline name
  125452. * @param scene - The scene linked to this pipeline
  125453. * @param ratio - The size of the postprocesses. Can be a number shared between passes or an object for more precision: { ssaoRatio: 0.5, combineRatio: 1.0 }
  125454. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  125455. */
  125456. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  125457. /**
  125458. * Get the class name
  125459. * @returns "SSAORenderingPipeline"
  125460. */
  125461. getClassName(): string;
  125462. /**
  125463. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  125464. */
  125465. dispose(disableDepthRender?: boolean): void;
  125466. private _createBlurPostProcess;
  125467. /** @hidden */
  125468. _rebuild(): void;
  125469. private _createSSAOPostProcess;
  125470. private _createSSAOCombinePostProcess;
  125471. private _createRandomTexture;
  125472. }
  125473. }
  125474. declare module BABYLON {
  125475. /** @hidden */
  125476. export var standardPixelShader: {
  125477. name: string;
  125478. shader: string;
  125479. };
  125480. }
  125481. declare module BABYLON {
  125482. /**
  125483. * Standard rendering pipeline
  125484. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  125485. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  125486. */
  125487. export class StandardRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  125488. /**
  125489. * Public members
  125490. */
  125491. /**
  125492. * Post-process which contains the original scene color before the pipeline applies all the effects
  125493. */
  125494. originalPostProcess: Nullable<PostProcess>;
  125495. /**
  125496. * Post-process used to down scale an image x4
  125497. */
  125498. downSampleX4PostProcess: Nullable<PostProcess>;
  125499. /**
  125500. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  125501. */
  125502. brightPassPostProcess: Nullable<PostProcess>;
  125503. /**
  125504. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  125505. */
  125506. blurHPostProcesses: PostProcess[];
  125507. /**
  125508. * Post-process array storing all the vertical blur post-processes used by the pipeline
  125509. */
  125510. blurVPostProcesses: PostProcess[];
  125511. /**
  125512. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  125513. */
  125514. textureAdderPostProcess: Nullable<PostProcess>;
  125515. /**
  125516. * Post-process used to create volumetric lighting effect
  125517. */
  125518. volumetricLightPostProcess: Nullable<PostProcess>;
  125519. /**
  125520. * Post-process used to smooth the previous volumetric light post-process on the X axis
  125521. */
  125522. volumetricLightSmoothXPostProcess: Nullable<BlurPostProcess>;
  125523. /**
  125524. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  125525. */
  125526. volumetricLightSmoothYPostProcess: Nullable<BlurPostProcess>;
  125527. /**
  125528. * Post-process used to merge the volumetric light effect and the real scene color
  125529. */
  125530. volumetricLightMergePostProces: Nullable<PostProcess>;
  125531. /**
  125532. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  125533. */
  125534. volumetricLightFinalPostProcess: Nullable<PostProcess>;
  125535. /**
  125536. * Base post-process used to calculate the average luminance of the final image for HDR
  125537. */
  125538. luminancePostProcess: Nullable<PostProcess>;
  125539. /**
  125540. * Post-processes used to create down sample post-processes in order to get
  125541. * the average luminance of the final image for HDR
  125542. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  125543. */
  125544. luminanceDownSamplePostProcesses: PostProcess[];
  125545. /**
  125546. * Post-process used to create a HDR effect (light adaptation)
  125547. */
  125548. hdrPostProcess: Nullable<PostProcess>;
  125549. /**
  125550. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  125551. */
  125552. textureAdderFinalPostProcess: Nullable<PostProcess>;
  125553. /**
  125554. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  125555. */
  125556. lensFlareFinalPostProcess: Nullable<PostProcess>;
  125557. /**
  125558. * Post-process used to merge the final HDR post-process and the real scene color
  125559. */
  125560. hdrFinalPostProcess: Nullable<PostProcess>;
  125561. /**
  125562. * Post-process used to create a lens flare effect
  125563. */
  125564. lensFlarePostProcess: Nullable<PostProcess>;
  125565. /**
  125566. * Post-process that merges the result of the lens flare post-process and the real scene color
  125567. */
  125568. lensFlareComposePostProcess: Nullable<PostProcess>;
  125569. /**
  125570. * Post-process used to create a motion blur effect
  125571. */
  125572. motionBlurPostProcess: Nullable<PostProcess>;
  125573. /**
  125574. * Post-process used to create a depth of field effect
  125575. */
  125576. depthOfFieldPostProcess: Nullable<PostProcess>;
  125577. /**
  125578. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  125579. */
  125580. fxaaPostProcess: Nullable<FxaaPostProcess>;
  125581. /**
  125582. * Represents the brightness threshold in order to configure the illuminated surfaces
  125583. */
  125584. brightThreshold: number;
  125585. /**
  125586. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  125587. */
  125588. blurWidth: number;
  125589. /**
  125590. * Sets if the blur for highlighted surfaces must be only horizontal
  125591. */
  125592. horizontalBlur: boolean;
  125593. /**
  125594. * Gets the overall exposure used by the pipeline
  125595. */
  125596. /**
  125597. * Sets the overall exposure used by the pipeline
  125598. */
  125599. exposure: number;
  125600. /**
  125601. * Texture used typically to simulate "dirty" on camera lens
  125602. */
  125603. lensTexture: Nullable<Texture>;
  125604. /**
  125605. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  125606. */
  125607. volumetricLightCoefficient: number;
  125608. /**
  125609. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  125610. */
  125611. volumetricLightPower: number;
  125612. /**
  125613. * Used the set the blur intensity to smooth the volumetric lights
  125614. */
  125615. volumetricLightBlurScale: number;
  125616. /**
  125617. * Light (spot or directional) used to generate the volumetric lights rays
  125618. * The source light must have a shadow generate so the pipeline can get its
  125619. * depth map
  125620. */
  125621. sourceLight: Nullable<SpotLight | DirectionalLight>;
  125622. /**
  125623. * For eye adaptation, represents the minimum luminance the eye can see
  125624. */
  125625. hdrMinimumLuminance: number;
  125626. /**
  125627. * For eye adaptation, represents the decrease luminance speed
  125628. */
  125629. hdrDecreaseRate: number;
  125630. /**
  125631. * For eye adaptation, represents the increase luminance speed
  125632. */
  125633. hdrIncreaseRate: number;
  125634. /**
  125635. * Gets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  125636. */
  125637. /**
  125638. * Sets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  125639. */
  125640. hdrAutoExposure: boolean;
  125641. /**
  125642. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  125643. */
  125644. lensColorTexture: Nullable<Texture>;
  125645. /**
  125646. * The overall strengh for the lens flare effect
  125647. */
  125648. lensFlareStrength: number;
  125649. /**
  125650. * Dispersion coefficient for lens flare ghosts
  125651. */
  125652. lensFlareGhostDispersal: number;
  125653. /**
  125654. * Main lens flare halo width
  125655. */
  125656. lensFlareHaloWidth: number;
  125657. /**
  125658. * Based on the lens distortion effect, defines how much the lens flare result
  125659. * is distorted
  125660. */
  125661. lensFlareDistortionStrength: number;
  125662. /**
  125663. * Configures the blur intensity used for for lens flare (halo)
  125664. */
  125665. lensFlareBlurWidth: number;
  125666. /**
  125667. * Lens star texture must be used to simulate rays on the flares and is available
  125668. * in the documentation
  125669. */
  125670. lensStarTexture: Nullable<Texture>;
  125671. /**
  125672. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  125673. * flare effect by taking account of the dirt texture
  125674. */
  125675. lensFlareDirtTexture: Nullable<Texture>;
  125676. /**
  125677. * Represents the focal length for the depth of field effect
  125678. */
  125679. depthOfFieldDistance: number;
  125680. /**
  125681. * Represents the blur intensity for the blurred part of the depth of field effect
  125682. */
  125683. depthOfFieldBlurWidth: number;
  125684. /**
  125685. * Gets how much the image is blurred by the movement while using the motion blur post-process
  125686. */
  125687. /**
  125688. * Sets how much the image is blurred by the movement while using the motion blur post-process
  125689. */
  125690. motionStrength: number;
  125691. /**
  125692. * Gets wether or not the motion blur post-process is object based or screen based.
  125693. */
  125694. /**
  125695. * Sets wether or not the motion blur post-process should be object based or screen based
  125696. */
  125697. objectBasedMotionBlur: boolean;
  125698. /**
  125699. * List of animations for the pipeline (IAnimatable implementation)
  125700. */
  125701. animations: Animation[];
  125702. /**
  125703. * Private members
  125704. */
  125705. private _scene;
  125706. private _currentDepthOfFieldSource;
  125707. private _basePostProcess;
  125708. private _fixedExposure;
  125709. private _currentExposure;
  125710. private _hdrAutoExposure;
  125711. private _hdrCurrentLuminance;
  125712. private _motionStrength;
  125713. private _isObjectBasedMotionBlur;
  125714. private _floatTextureType;
  125715. private _camerasToBeAttached;
  125716. private _ratio;
  125717. private _bloomEnabled;
  125718. private _depthOfFieldEnabled;
  125719. private _vlsEnabled;
  125720. private _lensFlareEnabled;
  125721. private _hdrEnabled;
  125722. private _motionBlurEnabled;
  125723. private _fxaaEnabled;
  125724. private _motionBlurSamples;
  125725. private _volumetricLightStepsCount;
  125726. private _samples;
  125727. /**
  125728. * @ignore
  125729. * Specifies if the bloom pipeline is enabled
  125730. */
  125731. BloomEnabled: boolean;
  125732. /**
  125733. * @ignore
  125734. * Specifies if the depth of field pipeline is enabed
  125735. */
  125736. DepthOfFieldEnabled: boolean;
  125737. /**
  125738. * @ignore
  125739. * Specifies if the lens flare pipeline is enabed
  125740. */
  125741. LensFlareEnabled: boolean;
  125742. /**
  125743. * @ignore
  125744. * Specifies if the HDR pipeline is enabled
  125745. */
  125746. HDREnabled: boolean;
  125747. /**
  125748. * @ignore
  125749. * Specifies if the volumetric lights scattering effect is enabled
  125750. */
  125751. VLSEnabled: boolean;
  125752. /**
  125753. * @ignore
  125754. * Specifies if the motion blur effect is enabled
  125755. */
  125756. MotionBlurEnabled: boolean;
  125757. /**
  125758. * Specifies if anti-aliasing is enabled
  125759. */
  125760. fxaaEnabled: boolean;
  125761. /**
  125762. * Specifies the number of steps used to calculate the volumetric lights
  125763. * Typically in interval [50, 200]
  125764. */
  125765. volumetricLightStepsCount: number;
  125766. /**
  125767. * Specifies the number of samples used for the motion blur effect
  125768. * Typically in interval [16, 64]
  125769. */
  125770. motionBlurSamples: number;
  125771. /**
  125772. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  125773. */
  125774. samples: number;
  125775. /**
  125776. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  125777. * @constructor
  125778. * @param name The rendering pipeline name
  125779. * @param scene The scene linked to this pipeline
  125780. * @param ratio The size of the postprocesses (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)
  125781. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  125782. * @param cameras The array of cameras that the rendering pipeline will be attached to
  125783. */
  125784. constructor(name: string, scene: Scene, ratio: number, originalPostProcess?: Nullable<PostProcess>, cameras?: Camera[]);
  125785. private _buildPipeline;
  125786. private _createDownSampleX4PostProcess;
  125787. private _createBrightPassPostProcess;
  125788. private _createBlurPostProcesses;
  125789. private _createTextureAdderPostProcess;
  125790. private _createVolumetricLightPostProcess;
  125791. private _createLuminancePostProcesses;
  125792. private _createHdrPostProcess;
  125793. private _createLensFlarePostProcess;
  125794. private _createDepthOfFieldPostProcess;
  125795. private _createMotionBlurPostProcess;
  125796. private _getDepthTexture;
  125797. private _disposePostProcesses;
  125798. /**
  125799. * Dispose of the pipeline and stop all post processes
  125800. */
  125801. dispose(): void;
  125802. /**
  125803. * Serialize the rendering pipeline (Used when exporting)
  125804. * @returns the serialized object
  125805. */
  125806. serialize(): any;
  125807. /**
  125808. * Parse the serialized pipeline
  125809. * @param source Source pipeline.
  125810. * @param scene The scene to load the pipeline to.
  125811. * @param rootUrl The URL of the serialized pipeline.
  125812. * @returns An instantiated pipeline from the serialized object.
  125813. */
  125814. static Parse(source: any, scene: Scene, rootUrl: string): StandardRenderingPipeline;
  125815. /**
  125816. * Luminance steps
  125817. */
  125818. static LuminanceSteps: number;
  125819. }
  125820. }
  125821. declare module BABYLON {
  125822. /** @hidden */
  125823. export var tonemapPixelShader: {
  125824. name: string;
  125825. shader: string;
  125826. };
  125827. }
  125828. declare module BABYLON {
  125829. /** Defines operator used for tonemapping */
  125830. export enum TonemappingOperator {
  125831. /** Hable */
  125832. Hable = 0,
  125833. /** Reinhard */
  125834. Reinhard = 1,
  125835. /** HejiDawson */
  125836. HejiDawson = 2,
  125837. /** Photographic */
  125838. Photographic = 3
  125839. }
  125840. /**
  125841. * Defines a post process to apply tone mapping
  125842. */
  125843. export class TonemapPostProcess extends PostProcess {
  125844. private _operator;
  125845. /** Defines the required exposure adjustement */
  125846. exposureAdjustment: number;
  125847. /**
  125848. * Creates a new TonemapPostProcess
  125849. * @param name defines the name of the postprocess
  125850. * @param _operator defines the operator to use
  125851. * @param exposureAdjustment defines the required exposure adjustement
  125852. * @param camera defines the camera to use (can be null)
  125853. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  125854. * @param engine defines the hosting engine (can be ignore if camera is set)
  125855. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  125856. */
  125857. constructor(name: string, _operator: TonemappingOperator,
  125858. /** Defines the required exposure adjustement */
  125859. exposureAdjustment: number, camera: Camera, samplingMode?: number, engine?: Engine, textureFormat?: number);
  125860. }
  125861. }
  125862. declare module BABYLON {
  125863. /** @hidden */
  125864. export var depthVertexShader: {
  125865. name: string;
  125866. shader: string;
  125867. };
  125868. }
  125869. declare module BABYLON {
  125870. /** @hidden */
  125871. export var volumetricLightScatteringPixelShader: {
  125872. name: string;
  125873. shader: string;
  125874. };
  125875. }
  125876. declare module BABYLON {
  125877. /** @hidden */
  125878. export var volumetricLightScatteringPassVertexShader: {
  125879. name: string;
  125880. shader: string;
  125881. };
  125882. }
  125883. declare module BABYLON {
  125884. /** @hidden */
  125885. export var volumetricLightScatteringPassPixelShader: {
  125886. name: string;
  125887. shader: string;
  125888. };
  125889. }
  125890. declare module BABYLON {
  125891. /**
  125892. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  125893. */
  125894. export class VolumetricLightScatteringPostProcess extends PostProcess {
  125895. private _volumetricLightScatteringPass;
  125896. private _volumetricLightScatteringRTT;
  125897. private _viewPort;
  125898. private _screenCoordinates;
  125899. private _cachedDefines;
  125900. /**
  125901. * If not undefined, the mesh position is computed from the attached node position
  125902. */
  125903. attachedNode: {
  125904. position: Vector3;
  125905. };
  125906. /**
  125907. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  125908. */
  125909. customMeshPosition: Vector3;
  125910. /**
  125911. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  125912. */
  125913. useCustomMeshPosition: boolean;
  125914. /**
  125915. * If the post-process should inverse the light scattering direction
  125916. */
  125917. invert: boolean;
  125918. /**
  125919. * The internal mesh used by the post-process
  125920. */
  125921. mesh: Mesh;
  125922. /**
  125923. * @hidden
  125924. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  125925. */
  125926. useDiffuseColor: boolean;
  125927. /**
  125928. * Array containing the excluded meshes not rendered in the internal pass
  125929. */
  125930. excludedMeshes: AbstractMesh[];
  125931. /**
  125932. * Controls the overall intensity of the post-process
  125933. */
  125934. exposure: number;
  125935. /**
  125936. * Dissipates each sample's contribution in range [0, 1]
  125937. */
  125938. decay: number;
  125939. /**
  125940. * Controls the overall intensity of each sample
  125941. */
  125942. weight: number;
  125943. /**
  125944. * Controls the density of each sample
  125945. */
  125946. density: number;
  125947. /**
  125948. * @constructor
  125949. * @param name The post-process name
  125950. * @param ratio The size of the post-process and/or internal pass (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)
  125951. * @param camera The camera that the post-process will be attached to
  125952. * @param mesh The mesh used to create the light scattering
  125953. * @param samples The post-process quality, default 100
  125954. * @param samplingModeThe post-process filtering mode
  125955. * @param engine The babylon engine
  125956. * @param reusable If the post-process is reusable
  125957. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  125958. */
  125959. constructor(name: string, ratio: any, camera: Camera, mesh?: Mesh, samples?: number, samplingMode?: number, engine?: Engine, reusable?: boolean, scene?: Scene);
  125960. /**
  125961. * Returns the string "VolumetricLightScatteringPostProcess"
  125962. * @returns "VolumetricLightScatteringPostProcess"
  125963. */
  125964. getClassName(): string;
  125965. private _isReady;
  125966. /**
  125967. * Sets the new light position for light scattering effect
  125968. * @param position The new custom light position
  125969. */
  125970. setCustomMeshPosition(position: Vector3): void;
  125971. /**
  125972. * Returns the light position for light scattering effect
  125973. * @return Vector3 The custom light position
  125974. */
  125975. getCustomMeshPosition(): Vector3;
  125976. /**
  125977. * Disposes the internal assets and detaches the post-process from the camera
  125978. */
  125979. dispose(camera: Camera): void;
  125980. /**
  125981. * Returns the render target texture used by the post-process
  125982. * @return the render target texture used by the post-process
  125983. */
  125984. getPass(): RenderTargetTexture;
  125985. private _meshExcluded;
  125986. private _createPass;
  125987. private _updateMeshScreenCoordinates;
  125988. /**
  125989. * Creates a default mesh for the Volumeric Light Scattering post-process
  125990. * @param name The mesh name
  125991. * @param scene The scene where to create the mesh
  125992. * @return the default mesh
  125993. */
  125994. static CreateDefaultMesh(name: string, scene: Scene): Mesh;
  125995. }
  125996. }
  125997. declare module BABYLON {
  125998. interface Scene {
  125999. /** @hidden (Backing field) */
  126000. _boundingBoxRenderer: BoundingBoxRenderer;
  126001. /** @hidden (Backing field) */
  126002. _forceShowBoundingBoxes: boolean;
  126003. /**
  126004. * Gets or sets a boolean indicating if all bounding boxes must be rendered
  126005. */
  126006. forceShowBoundingBoxes: boolean;
  126007. /**
  126008. * Gets the bounding box renderer associated with the scene
  126009. * @returns a BoundingBoxRenderer
  126010. */
  126011. getBoundingBoxRenderer(): BoundingBoxRenderer;
  126012. }
  126013. interface AbstractMesh {
  126014. /** @hidden (Backing field) */
  126015. _showBoundingBox: boolean;
  126016. /**
  126017. * Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)
  126018. */
  126019. showBoundingBox: boolean;
  126020. }
  126021. /**
  126022. * Component responsible of rendering the bounding box of the meshes in a scene.
  126023. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  126024. */
  126025. export class BoundingBoxRenderer implements ISceneComponent {
  126026. /**
  126027. * The component name helpfull to identify the component in the list of scene components.
  126028. */
  126029. readonly name: string;
  126030. /**
  126031. * The scene the component belongs to.
  126032. */
  126033. scene: Scene;
  126034. /**
  126035. * Color of the bounding box lines placed in front of an object
  126036. */
  126037. frontColor: Color3;
  126038. /**
  126039. * Color of the bounding box lines placed behind an object
  126040. */
  126041. backColor: Color3;
  126042. /**
  126043. * Defines if the renderer should show the back lines or not
  126044. */
  126045. showBackLines: boolean;
  126046. /**
  126047. * @hidden
  126048. */
  126049. renderList: SmartArray<BoundingBox>;
  126050. private _colorShader;
  126051. private _vertexBuffers;
  126052. private _indexBuffer;
  126053. private _fillIndexBuffer;
  126054. private _fillIndexData;
  126055. /**
  126056. * Instantiates a new bounding box renderer in a scene.
  126057. * @param scene the scene the renderer renders in
  126058. */
  126059. constructor(scene: Scene);
  126060. /**
  126061. * Registers the component in a given scene
  126062. */
  126063. register(): void;
  126064. private _evaluateSubMesh;
  126065. private _activeMesh;
  126066. private _prepareRessources;
  126067. private _createIndexBuffer;
  126068. /**
  126069. * Rebuilds the elements related to this component in case of
  126070. * context lost for instance.
  126071. */
  126072. rebuild(): void;
  126073. /**
  126074. * @hidden
  126075. */
  126076. reset(): void;
  126077. /**
  126078. * Render the bounding boxes of a specific rendering group
  126079. * @param renderingGroupId defines the rendering group to render
  126080. */
  126081. render(renderingGroupId: number): void;
  126082. /**
  126083. * In case of occlusion queries, we can render the occlusion bounding box through this method
  126084. * @param mesh Define the mesh to render the occlusion bounding box for
  126085. */
  126086. renderOcclusionBoundingBox(mesh: AbstractMesh): void;
  126087. /**
  126088. * Dispose and release the resources attached to this renderer.
  126089. */
  126090. dispose(): void;
  126091. }
  126092. }
  126093. declare module BABYLON {
  126094. /** @hidden */
  126095. export var depthPixelShader: {
  126096. name: string;
  126097. shader: string;
  126098. };
  126099. }
  126100. declare module BABYLON {
  126101. /**
  126102. * This represents a depth renderer in Babylon.
  126103. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  126104. */
  126105. export class DepthRenderer {
  126106. private _scene;
  126107. private _depthMap;
  126108. private _effect;
  126109. private readonly _storeNonLinearDepth;
  126110. private readonly _clearColor;
  126111. /** Get if the depth renderer is using packed depth or not */
  126112. readonly isPacked: boolean;
  126113. private _cachedDefines;
  126114. private _camera;
  126115. /**
  126116. * Specifiess that the depth renderer will only be used within
  126117. * the camera it is created for.
  126118. * This can help forcing its rendering during the camera processing.
  126119. */
  126120. useOnlyInActiveCamera: boolean;
  126121. /** @hidden */
  126122. static _SceneComponentInitialization: (scene: Scene) => void;
  126123. /**
  126124. * Instantiates a depth renderer
  126125. * @param scene The scene the renderer belongs to
  126126. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  126127. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  126128. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  126129. */
  126130. constructor(scene: Scene, type?: number, camera?: Nullable<Camera>, storeNonLinearDepth?: boolean);
  126131. /**
  126132. * Creates the depth rendering effect and checks if the effect is ready.
  126133. * @param subMesh The submesh to be used to render the depth map of
  126134. * @param useInstances If multiple world instances should be used
  126135. * @returns if the depth renderer is ready to render the depth map
  126136. */
  126137. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  126138. /**
  126139. * Gets the texture which the depth map will be written to.
  126140. * @returns The depth map texture
  126141. */
  126142. getDepthMap(): RenderTargetTexture;
  126143. /**
  126144. * Disposes of the depth renderer.
  126145. */
  126146. dispose(): void;
  126147. }
  126148. }
  126149. declare module BABYLON {
  126150. interface Scene {
  126151. /** @hidden (Backing field) */
  126152. _depthRenderer: {
  126153. [id: string]: DepthRenderer;
  126154. };
  126155. /**
  126156. * Creates a depth renderer a given camera which contains a depth map which can be used for post processing.
  126157. * @param camera The camera to create the depth renderer on (default: scene's active camera)
  126158. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  126159. * @returns the created depth renderer
  126160. */
  126161. enableDepthRenderer(camera?: Nullable<Camera>, storeNonLinearDepth?: boolean): DepthRenderer;
  126162. /**
  126163. * Disables a depth renderer for a given camera
  126164. * @param camera The camera to disable the depth renderer on (default: scene's active camera)
  126165. */
  126166. disableDepthRenderer(camera?: Nullable<Camera>): void;
  126167. }
  126168. /**
  126169. * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
  126170. * in several rendering techniques.
  126171. */
  126172. export class DepthRendererSceneComponent implements ISceneComponent {
  126173. /**
  126174. * The component name helpfull to identify the component in the list of scene components.
  126175. */
  126176. readonly name: string;
  126177. /**
  126178. * The scene the component belongs to.
  126179. */
  126180. scene: Scene;
  126181. /**
  126182. * Creates a new instance of the component for the given scene
  126183. * @param scene Defines the scene to register the component in
  126184. */
  126185. constructor(scene: Scene);
  126186. /**
  126187. * Registers the component in a given scene
  126188. */
  126189. register(): void;
  126190. /**
  126191. * Rebuilds the elements related to this component in case of
  126192. * context lost for instance.
  126193. */
  126194. rebuild(): void;
  126195. /**
  126196. * Disposes the component and the associated ressources
  126197. */
  126198. dispose(): void;
  126199. private _gatherRenderTargets;
  126200. private _gatherActiveCameraRenderTargets;
  126201. }
  126202. }
  126203. declare module BABYLON {
  126204. /** @hidden */
  126205. export var outlinePixelShader: {
  126206. name: string;
  126207. shader: string;
  126208. };
  126209. }
  126210. declare module BABYLON {
  126211. /** @hidden */
  126212. export var outlineVertexShader: {
  126213. name: string;
  126214. shader: string;
  126215. };
  126216. }
  126217. declare module BABYLON {
  126218. interface Scene {
  126219. /** @hidden */
  126220. _outlineRenderer: OutlineRenderer;
  126221. /**
  126222. * Gets the outline renderer associated with the scene
  126223. * @returns a OutlineRenderer
  126224. */
  126225. getOutlineRenderer(): OutlineRenderer;
  126226. }
  126227. interface AbstractMesh {
  126228. /** @hidden (Backing field) */
  126229. _renderOutline: boolean;
  126230. /**
  126231. * Gets or sets a boolean indicating if the outline must be rendered as well
  126232. * @see https://www.babylonjs-playground.com/#10WJ5S#3
  126233. */
  126234. renderOutline: boolean;
  126235. /** @hidden (Backing field) */
  126236. _renderOverlay: boolean;
  126237. /**
  126238. * Gets or sets a boolean indicating if the overlay must be rendered as well
  126239. * @see https://www.babylonjs-playground.com/#10WJ5S#2
  126240. */
  126241. renderOverlay: boolean;
  126242. }
  126243. /**
  126244. * This class is responsible to draw bothe outline/overlay of meshes.
  126245. * It should not be used directly but through the available method on mesh.
  126246. */
  126247. export class OutlineRenderer implements ISceneComponent {
  126248. /**
  126249. * Stencil value used to avoid outline being seen within the mesh when the mesh is transparent
  126250. */
  126251. private static _StencilReference;
  126252. /**
  126253. * The name of the component. Each component must have a unique name.
  126254. */
  126255. name: string;
  126256. /**
  126257. * The scene the component belongs to.
  126258. */
  126259. scene: Scene;
  126260. /**
  126261. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  126262. */
  126263. zOffset: number;
  126264. private _engine;
  126265. private _effect;
  126266. private _cachedDefines;
  126267. private _savedDepthWrite;
  126268. /**
  126269. * Instantiates a new outline renderer. (There could be only one per scene).
  126270. * @param scene Defines the scene it belongs to
  126271. */
  126272. constructor(scene: Scene);
  126273. /**
  126274. * Register the component to one instance of a scene.
  126275. */
  126276. register(): void;
  126277. /**
  126278. * Rebuilds the elements related to this component in case of
  126279. * context lost for instance.
  126280. */
  126281. rebuild(): void;
  126282. /**
  126283. * Disposes the component and the associated ressources.
  126284. */
  126285. dispose(): void;
  126286. /**
  126287. * Renders the outline in the canvas.
  126288. * @param subMesh Defines the sumesh to render
  126289. * @param batch Defines the batch of meshes in case of instances
  126290. * @param useOverlay Defines if the rendering is for the overlay or the outline
  126291. */
  126292. render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
  126293. /**
  126294. * Returns whether or not the outline renderer is ready for a given submesh.
  126295. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  126296. * @param subMesh Defines the submesh to check readyness for
  126297. * @param useInstances Defines wheter wee are trying to render instances or not
  126298. * @returns true if ready otherwise false
  126299. */
  126300. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  126301. private _beforeRenderingMesh;
  126302. private _afterRenderingMesh;
  126303. }
  126304. }
  126305. declare module BABYLON {
  126306. /**
  126307. * Class used to manage multiple sprites of different sizes on the same spritesheet
  126308. * @see http://doc.babylonjs.com/babylon101/sprites
  126309. */
  126310. export class SpritePackedManager extends SpriteManager {
  126311. /** defines the packed manager's name */
  126312. name: string;
  126313. /**
  126314. * Creates a new sprite manager from a packed sprite sheet
  126315. * @param name defines the manager's name
  126316. * @param imgUrl defines the sprite sheet url
  126317. * @param capacity defines the maximum allowed number of sprites
  126318. * @param scene defines the hosting scene
  126319. * @param spriteJSON null otherwise a JSON object defining sprite sheet data
  126320. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  126321. * @param samplingMode defines the smapling mode to use with spritesheet
  126322. * @param fromPacked set to true; do not alter
  126323. */
  126324. constructor(
  126325. /** defines the packed manager's name */
  126326. name: string, imgUrl: string, capacity: number, scene: Scene, spriteJSON?: string | null, epsilon?: number, samplingMode?: number);
  126327. }
  126328. }
  126329. declare module BABYLON {
  126330. /**
  126331. * Defines the list of states available for a task inside a AssetsManager
  126332. */
  126333. export enum AssetTaskState {
  126334. /**
  126335. * Initialization
  126336. */
  126337. INIT = 0,
  126338. /**
  126339. * Running
  126340. */
  126341. RUNNING = 1,
  126342. /**
  126343. * Done
  126344. */
  126345. DONE = 2,
  126346. /**
  126347. * Error
  126348. */
  126349. ERROR = 3
  126350. }
  126351. /**
  126352. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  126353. */
  126354. export abstract class AbstractAssetTask {
  126355. /**
  126356. * Task name
  126357. */ name: string;
  126358. /**
  126359. * Callback called when the task is successful
  126360. */
  126361. onSuccess: (task: any) => void;
  126362. /**
  126363. * Callback called when the task is not successful
  126364. */
  126365. onError: (task: any, message?: string, exception?: any) => void;
  126366. /**
  126367. * Creates a new AssetsManager
  126368. * @param name defines the name of the task
  126369. */
  126370. constructor(
  126371. /**
  126372. * Task name
  126373. */ name: string);
  126374. private _isCompleted;
  126375. private _taskState;
  126376. private _errorObject;
  126377. /**
  126378. * Get if the task is completed
  126379. */
  126380. readonly isCompleted: boolean;
  126381. /**
  126382. * Gets the current state of the task
  126383. */
  126384. readonly taskState: AssetTaskState;
  126385. /**
  126386. * Gets the current error object (if task is in error)
  126387. */
  126388. readonly errorObject: {
  126389. message?: string;
  126390. exception?: any;
  126391. };
  126392. /**
  126393. * Internal only
  126394. * @hidden
  126395. */
  126396. _setErrorObject(message?: string, exception?: any): void;
  126397. /**
  126398. * Execute the current task
  126399. * @param scene defines the scene where you want your assets to be loaded
  126400. * @param onSuccess is a callback called when the task is successfully executed
  126401. * @param onError is a callback called if an error occurs
  126402. */
  126403. run(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  126404. /**
  126405. * Execute the current task
  126406. * @param scene defines the scene where you want your assets to be loaded
  126407. * @param onSuccess is a callback called when the task is successfully executed
  126408. * @param onError is a callback called if an error occurs
  126409. */
  126410. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  126411. /**
  126412. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  126413. * This can be used with failed tasks that have the reason for failure fixed.
  126414. */
  126415. reset(): void;
  126416. private onErrorCallback;
  126417. private onDoneCallback;
  126418. }
  126419. /**
  126420. * Define the interface used by progress events raised during assets loading
  126421. */
  126422. export interface IAssetsProgressEvent {
  126423. /**
  126424. * Defines the number of remaining tasks to process
  126425. */
  126426. remainingCount: number;
  126427. /**
  126428. * Defines the total number of tasks
  126429. */
  126430. totalCount: number;
  126431. /**
  126432. * Defines the task that was just processed
  126433. */
  126434. task: AbstractAssetTask;
  126435. }
  126436. /**
  126437. * Class used to share progress information about assets loading
  126438. */
  126439. export class AssetsProgressEvent implements IAssetsProgressEvent {
  126440. /**
  126441. * Defines the number of remaining tasks to process
  126442. */
  126443. remainingCount: number;
  126444. /**
  126445. * Defines the total number of tasks
  126446. */
  126447. totalCount: number;
  126448. /**
  126449. * Defines the task that was just processed
  126450. */
  126451. task: AbstractAssetTask;
  126452. /**
  126453. * Creates a AssetsProgressEvent
  126454. * @param remainingCount defines the number of remaining tasks to process
  126455. * @param totalCount defines the total number of tasks
  126456. * @param task defines the task that was just processed
  126457. */
  126458. constructor(remainingCount: number, totalCount: number, task: AbstractAssetTask);
  126459. }
  126460. /**
  126461. * Define a task used by AssetsManager to load meshes
  126462. */
  126463. export class MeshAssetTask extends AbstractAssetTask {
  126464. /**
  126465. * Defines the name of the task
  126466. */
  126467. name: string;
  126468. /**
  126469. * Defines the list of mesh's names you want to load
  126470. */
  126471. meshesNames: any;
  126472. /**
  126473. * Defines the root url to use as a base to load your meshes and associated resources
  126474. */
  126475. rootUrl: string;
  126476. /**
  126477. * Defines the filename of the scene to load from
  126478. */
  126479. sceneFilename: string;
  126480. /**
  126481. * Gets the list of loaded meshes
  126482. */
  126483. loadedMeshes: Array<AbstractMesh>;
  126484. /**
  126485. * Gets the list of loaded particle systems
  126486. */
  126487. loadedParticleSystems: Array<IParticleSystem>;
  126488. /**
  126489. * Gets the list of loaded skeletons
  126490. */
  126491. loadedSkeletons: Array<Skeleton>;
  126492. /**
  126493. * Gets the list of loaded animation groups
  126494. */
  126495. loadedAnimationGroups: Array<AnimationGroup>;
  126496. /**
  126497. * Callback called when the task is successful
  126498. */
  126499. onSuccess: (task: MeshAssetTask) => void;
  126500. /**
  126501. * Callback called when the task is successful
  126502. */
  126503. onError: (task: MeshAssetTask, message?: string, exception?: any) => void;
  126504. /**
  126505. * Creates a new MeshAssetTask
  126506. * @param name defines the name of the task
  126507. * @param meshesNames defines the list of mesh's names you want to load
  126508. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  126509. * @param sceneFilename defines the filename of the scene to load from
  126510. */
  126511. constructor(
  126512. /**
  126513. * Defines the name of the task
  126514. */
  126515. name: string,
  126516. /**
  126517. * Defines the list of mesh's names you want to load
  126518. */
  126519. meshesNames: any,
  126520. /**
  126521. * Defines the root url to use as a base to load your meshes and associated resources
  126522. */
  126523. rootUrl: string,
  126524. /**
  126525. * Defines the filename of the scene to load from
  126526. */
  126527. sceneFilename: string);
  126528. /**
  126529. * Execute the current task
  126530. * @param scene defines the scene where you want your assets to be loaded
  126531. * @param onSuccess is a callback called when the task is successfully executed
  126532. * @param onError is a callback called if an error occurs
  126533. */
  126534. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  126535. }
  126536. /**
  126537. * Define a task used by AssetsManager to load text content
  126538. */
  126539. export class TextFileAssetTask extends AbstractAssetTask {
  126540. /**
  126541. * Defines the name of the task
  126542. */
  126543. name: string;
  126544. /**
  126545. * Defines the location of the file to load
  126546. */
  126547. url: string;
  126548. /**
  126549. * Gets the loaded text string
  126550. */
  126551. text: string;
  126552. /**
  126553. * Callback called when the task is successful
  126554. */
  126555. onSuccess: (task: TextFileAssetTask) => void;
  126556. /**
  126557. * Callback called when the task is successful
  126558. */
  126559. onError: (task: TextFileAssetTask, message?: string, exception?: any) => void;
  126560. /**
  126561. * Creates a new TextFileAssetTask object
  126562. * @param name defines the name of the task
  126563. * @param url defines the location of the file to load
  126564. */
  126565. constructor(
  126566. /**
  126567. * Defines the name of the task
  126568. */
  126569. name: string,
  126570. /**
  126571. * Defines the location of the file to load
  126572. */
  126573. url: string);
  126574. /**
  126575. * Execute the current task
  126576. * @param scene defines the scene where you want your assets to be loaded
  126577. * @param onSuccess is a callback called when the task is successfully executed
  126578. * @param onError is a callback called if an error occurs
  126579. */
  126580. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  126581. }
  126582. /**
  126583. * Define a task used by AssetsManager to load binary data
  126584. */
  126585. export class BinaryFileAssetTask extends AbstractAssetTask {
  126586. /**
  126587. * Defines the name of the task
  126588. */
  126589. name: string;
  126590. /**
  126591. * Defines the location of the file to load
  126592. */
  126593. url: string;
  126594. /**
  126595. * Gets the lodaded data (as an array buffer)
  126596. */
  126597. data: ArrayBuffer;
  126598. /**
  126599. * Callback called when the task is successful
  126600. */
  126601. onSuccess: (task: BinaryFileAssetTask) => void;
  126602. /**
  126603. * Callback called when the task is successful
  126604. */
  126605. onError: (task: BinaryFileAssetTask, message?: string, exception?: any) => void;
  126606. /**
  126607. * Creates a new BinaryFileAssetTask object
  126608. * @param name defines the name of the new task
  126609. * @param url defines the location of the file to load
  126610. */
  126611. constructor(
  126612. /**
  126613. * Defines the name of the task
  126614. */
  126615. name: string,
  126616. /**
  126617. * Defines the location of the file to load
  126618. */
  126619. url: string);
  126620. /**
  126621. * Execute the current task
  126622. * @param scene defines the scene where you want your assets to be loaded
  126623. * @param onSuccess is a callback called when the task is successfully executed
  126624. * @param onError is a callback called if an error occurs
  126625. */
  126626. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  126627. }
  126628. /**
  126629. * Define a task used by AssetsManager to load images
  126630. */
  126631. export class ImageAssetTask extends AbstractAssetTask {
  126632. /**
  126633. * Defines the name of the task
  126634. */
  126635. name: string;
  126636. /**
  126637. * Defines the location of the image to load
  126638. */
  126639. url: string;
  126640. /**
  126641. * Gets the loaded images
  126642. */
  126643. image: HTMLImageElement;
  126644. /**
  126645. * Callback called when the task is successful
  126646. */
  126647. onSuccess: (task: ImageAssetTask) => void;
  126648. /**
  126649. * Callback called when the task is successful
  126650. */
  126651. onError: (task: ImageAssetTask, message?: string, exception?: any) => void;
  126652. /**
  126653. * Creates a new ImageAssetTask
  126654. * @param name defines the name of the task
  126655. * @param url defines the location of the image to load
  126656. */
  126657. constructor(
  126658. /**
  126659. * Defines the name of the task
  126660. */
  126661. name: string,
  126662. /**
  126663. * Defines the location of the image to load
  126664. */
  126665. url: string);
  126666. /**
  126667. * Execute the current task
  126668. * @param scene defines the scene where you want your assets to be loaded
  126669. * @param onSuccess is a callback called when the task is successfully executed
  126670. * @param onError is a callback called if an error occurs
  126671. */
  126672. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  126673. }
  126674. /**
  126675. * Defines the interface used by texture loading tasks
  126676. */
  126677. export interface ITextureAssetTask<TEX extends BaseTexture> {
  126678. /**
  126679. * Gets the loaded texture
  126680. */
  126681. texture: TEX;
  126682. }
  126683. /**
  126684. * Define a task used by AssetsManager to load 2D textures
  126685. */
  126686. export class TextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<Texture> {
  126687. /**
  126688. * Defines the name of the task
  126689. */
  126690. name: string;
  126691. /**
  126692. * Defines the location of the file to load
  126693. */
  126694. url: string;
  126695. /**
  126696. * Defines if mipmap should not be generated (default is false)
  126697. */
  126698. noMipmap?: boolean | undefined;
  126699. /**
  126700. * Defines if texture must be inverted on Y axis (default is false)
  126701. */
  126702. invertY?: boolean | undefined;
  126703. /**
  126704. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  126705. */
  126706. samplingMode: number;
  126707. /**
  126708. * Gets the loaded texture
  126709. */
  126710. texture: Texture;
  126711. /**
  126712. * Callback called when the task is successful
  126713. */
  126714. onSuccess: (task: TextureAssetTask) => void;
  126715. /**
  126716. * Callback called when the task is successful
  126717. */
  126718. onError: (task: TextureAssetTask, message?: string, exception?: any) => void;
  126719. /**
  126720. * Creates a new TextureAssetTask object
  126721. * @param name defines the name of the task
  126722. * @param url defines the location of the file to load
  126723. * @param noMipmap defines if mipmap should not be generated (default is false)
  126724. * @param invertY defines if texture must be inverted on Y axis (default is false)
  126725. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  126726. */
  126727. constructor(
  126728. /**
  126729. * Defines the name of the task
  126730. */
  126731. name: string,
  126732. /**
  126733. * Defines the location of the file to load
  126734. */
  126735. url: string,
  126736. /**
  126737. * Defines if mipmap should not be generated (default is false)
  126738. */
  126739. noMipmap?: boolean | undefined,
  126740. /**
  126741. * Defines if texture must be inverted on Y axis (default is false)
  126742. */
  126743. invertY?: boolean | undefined,
  126744. /**
  126745. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  126746. */
  126747. samplingMode?: number);
  126748. /**
  126749. * Execute the current task
  126750. * @param scene defines the scene where you want your assets to be loaded
  126751. * @param onSuccess is a callback called when the task is successfully executed
  126752. * @param onError is a callback called if an error occurs
  126753. */
  126754. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  126755. }
  126756. /**
  126757. * Define a task used by AssetsManager to load cube textures
  126758. */
  126759. export class CubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<CubeTexture> {
  126760. /**
  126761. * Defines the name of the task
  126762. */
  126763. name: string;
  126764. /**
  126765. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  126766. */
  126767. url: string;
  126768. /**
  126769. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  126770. */
  126771. extensions?: string[] | undefined;
  126772. /**
  126773. * Defines if mipmaps should not be generated (default is false)
  126774. */
  126775. noMipmap?: boolean | undefined;
  126776. /**
  126777. * Defines the explicit list of files (undefined by default)
  126778. */
  126779. files?: string[] | undefined;
  126780. /**
  126781. * Gets the loaded texture
  126782. */
  126783. texture: CubeTexture;
  126784. /**
  126785. * Callback called when the task is successful
  126786. */
  126787. onSuccess: (task: CubeTextureAssetTask) => void;
  126788. /**
  126789. * Callback called when the task is successful
  126790. */
  126791. onError: (task: CubeTextureAssetTask, message?: string, exception?: any) => void;
  126792. /**
  126793. * Creates a new CubeTextureAssetTask
  126794. * @param name defines the name of the task
  126795. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  126796. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  126797. * @param noMipmap defines if mipmaps should not be generated (default is false)
  126798. * @param files defines the explicit list of files (undefined by default)
  126799. */
  126800. constructor(
  126801. /**
  126802. * Defines the name of the task
  126803. */
  126804. name: string,
  126805. /**
  126806. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  126807. */
  126808. url: string,
  126809. /**
  126810. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  126811. */
  126812. extensions?: string[] | undefined,
  126813. /**
  126814. * Defines if mipmaps should not be generated (default is false)
  126815. */
  126816. noMipmap?: boolean | undefined,
  126817. /**
  126818. * Defines the explicit list of files (undefined by default)
  126819. */
  126820. files?: string[] | undefined);
  126821. /**
  126822. * Execute the current task
  126823. * @param scene defines the scene where you want your assets to be loaded
  126824. * @param onSuccess is a callback called when the task is successfully executed
  126825. * @param onError is a callback called if an error occurs
  126826. */
  126827. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  126828. }
  126829. /**
  126830. * Define a task used by AssetsManager to load HDR cube textures
  126831. */
  126832. export class HDRCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<HDRCubeTexture> {
  126833. /**
  126834. * Defines the name of the task
  126835. */
  126836. name: string;
  126837. /**
  126838. * Defines the location of the file to load
  126839. */
  126840. url: string;
  126841. /**
  126842. * Defines the desired size (the more it increases the longer the generation will be)
  126843. */
  126844. size: number;
  126845. /**
  126846. * Defines if mipmaps should not be generated (default is false)
  126847. */
  126848. noMipmap: boolean;
  126849. /**
  126850. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  126851. */
  126852. generateHarmonics: boolean;
  126853. /**
  126854. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
  126855. */
  126856. gammaSpace: boolean;
  126857. /**
  126858. * Internal Use Only
  126859. */
  126860. reserved: boolean;
  126861. /**
  126862. * Gets the loaded texture
  126863. */
  126864. texture: HDRCubeTexture;
  126865. /**
  126866. * Callback called when the task is successful
  126867. */
  126868. onSuccess: (task: HDRCubeTextureAssetTask) => void;
  126869. /**
  126870. * Callback called when the task is successful
  126871. */
  126872. onError: (task: HDRCubeTextureAssetTask, message?: string, exception?: any) => void;
  126873. /**
  126874. * Creates a new HDRCubeTextureAssetTask object
  126875. * @param name defines the name of the task
  126876. * @param url defines the location of the file to load
  126877. * @param size defines the desired size (the more it increases the longer the generation will be) If the size is omitted this implies you are using a preprocessed cubemap.
  126878. * @param noMipmap defines if mipmaps should not be generated (default is false)
  126879. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  126880. * @param gammaSpace specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
  126881. * @param reserved Internal use only
  126882. */
  126883. constructor(
  126884. /**
  126885. * Defines the name of the task
  126886. */
  126887. name: string,
  126888. /**
  126889. * Defines the location of the file to load
  126890. */
  126891. url: string,
  126892. /**
  126893. * Defines the desired size (the more it increases the longer the generation will be)
  126894. */
  126895. size: number,
  126896. /**
  126897. * Defines if mipmaps should not be generated (default is false)
  126898. */
  126899. noMipmap?: boolean,
  126900. /**
  126901. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  126902. */
  126903. generateHarmonics?: boolean,
  126904. /**
  126905. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
  126906. */
  126907. gammaSpace?: boolean,
  126908. /**
  126909. * Internal Use Only
  126910. */
  126911. reserved?: boolean);
  126912. /**
  126913. * Execute the current task
  126914. * @param scene defines the scene where you want your assets to be loaded
  126915. * @param onSuccess is a callback called when the task is successfully executed
  126916. * @param onError is a callback called if an error occurs
  126917. */
  126918. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  126919. }
  126920. /**
  126921. * Define a task used by AssetsManager to load Equirectangular cube textures
  126922. */
  126923. export class EquiRectangularCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<EquiRectangularCubeTexture> {
  126924. /**
  126925. * Defines the name of the task
  126926. */
  126927. name: string;
  126928. /**
  126929. * Defines the location of the file to load
  126930. */
  126931. url: string;
  126932. /**
  126933. * Defines the desired size (the more it increases the longer the generation will be)
  126934. */
  126935. size: number;
  126936. /**
  126937. * Defines if mipmaps should not be generated (default is false)
  126938. */
  126939. noMipmap: boolean;
  126940. /**
  126941. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  126942. * but the standard material would require them in Gamma space) (default is true)
  126943. */
  126944. gammaSpace: boolean;
  126945. /**
  126946. * Gets the loaded texture
  126947. */
  126948. texture: EquiRectangularCubeTexture;
  126949. /**
  126950. * Callback called when the task is successful
  126951. */
  126952. onSuccess: (task: EquiRectangularCubeTextureAssetTask) => void;
  126953. /**
  126954. * Callback called when the task is successful
  126955. */
  126956. onError: (task: EquiRectangularCubeTextureAssetTask, message?: string, exception?: any) => void;
  126957. /**
  126958. * Creates a new EquiRectangularCubeTextureAssetTask object
  126959. * @param name defines the name of the task
  126960. * @param url defines the location of the file to load
  126961. * @param size defines the desired size (the more it increases the longer the generation will be)
  126962. * If the size is omitted this implies you are using a preprocessed cubemap.
  126963. * @param noMipmap defines if mipmaps should not be generated (default is false)
  126964. * @param gammaSpace specifies if the texture will be used in gamma or linear space
  126965. * (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  126966. * (default is true)
  126967. */
  126968. constructor(
  126969. /**
  126970. * Defines the name of the task
  126971. */
  126972. name: string,
  126973. /**
  126974. * Defines the location of the file to load
  126975. */
  126976. url: string,
  126977. /**
  126978. * Defines the desired size (the more it increases the longer the generation will be)
  126979. */
  126980. size: number,
  126981. /**
  126982. * Defines if mipmaps should not be generated (default is false)
  126983. */
  126984. noMipmap?: boolean,
  126985. /**
  126986. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  126987. * but the standard material would require them in Gamma space) (default is true)
  126988. */
  126989. gammaSpace?: boolean);
  126990. /**
  126991. * Execute the current task
  126992. * @param scene defines the scene where you want your assets to be loaded
  126993. * @param onSuccess is a callback called when the task is successfully executed
  126994. * @param onError is a callback called if an error occurs
  126995. */
  126996. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  126997. }
  126998. /**
  126999. * This class can be used to easily import assets into a scene
  127000. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  127001. */
  127002. export class AssetsManager {
  127003. private _scene;
  127004. private _isLoading;
  127005. protected _tasks: AbstractAssetTask[];
  127006. protected _waitingTasksCount: number;
  127007. protected _totalTasksCount: number;
  127008. /**
  127009. * Callback called when all tasks are processed
  127010. */
  127011. onFinish: (tasks: AbstractAssetTask[]) => void;
  127012. /**
  127013. * Callback called when a task is successful
  127014. */
  127015. onTaskSuccess: (task: AbstractAssetTask) => void;
  127016. /**
  127017. * Callback called when a task had an error
  127018. */
  127019. onTaskError: (task: AbstractAssetTask) => void;
  127020. /**
  127021. * Callback called when a task is done (whatever the result is)
  127022. */
  127023. onProgress: (remainingCount: number, totalCount: number, task: AbstractAssetTask) => void;
  127024. /**
  127025. * Observable called when all tasks are processed
  127026. */
  127027. onTaskSuccessObservable: Observable<AbstractAssetTask>;
  127028. /**
  127029. * Observable called when a task had an error
  127030. */
  127031. onTaskErrorObservable: Observable<AbstractAssetTask>;
  127032. /**
  127033. * Observable called when all tasks were executed
  127034. */
  127035. onTasksDoneObservable: Observable<AbstractAssetTask[]>;
  127036. /**
  127037. * Observable called when a task is done (whatever the result is)
  127038. */
  127039. onProgressObservable: Observable<IAssetsProgressEvent>;
  127040. /**
  127041. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  127042. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  127043. */
  127044. useDefaultLoadingScreen: boolean;
  127045. /**
  127046. * Gets or sets a boolean defining if the AssetsManager should automatically hide the loading screen
  127047. * when all assets have been downloaded.
  127048. * If set to false, you need to manually call in hideLoadingUI() once your scene is ready.
  127049. */
  127050. autoHideLoadingUI: boolean;
  127051. /**
  127052. * Creates a new AssetsManager
  127053. * @param scene defines the scene to work on
  127054. */
  127055. constructor(scene: Scene);
  127056. /**
  127057. * Add a MeshAssetTask to the list of active tasks
  127058. * @param taskName defines the name of the new task
  127059. * @param meshesNames defines the name of meshes to load
  127060. * @param rootUrl defines the root url to use to locate files
  127061. * @param sceneFilename defines the filename of the scene file
  127062. * @returns a new MeshAssetTask object
  127063. */
  127064. addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): MeshAssetTask;
  127065. /**
  127066. * Add a TextFileAssetTask to the list of active tasks
  127067. * @param taskName defines the name of the new task
  127068. * @param url defines the url of the file to load
  127069. * @returns a new TextFileAssetTask object
  127070. */
  127071. addTextFileTask(taskName: string, url: string): TextFileAssetTask;
  127072. /**
  127073. * Add a BinaryFileAssetTask to the list of active tasks
  127074. * @param taskName defines the name of the new task
  127075. * @param url defines the url of the file to load
  127076. * @returns a new BinaryFileAssetTask object
  127077. */
  127078. addBinaryFileTask(taskName: string, url: string): BinaryFileAssetTask;
  127079. /**
  127080. * Add a ImageAssetTask to the list of active tasks
  127081. * @param taskName defines the name of the new task
  127082. * @param url defines the url of the file to load
  127083. * @returns a new ImageAssetTask object
  127084. */
  127085. addImageTask(taskName: string, url: string): ImageAssetTask;
  127086. /**
  127087. * Add a TextureAssetTask to the list of active tasks
  127088. * @param taskName defines the name of the new task
  127089. * @param url defines the url of the file to load
  127090. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  127091. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  127092. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  127093. * @returns a new TextureAssetTask object
  127094. */
  127095. addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number): TextureAssetTask;
  127096. /**
  127097. * Add a CubeTextureAssetTask to the list of active tasks
  127098. * @param taskName defines the name of the new task
  127099. * @param url defines the url of the file to load
  127100. * @param extensions defines the extension to use to load the cube map (can be null)
  127101. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  127102. * @param files defines the list of files to load (can be null)
  127103. * @returns a new CubeTextureAssetTask object
  127104. */
  127105. addCubeTextureTask(taskName: string, url: string, extensions?: string[], noMipmap?: boolean, files?: string[]): CubeTextureAssetTask;
  127106. /**
  127107. *
  127108. * Add a HDRCubeTextureAssetTask to the list of active tasks
  127109. * @param taskName defines the name of the new task
  127110. * @param url defines the url of the file to load
  127111. * @param size defines the size you want for the cubemap (can be null)
  127112. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  127113. * @param generateHarmonics defines if you want to automatically generate (true by default)
  127114. * @param gammaSpace specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
  127115. * @param reserved Internal use only
  127116. * @returns a new HDRCubeTextureAssetTask object
  127117. */
  127118. addHDRCubeTextureTask(taskName: string, url: string, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean): HDRCubeTextureAssetTask;
  127119. /**
  127120. *
  127121. * Add a EquiRectangularCubeTextureAssetTask to the list of active tasks
  127122. * @param taskName defines the name of the new task
  127123. * @param url defines the url of the file to load
  127124. * @param size defines the size you want for the cubemap (can be null)
  127125. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  127126. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  127127. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  127128. * @returns a new EquiRectangularCubeTextureAssetTask object
  127129. */
  127130. addEquiRectangularCubeTextureAssetTask(taskName: string, url: string, size: number, noMipmap?: boolean, gammaSpace?: boolean): EquiRectangularCubeTextureAssetTask;
  127131. /**
  127132. * Remove a task from the assets manager.
  127133. * @param task the task to remove
  127134. */
  127135. removeTask(task: AbstractAssetTask): void;
  127136. private _decreaseWaitingTasksCount;
  127137. private _runTask;
  127138. /**
  127139. * Reset the AssetsManager and remove all tasks
  127140. * @return the current instance of the AssetsManager
  127141. */
  127142. reset(): AssetsManager;
  127143. /**
  127144. * Start the loading process
  127145. * @return the current instance of the AssetsManager
  127146. */
  127147. load(): AssetsManager;
  127148. /**
  127149. * Start the loading process as an async operation
  127150. * @return a promise returning the list of failed tasks
  127151. */
  127152. loadAsync(): Promise<void>;
  127153. }
  127154. }
  127155. declare module BABYLON {
  127156. /**
  127157. * Wrapper class for promise with external resolve and reject.
  127158. */
  127159. export class Deferred<T> {
  127160. /**
  127161. * The promise associated with this deferred object.
  127162. */
  127163. readonly promise: Promise<T>;
  127164. private _resolve;
  127165. private _reject;
  127166. /**
  127167. * The resolve method of the promise associated with this deferred object.
  127168. */
  127169. readonly resolve: (value?: T | PromiseLike<T> | undefined) => void;
  127170. /**
  127171. * The reject method of the promise associated with this deferred object.
  127172. */
  127173. readonly reject: (reason?: any) => void;
  127174. /**
  127175. * Constructor for this deferred object.
  127176. */
  127177. constructor();
  127178. }
  127179. }
  127180. declare module BABYLON {
  127181. /**
  127182. * Class used to explode meshes (ie. to have a center and move them away from that center to better see the overall organization)
  127183. */
  127184. export class MeshExploder {
  127185. private _centerMesh;
  127186. private _meshes;
  127187. private _meshesOrigins;
  127188. private _toCenterVectors;
  127189. private _scaledDirection;
  127190. private _newPosition;
  127191. private _centerPosition;
  127192. /**
  127193. * Explodes meshes from a center mesh.
  127194. * @param meshes The meshes to explode.
  127195. * @param centerMesh The mesh to be center of explosion.
  127196. */
  127197. constructor(meshes: Array<Mesh>, centerMesh?: Mesh);
  127198. private _setCenterMesh;
  127199. /**
  127200. * Get class name
  127201. * @returns "MeshExploder"
  127202. */
  127203. getClassName(): string;
  127204. /**
  127205. * "Exploded meshes"
  127206. * @returns Array of meshes with the centerMesh at index 0.
  127207. */
  127208. getMeshes(): Array<Mesh>;
  127209. /**
  127210. * Explodes meshes giving a specific direction
  127211. * @param direction Number to multiply distance of each mesh's origin from center. Use a negative number to implode, or zero to reset.
  127212. */
  127213. explode(direction?: number): void;
  127214. }
  127215. }
  127216. declare module BABYLON {
  127217. /**
  127218. * Class used to help managing file picking and drag'n'drop
  127219. */
  127220. export class FilesInput {
  127221. /**
  127222. * List of files ready to be loaded
  127223. */
  127224. static readonly FilesToLoad: {
  127225. [key: string]: File;
  127226. };
  127227. /**
  127228. * Callback called when a file is processed
  127229. */
  127230. onProcessFileCallback: (file: File, name: string, extension: string) => true;
  127231. private _engine;
  127232. private _currentScene;
  127233. private _sceneLoadedCallback;
  127234. private _progressCallback;
  127235. private _additionalRenderLoopLogicCallback;
  127236. private _textureLoadingCallback;
  127237. private _startingProcessingFilesCallback;
  127238. private _onReloadCallback;
  127239. private _errorCallback;
  127240. private _elementToMonitor;
  127241. private _sceneFileToLoad;
  127242. private _filesToLoad;
  127243. /**
  127244. * Creates a new FilesInput
  127245. * @param engine defines the rendering engine
  127246. * @param scene defines the hosting scene
  127247. * @param sceneLoadedCallback callback called when scene is loaded
  127248. * @param progressCallback callback called to track progress
  127249. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  127250. * @param textureLoadingCallback callback called when a texture is loading
  127251. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  127252. * @param onReloadCallback callback called when a reload is requested
  127253. * @param errorCallback callback call if an error occurs
  127254. */
  127255. constructor(engine: Engine, scene: Scene, sceneLoadedCallback: (sceneFile: File, scene: Scene) => void, progressCallback: (progress: SceneLoaderProgressEvent) => void, additionalRenderLoopLogicCallback: () => void, textureLoadingCallback: (remaining: number) => void, startingProcessingFilesCallback: (files?: File[]) => void, onReloadCallback: (sceneFile: File) => void, errorCallback: (sceneFile: File, scene: Scene, message: string) => void);
  127256. private _dragEnterHandler;
  127257. private _dragOverHandler;
  127258. private _dropHandler;
  127259. /**
  127260. * Calls this function to listen to drag'n'drop events on a specific DOM element
  127261. * @param elementToMonitor defines the DOM element to track
  127262. */
  127263. monitorElementForDragNDrop(elementToMonitor: HTMLElement): void;
  127264. /**
  127265. * Release all associated resources
  127266. */
  127267. dispose(): void;
  127268. private renderFunction;
  127269. private drag;
  127270. private drop;
  127271. private _traverseFolder;
  127272. private _processFiles;
  127273. /**
  127274. * Load files from a drop event
  127275. * @param event defines the drop event to use as source
  127276. */
  127277. loadFiles(event: any): void;
  127278. private _processReload;
  127279. /**
  127280. * Reload the current scene from the loaded files
  127281. */
  127282. reload(): void;
  127283. }
  127284. }
  127285. declare module BABYLON {
  127286. /**
  127287. * Defines the root class used to create scene optimization to use with SceneOptimizer
  127288. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  127289. */
  127290. export class SceneOptimization {
  127291. /**
  127292. * Defines the priority of this optimization (0 by default which means first in the list)
  127293. */
  127294. priority: number;
  127295. /**
  127296. * Gets a string describing the action executed by the current optimization
  127297. * @returns description string
  127298. */
  127299. getDescription(): string;
  127300. /**
  127301. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  127302. * @param scene defines the current scene where to apply this optimization
  127303. * @param optimizer defines the current optimizer
  127304. * @returns true if everything that can be done was applied
  127305. */
  127306. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  127307. /**
  127308. * Creates the SceneOptimization object
  127309. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  127310. * @param desc defines the description associated with the optimization
  127311. */
  127312. constructor(
  127313. /**
  127314. * Defines the priority of this optimization (0 by default which means first in the list)
  127315. */
  127316. priority?: number);
  127317. }
  127318. /**
  127319. * Defines an optimization used to reduce the size of render target textures
  127320. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  127321. */
  127322. export class TextureOptimization extends SceneOptimization {
  127323. /**
  127324. * Defines the priority of this optimization (0 by default which means first in the list)
  127325. */
  127326. priority: number;
  127327. /**
  127328. * Defines the maximum sized allowed for textures (1024 is the default value). If a texture is bigger, it will be scaled down using a factor defined by the step parameter
  127329. */
  127330. maximumSize: number;
  127331. /**
  127332. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  127333. */
  127334. step: number;
  127335. /**
  127336. * Gets a string describing the action executed by the current optimization
  127337. * @returns description string
  127338. */
  127339. getDescription(): string;
  127340. /**
  127341. * Creates the TextureOptimization object
  127342. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  127343. * @param maximumSize defines the maximum sized allowed for textures (1024 is the default value). If a texture is bigger, it will be scaled down using a factor defined by the step parameter
  127344. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  127345. */
  127346. constructor(
  127347. /**
  127348. * Defines the priority of this optimization (0 by default which means first in the list)
  127349. */
  127350. priority?: number,
  127351. /**
  127352. * Defines the maximum sized allowed for textures (1024 is the default value). If a texture is bigger, it will be scaled down using a factor defined by the step parameter
  127353. */
  127354. maximumSize?: number,
  127355. /**
  127356. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  127357. */
  127358. step?: number);
  127359. /**
  127360. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  127361. * @param scene defines the current scene where to apply this optimization
  127362. * @param optimizer defines the current optimizer
  127363. * @returns true if everything that can be done was applied
  127364. */
  127365. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  127366. }
  127367. /**
  127368. * Defines an optimization used to increase or decrease the rendering resolution
  127369. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  127370. */
  127371. export class HardwareScalingOptimization extends SceneOptimization {
  127372. /**
  127373. * Defines the priority of this optimization (0 by default which means first in the list)
  127374. */
  127375. priority: number;
  127376. /**
  127377. * Defines the maximum scale to use (2 by default)
  127378. */
  127379. maximumScale: number;
  127380. /**
  127381. * Defines the step to use between two passes (0.5 by default)
  127382. */
  127383. step: number;
  127384. private _currentScale;
  127385. private _directionOffset;
  127386. /**
  127387. * Gets a string describing the action executed by the current optimization
  127388. * @return description string
  127389. */
  127390. getDescription(): string;
  127391. /**
  127392. * Creates the HardwareScalingOptimization object
  127393. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  127394. * @param maximumScale defines the maximum scale to use (2 by default)
  127395. * @param step defines the step to use between two passes (0.5 by default)
  127396. */
  127397. constructor(
  127398. /**
  127399. * Defines the priority of this optimization (0 by default which means first in the list)
  127400. */
  127401. priority?: number,
  127402. /**
  127403. * Defines the maximum scale to use (2 by default)
  127404. */
  127405. maximumScale?: number,
  127406. /**
  127407. * Defines the step to use between two passes (0.5 by default)
  127408. */
  127409. step?: number);
  127410. /**
  127411. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  127412. * @param scene defines the current scene where to apply this optimization
  127413. * @param optimizer defines the current optimizer
  127414. * @returns true if everything that can be done was applied
  127415. */
  127416. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  127417. }
  127418. /**
  127419. * Defines an optimization used to remove shadows
  127420. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  127421. */
  127422. export class ShadowsOptimization extends SceneOptimization {
  127423. /**
  127424. * Gets a string describing the action executed by the current optimization
  127425. * @return description string
  127426. */
  127427. getDescription(): string;
  127428. /**
  127429. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  127430. * @param scene defines the current scene where to apply this optimization
  127431. * @param optimizer defines the current optimizer
  127432. * @returns true if everything that can be done was applied
  127433. */
  127434. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  127435. }
  127436. /**
  127437. * Defines an optimization used to turn post-processes off
  127438. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  127439. */
  127440. export class PostProcessesOptimization extends SceneOptimization {
  127441. /**
  127442. * Gets a string describing the action executed by the current optimization
  127443. * @return description string
  127444. */
  127445. getDescription(): string;
  127446. /**
  127447. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  127448. * @param scene defines the current scene where to apply this optimization
  127449. * @param optimizer defines the current optimizer
  127450. * @returns true if everything that can be done was applied
  127451. */
  127452. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  127453. }
  127454. /**
  127455. * Defines an optimization used to turn lens flares off
  127456. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  127457. */
  127458. export class LensFlaresOptimization extends SceneOptimization {
  127459. /**
  127460. * Gets a string describing the action executed by the current optimization
  127461. * @return description string
  127462. */
  127463. getDescription(): string;
  127464. /**
  127465. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  127466. * @param scene defines the current scene where to apply this optimization
  127467. * @param optimizer defines the current optimizer
  127468. * @returns true if everything that can be done was applied
  127469. */
  127470. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  127471. }
  127472. /**
  127473. * Defines an optimization based on user defined callback.
  127474. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  127475. */
  127476. export class CustomOptimization extends SceneOptimization {
  127477. /**
  127478. * Callback called to apply the custom optimization.
  127479. */
  127480. onApply: (scene: Scene, optimizer: SceneOptimizer) => boolean;
  127481. /**
  127482. * Callback called to get custom description
  127483. */
  127484. onGetDescription: () => string;
  127485. /**
  127486. * Gets a string describing the action executed by the current optimization
  127487. * @returns description string
  127488. */
  127489. getDescription(): string;
  127490. /**
  127491. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  127492. * @param scene defines the current scene where to apply this optimization
  127493. * @param optimizer defines the current optimizer
  127494. * @returns true if everything that can be done was applied
  127495. */
  127496. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  127497. }
  127498. /**
  127499. * Defines an optimization used to turn particles off
  127500. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  127501. */
  127502. export class ParticlesOptimization extends SceneOptimization {
  127503. /**
  127504. * Gets a string describing the action executed by the current optimization
  127505. * @return description string
  127506. */
  127507. getDescription(): string;
  127508. /**
  127509. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  127510. * @param scene defines the current scene where to apply this optimization
  127511. * @param optimizer defines the current optimizer
  127512. * @returns true if everything that can be done was applied
  127513. */
  127514. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  127515. }
  127516. /**
  127517. * Defines an optimization used to turn render targets off
  127518. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  127519. */
  127520. export class RenderTargetsOptimization extends SceneOptimization {
  127521. /**
  127522. * Gets a string describing the action executed by the current optimization
  127523. * @return description string
  127524. */
  127525. getDescription(): string;
  127526. /**
  127527. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  127528. * @param scene defines the current scene where to apply this optimization
  127529. * @param optimizer defines the current optimizer
  127530. * @returns true if everything that can be done was applied
  127531. */
  127532. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  127533. }
  127534. /**
  127535. * Defines an optimization used to merge meshes with compatible materials
  127536. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  127537. */
  127538. export class MergeMeshesOptimization extends SceneOptimization {
  127539. private static _UpdateSelectionTree;
  127540. /**
  127541. * Gets or sets a boolean which defines if optimization octree has to be updated
  127542. */
  127543. /**
  127544. * Gets or sets a boolean which defines if optimization octree has to be updated
  127545. */
  127546. static UpdateSelectionTree: boolean;
  127547. /**
  127548. * Gets a string describing the action executed by the current optimization
  127549. * @return description string
  127550. */
  127551. getDescription(): string;
  127552. private _canBeMerged;
  127553. /**
  127554. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  127555. * @param scene defines the current scene where to apply this optimization
  127556. * @param optimizer defines the current optimizer
  127557. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  127558. * @returns true if everything that can be done was applied
  127559. */
  127560. apply(scene: Scene, optimizer: SceneOptimizer, updateSelectionTree?: boolean): boolean;
  127561. }
  127562. /**
  127563. * Defines a list of options used by SceneOptimizer
  127564. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  127565. */
  127566. export class SceneOptimizerOptions {
  127567. /**
  127568. * Defines the target frame rate to reach (60 by default)
  127569. */
  127570. targetFrameRate: number;
  127571. /**
  127572. * Defines the interval between two checkes (2000ms by default)
  127573. */
  127574. trackerDuration: number;
  127575. /**
  127576. * Gets the list of optimizations to apply
  127577. */
  127578. optimizations: SceneOptimization[];
  127579. /**
  127580. * Creates a new list of options used by SceneOptimizer
  127581. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  127582. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  127583. */
  127584. constructor(
  127585. /**
  127586. * Defines the target frame rate to reach (60 by default)
  127587. */
  127588. targetFrameRate?: number,
  127589. /**
  127590. * Defines the interval between two checkes (2000ms by default)
  127591. */
  127592. trackerDuration?: number);
  127593. /**
  127594. * Add a new optimization
  127595. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  127596. * @returns the current SceneOptimizerOptions
  127597. */
  127598. addOptimization(optimization: SceneOptimization): SceneOptimizerOptions;
  127599. /**
  127600. * Add a new custom optimization
  127601. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  127602. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  127603. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  127604. * @returns the current SceneOptimizerOptions
  127605. */
  127606. addCustomOptimization(onApply: (scene: Scene) => boolean, onGetDescription: () => string, priority?: number): SceneOptimizerOptions;
  127607. /**
  127608. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  127609. * @param targetFrameRate defines the target frame rate (60 by default)
  127610. * @returns a SceneOptimizerOptions object
  127611. */
  127612. static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  127613. /**
  127614. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  127615. * @param targetFrameRate defines the target frame rate (60 by default)
  127616. * @returns a SceneOptimizerOptions object
  127617. */
  127618. static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  127619. /**
  127620. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  127621. * @param targetFrameRate defines the target frame rate (60 by default)
  127622. * @returns a SceneOptimizerOptions object
  127623. */
  127624. static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  127625. }
  127626. /**
  127627. * Class used to run optimizations in order to reach a target frame rate
  127628. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  127629. */
  127630. export class SceneOptimizer implements IDisposable {
  127631. private _isRunning;
  127632. private _options;
  127633. private _scene;
  127634. private _currentPriorityLevel;
  127635. private _targetFrameRate;
  127636. private _trackerDuration;
  127637. private _currentFrameRate;
  127638. private _sceneDisposeObserver;
  127639. private _improvementMode;
  127640. /**
  127641. * Defines an observable called when the optimizer reaches the target frame rate
  127642. */
  127643. onSuccessObservable: Observable<SceneOptimizer>;
  127644. /**
  127645. * Defines an observable called when the optimizer enables an optimization
  127646. */
  127647. onNewOptimizationAppliedObservable: Observable<SceneOptimization>;
  127648. /**
  127649. * Defines an observable called when the optimizer is not able to reach the target frame rate
  127650. */
  127651. onFailureObservable: Observable<SceneOptimizer>;
  127652. /**
  127653. * Gets a boolean indicating if the optimizer is in improvement mode
  127654. */
  127655. readonly isInImprovementMode: boolean;
  127656. /**
  127657. * Gets the current priority level (0 at start)
  127658. */
  127659. readonly currentPriorityLevel: number;
  127660. /**
  127661. * Gets the current frame rate checked by the SceneOptimizer
  127662. */
  127663. readonly currentFrameRate: number;
  127664. /**
  127665. * Gets or sets the current target frame rate (60 by default)
  127666. */
  127667. /**
  127668. * Gets or sets the current target frame rate (60 by default)
  127669. */
  127670. targetFrameRate: number;
  127671. /**
  127672. * Gets or sets the current interval between two checks (every 2000ms by default)
  127673. */
  127674. /**
  127675. * Gets or sets the current interval between two checks (every 2000ms by default)
  127676. */
  127677. trackerDuration: number;
  127678. /**
  127679. * Gets the list of active optimizations
  127680. */
  127681. readonly optimizations: SceneOptimization[];
  127682. /**
  127683. * Creates a new SceneOptimizer
  127684. * @param scene defines the scene to work on
  127685. * @param options defines the options to use with the SceneOptimizer
  127686. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  127687. * @param improvementMode defines if the scene optimizer must run the maximum optimization while staying over a target frame instead of trying to reach the target framerate (false by default)
  127688. */
  127689. constructor(scene: Scene, options?: SceneOptimizerOptions, autoGeneratePriorities?: boolean, improvementMode?: boolean);
  127690. /**
  127691. * Stops the current optimizer
  127692. */
  127693. stop(): void;
  127694. /**
  127695. * Reset the optimizer to initial step (current priority level = 0)
  127696. */
  127697. reset(): void;
  127698. /**
  127699. * Start the optimizer. By default it will try to reach a specific framerate
  127700. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  127701. */
  127702. start(): void;
  127703. private _checkCurrentState;
  127704. /**
  127705. * Release all resources
  127706. */
  127707. dispose(): void;
  127708. /**
  127709. * Helper function to create a SceneOptimizer with one single line of code
  127710. * @param scene defines the scene to work on
  127711. * @param options defines the options to use with the SceneOptimizer
  127712. * @param onSuccess defines a callback to call on success
  127713. * @param onFailure defines a callback to call on failure
  127714. * @returns the new SceneOptimizer object
  127715. */
  127716. static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): SceneOptimizer;
  127717. }
  127718. }
  127719. declare module BABYLON {
  127720. /**
  127721. * Class used to serialize a scene into a string
  127722. */
  127723. export class SceneSerializer {
  127724. /**
  127725. * Clear cache used by a previous serialization
  127726. */
  127727. static ClearCache(): void;
  127728. /**
  127729. * Serialize a scene into a JSON compatible object
  127730. * @param scene defines the scene to serialize
  127731. * @returns a JSON compatible object
  127732. */
  127733. static Serialize(scene: Scene): any;
  127734. /**
  127735. * Serialize a mesh into a JSON compatible object
  127736. * @param toSerialize defines the mesh to serialize
  127737. * @param withParents defines if parents must be serialized as well
  127738. * @param withChildren defines if children must be serialized as well
  127739. * @returns a JSON compatible object
  127740. */
  127741. static SerializeMesh(toSerialize: any, withParents?: boolean, withChildren?: boolean): any;
  127742. }
  127743. }
  127744. declare module BABYLON {
  127745. /**
  127746. * Class used to host texture specific utilities
  127747. */
  127748. export class TextureTools {
  127749. /**
  127750. * Uses the GPU to create a copy texture rescaled at a given size
  127751. * @param texture Texture to copy from
  127752. * @param width defines the desired width
  127753. * @param height defines the desired height
  127754. * @param useBilinearMode defines if bilinear mode has to be used
  127755. * @return the generated texture
  127756. */
  127757. static CreateResizedCopy(texture: Texture, width: number, height: number, useBilinearMode?: boolean): Texture;
  127758. }
  127759. }
  127760. declare module BABYLON {
  127761. /**
  127762. * This represents the different options available for the video capture.
  127763. */
  127764. export interface VideoRecorderOptions {
  127765. /** Defines the mime type of the video. */
  127766. mimeType: string;
  127767. /** Defines the FPS the video should be recorded at. */
  127768. fps: number;
  127769. /** Defines the chunk size for the recording data. */
  127770. recordChunckSize: number;
  127771. /** The audio tracks to attach to the recording. */
  127772. audioTracks?: MediaStreamTrack[];
  127773. }
  127774. /**
  127775. * This can help with recording videos from BabylonJS.
  127776. * This is based on the available WebRTC functionalities of the browser.
  127777. *
  127778. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  127779. */
  127780. export class VideoRecorder {
  127781. private static readonly _defaultOptions;
  127782. /**
  127783. * Returns whether or not the VideoRecorder is available in your browser.
  127784. * @param engine Defines the Babylon Engine.
  127785. * @returns true if supported otherwise false.
  127786. */
  127787. static IsSupported(engine: Engine): boolean;
  127788. private readonly _options;
  127789. private _canvas;
  127790. private _mediaRecorder;
  127791. private _recordedChunks;
  127792. private _fileName;
  127793. private _resolve;
  127794. private _reject;
  127795. /**
  127796. * True when a recording is already in progress.
  127797. */
  127798. readonly isRecording: boolean;
  127799. /**
  127800. * Create a new VideoCapture object which can help converting what you see in Babylon to a video file.
  127801. * @param engine Defines the BabylonJS Engine you wish to record.
  127802. * @param options Defines options that can be used to customize the capture.
  127803. */
  127804. constructor(engine: Engine, options?: Nullable<VideoRecorderOptions>);
  127805. /**
  127806. * Stops the current recording before the default capture timeout passed in the startRecording function.
  127807. */
  127808. stopRecording(): void;
  127809. /**
  127810. * Starts recording the canvas for a max duration specified in parameters.
  127811. * @param fileName Defines the name of the file to be downloaded when the recording stop.
  127812. * If null no automatic download will start and you can rely on the promise to get the data back.
  127813. * @param maxDuration Defines the maximum recording time in seconds.
  127814. * It defaults to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  127815. * @return A promise callback at the end of the recording with the video data in Blob.
  127816. */
  127817. startRecording(fileName?: Nullable<string>, maxDuration?: number): Promise<Blob>;
  127818. /**
  127819. * Releases internal resources used during the recording.
  127820. */
  127821. dispose(): void;
  127822. private _handleDataAvailable;
  127823. private _handleError;
  127824. private _handleStop;
  127825. }
  127826. }
  127827. declare module BABYLON {
  127828. /**
  127829. * Class containing a set of static utilities functions for screenshots
  127830. */
  127831. export class ScreenshotTools {
  127832. /**
  127833. * Captures a screenshot of the current rendering
  127834. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  127835. * @param engine defines the rendering engine
  127836. * @param camera defines the source camera
  127837. * @param size This parameter can be set to a single number or to an object with the
  127838. * following (optional) properties: precision, width, height. If a single number is passed,
  127839. * it will be used for both width and height. If an object is passed, the screenshot size
  127840. * will be derived from the parameters. The precision property is a multiplier allowing
  127841. * rendering at a higher or lower resolution
  127842. * @param successCallback defines the callback receives a single parameter which contains the
  127843. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  127844. * src parameter of an <img> to display it
  127845. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  127846. * Check your browser for supported MIME types
  127847. */
  127848. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  127849. /**
  127850. * Captures a screenshot of the current rendering
  127851. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  127852. * @param engine defines the rendering engine
  127853. * @param camera defines the source camera
  127854. * @param size This parameter can be set to a single number or to an object with the
  127855. * following (optional) properties: precision, width, height. If a single number is passed,
  127856. * it will be used for both width and height. If an object is passed, the screenshot size
  127857. * will be derived from the parameters. The precision property is a multiplier allowing
  127858. * rendering at a higher or lower resolution
  127859. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  127860. * Check your browser for supported MIME types
  127861. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  127862. * to the src parameter of an <img> to display it
  127863. */
  127864. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: any, mimeType?: string): Promise<string>;
  127865. /**
  127866. * Generates an image screenshot from the specified camera.
  127867. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  127868. * @param engine The engine to use for rendering
  127869. * @param camera The camera to use for rendering
  127870. * @param size This parameter can be set to a single number or to an object with the
  127871. * following (optional) properties: precision, width, height. If a single number is passed,
  127872. * it will be used for both width and height. If an object is passed, the screenshot size
  127873. * will be derived from the parameters. The precision property is a multiplier allowing
  127874. * rendering at a higher or lower resolution
  127875. * @param successCallback The callback receives a single parameter which contains the
  127876. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  127877. * src parameter of an <img> to display it
  127878. * @param mimeType The MIME type of the screenshot image (default: image/png).
  127879. * Check your browser for supported MIME types
  127880. * @param samples Texture samples (default: 1)
  127881. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  127882. * @param fileName A name for for the downloaded file.
  127883. */
  127884. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  127885. /**
  127886. * Generates an image screenshot from the specified camera.
  127887. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  127888. * @param engine The engine to use for rendering
  127889. * @param camera The camera to use for rendering
  127890. * @param size This parameter can be set to a single number or to an object with the
  127891. * following (optional) properties: precision, width, height. If a single number is passed,
  127892. * it will be used for both width and height. If an object is passed, the screenshot size
  127893. * will be derived from the parameters. The precision property is a multiplier allowing
  127894. * rendering at a higher or lower resolution
  127895. * @param mimeType The MIME type of the screenshot image (default: image/png).
  127896. * Check your browser for supported MIME types
  127897. * @param samples Texture samples (default: 1)
  127898. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  127899. * @param fileName A name for for the downloaded file.
  127900. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  127901. * to the src parameter of an <img> to display it
  127902. */
  127903. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: any, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  127904. /**
  127905. * Gets height and width for screenshot size
  127906. * @private
  127907. */
  127908. private static _getScreenshotSize;
  127909. }
  127910. }
  127911. declare module BABYLON {
  127912. /**
  127913. * A cursor which tracks a point on a path
  127914. */
  127915. export class PathCursor {
  127916. private path;
  127917. /**
  127918. * Stores path cursor callbacks for when an onchange event is triggered
  127919. */
  127920. private _onchange;
  127921. /**
  127922. * The value of the path cursor
  127923. */
  127924. value: number;
  127925. /**
  127926. * The animation array of the path cursor
  127927. */
  127928. animations: Animation[];
  127929. /**
  127930. * Initializes the path cursor
  127931. * @param path The path to track
  127932. */
  127933. constructor(path: Path2);
  127934. /**
  127935. * Gets the cursor point on the path
  127936. * @returns A point on the path cursor at the cursor location
  127937. */
  127938. getPoint(): Vector3;
  127939. /**
  127940. * Moves the cursor ahead by the step amount
  127941. * @param step The amount to move the cursor forward
  127942. * @returns This path cursor
  127943. */
  127944. moveAhead(step?: number): PathCursor;
  127945. /**
  127946. * Moves the cursor behind by the step amount
  127947. * @param step The amount to move the cursor back
  127948. * @returns This path cursor
  127949. */
  127950. moveBack(step?: number): PathCursor;
  127951. /**
  127952. * Moves the cursor by the step amount
  127953. * If the step amount is greater than one, an exception is thrown
  127954. * @param step The amount to move the cursor
  127955. * @returns This path cursor
  127956. */
  127957. move(step: number): PathCursor;
  127958. /**
  127959. * Ensures that the value is limited between zero and one
  127960. * @returns This path cursor
  127961. */
  127962. private ensureLimits;
  127963. /**
  127964. * Runs onchange callbacks on change (used by the animation engine)
  127965. * @returns This path cursor
  127966. */
  127967. private raiseOnChange;
  127968. /**
  127969. * Executes a function on change
  127970. * @param f A path cursor onchange callback
  127971. * @returns This path cursor
  127972. */
  127973. onchange(f: (cursor: PathCursor) => void): PathCursor;
  127974. }
  127975. }
  127976. declare module BABYLON {
  127977. /** @hidden */
  127978. export var blurPixelShader: {
  127979. name: string;
  127980. shader: string;
  127981. };
  127982. }
  127983. declare module BABYLON {
  127984. /** @hidden */
  127985. export var pointCloudVertexDeclaration: {
  127986. name: string;
  127987. shader: string;
  127988. };
  127989. }
  127990. // Mixins
  127991. interface Window {
  127992. mozIndexedDB: IDBFactory;
  127993. webkitIndexedDB: IDBFactory;
  127994. msIndexedDB: IDBFactory;
  127995. webkitURL: typeof URL;
  127996. mozRequestAnimationFrame(callback: FrameRequestCallback): number;
  127997. oRequestAnimationFrame(callback: FrameRequestCallback): number;
  127998. WebGLRenderingContext: WebGLRenderingContext;
  127999. MSGesture: MSGesture;
  128000. CANNON: any;
  128001. AudioContext: AudioContext;
  128002. webkitAudioContext: AudioContext;
  128003. PointerEvent: any;
  128004. Math: Math;
  128005. Uint8Array: Uint8ArrayConstructor;
  128006. Float32Array: Float32ArrayConstructor;
  128007. mozURL: typeof URL;
  128008. msURL: typeof URL;
  128009. VRFrameData: any; // WebVR, from specs 1.1
  128010. DracoDecoderModule: any;
  128011. setImmediate(handler: (...args: any[]) => void): number;
  128012. }
  128013. interface HTMLCanvasElement {
  128014. requestPointerLock(): void;
  128015. msRequestPointerLock?(): void;
  128016. mozRequestPointerLock?(): void;
  128017. webkitRequestPointerLock?(): void;
  128018. /** Track wether a record is in progress */
  128019. isRecording: boolean;
  128020. /** Capture Stream method defined by some browsers */
  128021. captureStream(fps?: number): MediaStream;
  128022. }
  128023. interface CanvasRenderingContext2D {
  128024. msImageSmoothingEnabled: boolean;
  128025. }
  128026. interface MouseEvent {
  128027. mozMovementX: number;
  128028. mozMovementY: number;
  128029. webkitMovementX: number;
  128030. webkitMovementY: number;
  128031. msMovementX: number;
  128032. msMovementY: number;
  128033. }
  128034. interface Navigator {
  128035. mozGetVRDevices: (any: any) => any;
  128036. webkitGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  128037. mozGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  128038. msGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  128039. webkitGetGamepads(): Gamepad[];
  128040. msGetGamepads(): Gamepad[];
  128041. webkitGamepads(): Gamepad[];
  128042. }
  128043. interface HTMLVideoElement {
  128044. mozSrcObject: any;
  128045. }
  128046. interface Math {
  128047. fround(x: number): number;
  128048. imul(a: number, b: number): number;
  128049. }
  128050. interface WebGLRenderingContext {
  128051. drawArraysInstanced(mode: number, first: number, count: number, primcount: number): void;
  128052. drawElementsInstanced(mode: number, count: number, type: number, offset: number, primcount: number): void;
  128053. vertexAttribDivisor(index: number, divisor: number): void;
  128054. createVertexArray(): any;
  128055. bindVertexArray(vao?: WebGLVertexArrayObject | null): void;
  128056. deleteVertexArray(vao: WebGLVertexArrayObject): void;
  128057. blitFramebuffer(srcX0: number, srcY0: number, srcX1: number, srcY1: number, dstX0: number, dstY0: number, dstX1: number, dstY1: number, mask: number, filter: number): void;
  128058. renderbufferStorageMultisample(target: number, samples: number, internalformat: number, width: number, height: number): void;
  128059. bindBufferBase(target: number, index: number, buffer: WebGLBuffer | null): void;
  128060. getUniformBlockIndex(program: WebGLProgram, uniformBlockName: string): number;
  128061. uniformBlockBinding(program: WebGLProgram, uniformBlockIndex: number, uniformBlockBinding: number): void;
  128062. // Queries
  128063. createQuery(): WebGLQuery;
  128064. deleteQuery(query: WebGLQuery): void;
  128065. beginQuery(target: number, query: WebGLQuery): void;
  128066. endQuery(target: number): void;
  128067. getQueryParameter(query: WebGLQuery, pname: number): any;
  128068. getQuery(target: number, pname: number): any;
  128069. MAX_SAMPLES: number;
  128070. RGBA8: number;
  128071. READ_FRAMEBUFFER: number;
  128072. DRAW_FRAMEBUFFER: number;
  128073. UNIFORM_BUFFER: number;
  128074. HALF_FLOAT_OES: number;
  128075. RGBA16F: number;
  128076. RGBA32F: number;
  128077. R32F: number;
  128078. RG32F: number;
  128079. RGB32F: number;
  128080. R16F: number;
  128081. RG16F: number;
  128082. RGB16F: number;
  128083. RED: number;
  128084. RG: number;
  128085. R8: number;
  128086. RG8: number;
  128087. UNSIGNED_INT_24_8: number;
  128088. DEPTH24_STENCIL8: number;
  128089. /* Multiple Render Targets */
  128090. drawBuffers(buffers: number[]): void;
  128091. readBuffer(src: number): void;
  128092. readonly COLOR_ATTACHMENT0: number; // 0x8CE1
  128093. readonly COLOR_ATTACHMENT1: number; // 0x8CE2
  128094. readonly COLOR_ATTACHMENT2: number; // 0x8CE3
  128095. readonly COLOR_ATTACHMENT3: number; // 0x8CE4
  128096. // Occlusion Query
  128097. ANY_SAMPLES_PASSED_CONSERVATIVE: number;
  128098. ANY_SAMPLES_PASSED: number;
  128099. QUERY_RESULT_AVAILABLE: number;
  128100. QUERY_RESULT: number;
  128101. }
  128102. interface WebGLProgram {
  128103. __SPECTOR_rebuildProgram?: ((vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (program: WebGLProgram) => void, onError: (message: string) => void) => void) | null;
  128104. }
  128105. interface EXT_disjoint_timer_query {
  128106. QUERY_COUNTER_BITS_EXT: number;
  128107. TIME_ELAPSED_EXT: number;
  128108. TIMESTAMP_EXT: number;
  128109. GPU_DISJOINT_EXT: number;
  128110. QUERY_RESULT_EXT: number;
  128111. QUERY_RESULT_AVAILABLE_EXT: number;
  128112. queryCounterEXT(query: WebGLQuery, target: number): void;
  128113. createQueryEXT(): WebGLQuery;
  128114. beginQueryEXT(target: number, query: WebGLQuery): void;
  128115. endQueryEXT(target: number): void;
  128116. getQueryObjectEXT(query: WebGLQuery, target: number): any;
  128117. deleteQueryEXT(query: WebGLQuery): void;
  128118. }
  128119. interface WebGLUniformLocation {
  128120. _currentState: any;
  128121. }
  128122. // Type definitions for WebGL 2, Editor's Draft Fri Feb 24 16:10:18 2017 -0800
  128123. // Project: https://www.khronos.org/registry/webgl/specs/latest/2.0/
  128124. // Definitions by: Nico Kemnitz <https://github.com/nkemnitz/>
  128125. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  128126. interface WebGLRenderingContext {
  128127. readonly RASTERIZER_DISCARD: number;
  128128. readonly DEPTH_COMPONENT24: number;
  128129. readonly TEXTURE_3D: number;
  128130. readonly TEXTURE_2D_ARRAY: number;
  128131. readonly TEXTURE_COMPARE_FUNC: number;
  128132. readonly TEXTURE_COMPARE_MODE: number;
  128133. readonly COMPARE_REF_TO_TEXTURE: number;
  128134. readonly TEXTURE_WRAP_R: number;
  128135. readonly HALF_FLOAT: number;
  128136. readonly RGB8: number;
  128137. readonly RED_INTEGER: number;
  128138. readonly RG_INTEGER: number;
  128139. readonly RGB_INTEGER: number;
  128140. readonly RGBA_INTEGER: number;
  128141. readonly R8_SNORM: number;
  128142. readonly RG8_SNORM: number;
  128143. readonly RGB8_SNORM: number;
  128144. readonly RGBA8_SNORM: number;
  128145. readonly R8I: number;
  128146. readonly RG8I: number;
  128147. readonly RGB8I: number;
  128148. readonly RGBA8I: number;
  128149. readonly R8UI: number;
  128150. readonly RG8UI: number;
  128151. readonly RGB8UI: number;
  128152. readonly RGBA8UI: number;
  128153. readonly R16I: number;
  128154. readonly RG16I: number;
  128155. readonly RGB16I: number;
  128156. readonly RGBA16I: number;
  128157. readonly R16UI: number;
  128158. readonly RG16UI: number;
  128159. readonly RGB16UI: number;
  128160. readonly RGBA16UI: number;
  128161. readonly R32I: number;
  128162. readonly RG32I: number;
  128163. readonly RGB32I: number;
  128164. readonly RGBA32I: number;
  128165. readonly R32UI: number;
  128166. readonly RG32UI: number;
  128167. readonly RGB32UI: number;
  128168. readonly RGBA32UI: number;
  128169. readonly RGB10_A2UI: number;
  128170. readonly R11F_G11F_B10F: number;
  128171. readonly RGB9_E5: number;
  128172. readonly RGB10_A2: number;
  128173. readonly UNSIGNED_INT_2_10_10_10_REV: number;
  128174. readonly UNSIGNED_INT_10F_11F_11F_REV: number;
  128175. readonly UNSIGNED_INT_5_9_9_9_REV: number;
  128176. readonly FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  128177. texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ArrayBufferView | null): void;
  128178. texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ArrayBufferView, offset: number): void;
  128179. texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ImageBitmap | ImageData | HTMLVideoElement | HTMLImageElement | HTMLCanvasElement): void;
  128180. compressedTexImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, data: ArrayBufferView, offset?: number, length?: number): void;
  128181. readonly TRANSFORM_FEEDBACK: number;
  128182. readonly INTERLEAVED_ATTRIBS: number;
  128183. readonly TRANSFORM_FEEDBACK_BUFFER: number;
  128184. createTransformFeedback(): WebGLTransformFeedback;
  128185. deleteTransformFeedback(transformFeedbac: WebGLTransformFeedback): void;
  128186. bindTransformFeedback(target: number, transformFeedback: WebGLTransformFeedback | null): void;
  128187. beginTransformFeedback(primitiveMode: number): void;
  128188. endTransformFeedback(): void;
  128189. transformFeedbackVaryings(program: WebGLProgram, varyings: string[], bufferMode: number): void;
  128190. clearBufferfv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  128191. clearBufferiv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  128192. clearBufferuiv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  128193. clearBufferfi(buffer: number, drawbuffer: number, depth: number, stencil: number): void;
  128194. }
  128195. interface ImageBitmap {
  128196. readonly width: number;
  128197. readonly height: number;
  128198. close(): void;
  128199. }
  128200. interface WebGLQuery extends WebGLObject {
  128201. }
  128202. declare var WebGLQuery: {
  128203. prototype: WebGLQuery;
  128204. new(): WebGLQuery;
  128205. };
  128206. interface WebGLSampler extends WebGLObject {
  128207. }
  128208. declare var WebGLSampler: {
  128209. prototype: WebGLSampler;
  128210. new(): WebGLSampler;
  128211. };
  128212. interface WebGLSync extends WebGLObject {
  128213. }
  128214. declare var WebGLSync: {
  128215. prototype: WebGLSync;
  128216. new(): WebGLSync;
  128217. };
  128218. interface WebGLTransformFeedback extends WebGLObject {
  128219. }
  128220. declare var WebGLTransformFeedback: {
  128221. prototype: WebGLTransformFeedback;
  128222. new(): WebGLTransformFeedback;
  128223. };
  128224. interface WebGLVertexArrayObject extends WebGLObject {
  128225. }
  128226. declare var WebGLVertexArrayObject: {
  128227. prototype: WebGLVertexArrayObject;
  128228. new(): WebGLVertexArrayObject;
  128229. };
  128230. // Type definitions for WebVR API
  128231. // Project: https://w3c.github.io/webvr/
  128232. // Definitions by: six a <https://github.com/lostfictions>
  128233. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  128234. interface VRDisplay extends EventTarget {
  128235. /**
  128236. * Dictionary of capabilities describing the VRDisplay.
  128237. */
  128238. readonly capabilities: VRDisplayCapabilities;
  128239. /**
  128240. * z-depth defining the far plane of the eye view frustum
  128241. * enables mapping of values in the render target depth
  128242. * attachment to scene coordinates. Initially set to 10000.0.
  128243. */
  128244. depthFar: number;
  128245. /**
  128246. * z-depth defining the near plane of the eye view frustum
  128247. * enables mapping of values in the render target depth
  128248. * attachment to scene coordinates. Initially set to 0.01.
  128249. */
  128250. depthNear: number;
  128251. /**
  128252. * An identifier for this distinct VRDisplay. Used as an
  128253. * association point in the Gamepad API.
  128254. */
  128255. readonly displayId: number;
  128256. /**
  128257. * A display name, a user-readable name identifying it.
  128258. */
  128259. readonly displayName: string;
  128260. readonly isConnected: boolean;
  128261. readonly isPresenting: boolean;
  128262. /**
  128263. * If this VRDisplay supports room-scale experiences, the optional
  128264. * stage attribute contains details on the room-scale parameters.
  128265. */
  128266. readonly stageParameters: VRStageParameters | null;
  128267. /**
  128268. * Passing the value returned by `requestAnimationFrame` to
  128269. * `cancelAnimationFrame` will unregister the callback.
  128270. * @param handle Define the hanle of the request to cancel
  128271. */
  128272. cancelAnimationFrame(handle: number): void;
  128273. /**
  128274. * Stops presenting to the VRDisplay.
  128275. * @returns a promise to know when it stopped
  128276. */
  128277. exitPresent(): Promise<void>;
  128278. /**
  128279. * Return the current VREyeParameters for the given eye.
  128280. * @param whichEye Define the eye we want the parameter for
  128281. * @returns the eye parameters
  128282. */
  128283. getEyeParameters(whichEye: string): VREyeParameters;
  128284. /**
  128285. * Populates the passed VRFrameData with the information required to render
  128286. * the current frame.
  128287. * @param frameData Define the data structure to populate
  128288. * @returns true if ok otherwise false
  128289. */
  128290. getFrameData(frameData: VRFrameData): boolean;
  128291. /**
  128292. * Get the layers currently being presented.
  128293. * @returns the list of VR layers
  128294. */
  128295. getLayers(): VRLayer[];
  128296. /**
  128297. * Return a VRPose containing the future predicted pose of the VRDisplay
  128298. * when the current frame will be presented. The value returned will not
  128299. * change until JavaScript has returned control to the browser.
  128300. *
  128301. * The VRPose will contain the position, orientation, velocity,
  128302. * and acceleration of each of these properties.
  128303. * @returns the pose object
  128304. */
  128305. getPose(): VRPose;
  128306. /**
  128307. * Return the current instantaneous pose of the VRDisplay, with no
  128308. * prediction applied.
  128309. * @returns the current instantaneous pose
  128310. */
  128311. getImmediatePose(): VRPose;
  128312. /**
  128313. * The callback passed to `requestAnimationFrame` will be called
  128314. * any time a new frame should be rendered. When the VRDisplay is
  128315. * presenting the callback will be called at the native refresh
  128316. * rate of the HMD. When not presenting this function acts
  128317. * identically to how window.requestAnimationFrame acts. Content should
  128318. * make no assumptions of frame rate or vsync behavior as the HMD runs
  128319. * asynchronously from other displays and at differing refresh rates.
  128320. * @param callback Define the eaction to run next frame
  128321. * @returns the request handle it
  128322. */
  128323. requestAnimationFrame(callback: FrameRequestCallback): number;
  128324. /**
  128325. * Begin presenting to the VRDisplay. Must be called in response to a user gesture.
  128326. * Repeat calls while already presenting will update the VRLayers being displayed.
  128327. * @param layers Define the list of layer to present
  128328. * @returns a promise to know when the request has been fulfilled
  128329. */
  128330. requestPresent(layers: VRLayer[]): Promise<void>;
  128331. /**
  128332. * Reset the pose for this display, treating its current position and
  128333. * orientation as the "origin/zero" values. VRPose.position,
  128334. * VRPose.orientation, and VRStageParameters.sittingToStandingTransform may be
  128335. * updated when calling resetPose(). This should be called in only
  128336. * sitting-space experiences.
  128337. */
  128338. resetPose(): void;
  128339. /**
  128340. * The VRLayer provided to the VRDisplay will be captured and presented
  128341. * in the HMD. Calling this function has the same effect on the source
  128342. * canvas as any other operation that uses its source image, and canvases
  128343. * created without preserveDrawingBuffer set to true will be cleared.
  128344. * @param pose Define the pose to submit
  128345. */
  128346. submitFrame(pose?: VRPose): void;
  128347. }
  128348. declare var VRDisplay: {
  128349. prototype: VRDisplay;
  128350. new(): VRDisplay;
  128351. };
  128352. interface VRLayer {
  128353. leftBounds?: number[] | Float32Array | null;
  128354. rightBounds?: number[] | Float32Array | null;
  128355. source?: HTMLCanvasElement | null;
  128356. }
  128357. interface VRDisplayCapabilities {
  128358. readonly canPresent: boolean;
  128359. readonly hasExternalDisplay: boolean;
  128360. readonly hasOrientation: boolean;
  128361. readonly hasPosition: boolean;
  128362. readonly maxLayers: number;
  128363. }
  128364. interface VREyeParameters {
  128365. /** @deprecated */
  128366. readonly fieldOfView: VRFieldOfView;
  128367. readonly offset: Float32Array;
  128368. readonly renderHeight: number;
  128369. readonly renderWidth: number;
  128370. }
  128371. interface VRFieldOfView {
  128372. readonly downDegrees: number;
  128373. readonly leftDegrees: number;
  128374. readonly rightDegrees: number;
  128375. readonly upDegrees: number;
  128376. }
  128377. interface VRFrameData {
  128378. readonly leftProjectionMatrix: Float32Array;
  128379. readonly leftViewMatrix: Float32Array;
  128380. readonly pose: VRPose;
  128381. readonly rightProjectionMatrix: Float32Array;
  128382. readonly rightViewMatrix: Float32Array;
  128383. readonly timestamp: number;
  128384. }
  128385. interface VRPose {
  128386. readonly angularAcceleration: Float32Array | null;
  128387. readonly angularVelocity: Float32Array | null;
  128388. readonly linearAcceleration: Float32Array | null;
  128389. readonly linearVelocity: Float32Array | null;
  128390. readonly orientation: Float32Array | null;
  128391. readonly position: Float32Array | null;
  128392. readonly timestamp: number;
  128393. }
  128394. interface VRStageParameters {
  128395. sittingToStandingTransform?: Float32Array;
  128396. sizeX?: number;
  128397. sizeY?: number;
  128398. }
  128399. interface Navigator {
  128400. getVRDisplays(): Promise<VRDisplay[]>;
  128401. readonly activeVRDisplays: ReadonlyArray<VRDisplay>;
  128402. }
  128403. interface Window {
  128404. onvrdisplayconnected: ((this: Window, ev: Event) => any) | null;
  128405. onvrdisplaydisconnected: ((this: Window, ev: Event) => any) | null;
  128406. onvrdisplaypresentchange: ((this: Window, ev: Event) => any) | null;
  128407. addEventListener(type: "vrdisplayconnected", listener: (ev: Event) => any, useCapture?: boolean): void;
  128408. addEventListener(type: "vrdisplaydisconnected", listener: (ev: Event) => any, useCapture?: boolean): void;
  128409. addEventListener(type: "vrdisplaypresentchange", listener: (ev: Event) => any, useCapture?: boolean): void;
  128410. }
  128411. interface Gamepad {
  128412. readonly displayId: number;
  128413. }
  128414. type XRSessionMode =
  128415. | "inline"
  128416. | "immersive-vr"
  128417. | "immersive-ar";
  128418. type XRReferenceSpaceType =
  128419. | "viewer"
  128420. | "local"
  128421. | "local-floor"
  128422. | "bounded-floor"
  128423. | "unbounded";
  128424. type XREnvironmentBlendMode =
  128425. | "opaque"
  128426. | "additive"
  128427. | "alpha-blend";
  128428. type XRVisibilityState =
  128429. | "visible"
  128430. | "visible-blurred"
  128431. | "hidden";
  128432. type XRHandedness =
  128433. | "none"
  128434. | "left"
  128435. | "right";
  128436. type XRTargetRayMode =
  128437. | "gaze"
  128438. | "tracked-pointer"
  128439. | "screen";
  128440. type XREye =
  128441. | "none"
  128442. | "left"
  128443. | "right";
  128444. interface XRSpace extends EventTarget {
  128445. }
  128446. interface XRRenderState {
  128447. depthNear?: number;
  128448. depthFar?: number;
  128449. inlineVerticalFieldOfView?: number;
  128450. baseLayer?: XRWebGLLayer;
  128451. }
  128452. interface XRInputSource {
  128453. handedness: XRHandedness;
  128454. targetRayMode: XRTargetRayMode;
  128455. targetRaySpace: XRSpace;
  128456. gripSpace: XRSpace | undefined;
  128457. gamepad: Gamepad | undefined;
  128458. profiles: Array<string>;
  128459. }
  128460. interface XRSession {
  128461. addEventListener: Function;
  128462. requestReferenceSpace(type: XRReferenceSpaceType): Promise<XRReferenceSpace>;
  128463. updateRenderState(XRRenderStateInit: XRRenderState): Promise<void>;
  128464. requestAnimationFrame: Function;
  128465. end(): Promise<void>;
  128466. renderState: XRRenderState;
  128467. inputSources: Array<XRInputSource>;
  128468. }
  128469. interface XRReferenceSpace extends XRSpace {
  128470. getOffsetReferenceSpace(originOffset: XRRigidTransform): XRReferenceSpace;
  128471. onreset: any;
  128472. }
  128473. interface XRFrame {
  128474. session: XRSession;
  128475. getViewerPose(referenceSpace: XRReferenceSpace): XRViewerPose | undefined;
  128476. getPose(space: XRSpace, baseSpace: XRSpace): XRPose | undefined;
  128477. }
  128478. interface XRViewerPose extends XRPose {
  128479. views: Array<XRView>;
  128480. }
  128481. interface XRPose {
  128482. transform: XRRigidTransform;
  128483. emulatedPosition: boolean;
  128484. }
  128485. declare var XRWebGLLayer: {
  128486. prototype: XRWebGLLayer;
  128487. new(session: XRSession, context: WebGLRenderingContext | undefined): XRWebGLLayer;
  128488. };
  128489. interface XRWebGLLayer {
  128490. framebuffer: WebGLFramebuffer;
  128491. framebufferWidth: number;
  128492. framebufferHeight: number;
  128493. getViewport: Function;
  128494. }
  128495. interface XRRigidTransform {
  128496. position: DOMPointReadOnly;
  128497. orientation: DOMPointReadOnly;
  128498. matrix: Float32Array;
  128499. inverse: XRRigidTransform;
  128500. }
  128501. interface XRView {
  128502. eye: XREye;
  128503. projectionMatrix: Float32Array;
  128504. transform: XRRigidTransform;
  128505. }
  128506. interface XRInputSourceChangeEvent {
  128507. session: XRSession;
  128508. removed: Array<XRInputSource>;
  128509. added: Array<XRInputSource>;
  128510. }